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No KO's are awarded for either Lockjaw, Aeon or the Primitive, yeah. Lockjaw does, however, pick up a DFD for saving Aeon from the damage.
Arachnos: Turn 6
1) Scirocco moves to D18
2) Diabolique supports Nemesis. 10 atk. vs 15 def. Needs a 5. Roll is: (3,4) for a 7 and a hit! Support roll is: 1. Nemesis heals 1. 1 SA for Diabolique. Invigorate also kicks in, removing tokens from Nemesis and Widow both.
free) Nemesis uses Covenant of the Furies to Charge to H17
3) Nemesis moves to D19
4) Widow picks up Diabolique and teleports to F18, placing Diabolique in E19
Ah, ok, cool! I was so confused with the Covenant of furies charge because I didn't see anything named covenant of furies...it took way too long to figure it out. That's a really cool power since it get's around Invigorate. I once was told that even though charge was a free action it was also still a power action and couldn't be used if power actions were limited or not allowed. I always thought it should work since it's a free action instead. Glad to see the rules guy knows what's up!
Inhumans Turn 7
Free) Maximus perplex Black Bolt atk +1
1) Maximus move to G16.
2) Thane moves to F14.
3) Black Bolt HSS to A17 and dual target from 4 range on Nemesis. 11 av VS. 15+2 (ESD/Nemesis). Need 6 to hit. Roll is 2,5 and a hit. Nemesis will take 3. 1 SA Black Bolt
Sorry about the confusion, yeah that was force of habit. I forgot that I hadn't posted my own dials this game, since when I do, I always put in the name of my subs, AND substitute the names of their special powers to fit. "Covenant of the Furies" is just my name for Diabolique's version of Siren's special support power
And yeah, if something allows you to take a specific named action (or actions in Diabolique's case) as a free action, then that action ceases to be whatever it normally was and becomes a Free action instead. The original ruling was made to prevent Arkham Asylum Zoom from using blades with his special Hypersonic Flurry attack but it works wonders with Invigorate now!
Regards
Melkhor
From the ashes of Paragon City... it rises!
I didn't even know she was standing on an object, couldn't see it and didn't pay any attention to the object placements. I'll edit my turn, I guess I just hit Nemesis for 3 then.
1) Scirocco pushes to Support Diabolique. 9 atk. vs 16 def. Needs a 7. Roll is: (1,6) for a 7 and exactly a hit! Support roll is: 4 and Diabolique heals 2 clicks. 1 SA for Scirocco who also takes 1 from the push.
2) Diabolique returns the favour and Supports Scirocco with Covenant of the Furies. 10 atk. vs 15 def. Needs a 5. Roll is: (2,4) for a 6 and a hit! Support roll is: 6 and he heals to full! 1 SA and 1 from the push for Diabolique! Then Invigorate kicks in and removes tokens from Widow and Nemesis both.
free) Empowered by the Furies, Scirocco Charges. Kinetic Accelerator roll is: 5 which breaks the Accelerator. Scirocco Charges to A18, attacking Black Bolt. 10 atk. vs 17 def. Needs a 7. Roll is: (4,4) for an 8 and a hit! Black Bolt takes 3 and is knocked back to A16 where he hits the blocking terrain, but Invulnerability absorbs the damage. 1 SA for Scirocco and 1 AST for Diabolique.
3) Nemesis moves to E18
4) Widow picks up Nemesis and teleports to E13, placing Nemesis in D14
Nemesis will PC any successful break or attack roll made by Thane. He'll use his Mastermind on a Case-by-Case basis.
1) Maximus will create an Alpha in H15 and take a push
Free) Max perplex the attack of Alpha B +1
Free) Alpha moves 4 spaces into F11
2) Alpha Charges moving through E11, D11, C12, B12, pick up Heavy, Stop in C13 to attack Ghost Widow. 11 av (perplex) v 18 dv. Need a 7 to deal 5 damage. Roll is 2,1 for a miss (it starts again!)
3) Thane punch Nemesis, 10 v 17, roll is 2,4 for a miss.
4) Black bolt attacks scirocco, 9 v 18 for 3, roll is 1,5.
Free) BB sidesteps to B14
-------------------------------------------------------------------- Inhumans (Game 4 Team)
Sorry, leaving for the US tomorrow, so I've been a bit busy making sure everything is ready and in order for my trip. Should hopefully have the time to put in a turn tonight though!
Regards
Melkhor
From the ashes of Paragon City... it rises!
Arythea: 2 SA, 1 AST
Siren: 4 SA, 1 AST
Za'rax'as: 1 SA, 1 KO
RP earned this round: 25
XP gained this round:
Arythea: 15
Siren: 25
Za'rax'as: 15
Total XP following the game (prior to upgrades)
Melkhor's Arachnos:
V Universo 71 pts w/Extended Range 10 XP
LE Black Scorpion 72 pts
R Loki 30 pts 40 XP
U General Volkare 170 pts w/Contingency Plan 5 XP
V Kang the Conqueror 199 pts w/Protected & Fortitude 27 XP
E Growlfang 75 pts
U Victor von Doom 200 pts 2 XP
LE Captain Mako 52 pts 5 XP w/Submerged
LE Ghost Widow 54 pts 25 XP w/Armour Piercing, Enervation and Automatic Regeneration
V Arythea 100 pts 20 XP w/Stunning Blow, Takedown & Armour Piercing
U Siren 50 pts 30 XP w/Triage, Enervation & Heightened Reflexes
V Za'rax'as 50 pts 45 XP w/Lunge and Heightened Reflexes
Team Feat & Special Objects: Invigorate, Kinetic Accelerator & Dynamostat
RP: 65
Upgrades following Game Five: None
Regards
Melkhor
From the ashes of Paragon City... it rises!