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GG hss to I9 on Eel and taser. SC is 5. Taser and Plunderer then. Gets 6. That's not enough. Q: 8. All that for 1 to Plunderer. GG ends where he started.
Nightwatch on Spot. Perplexes his AV to 11 on DV18. Gets 7 .Q makes it 11. SS is 6.
Plunderer on, I guess the Alien Soldier in M7 is his best target. Not that he's been bothering anyone. AV10 on DV16. Gets 5. Dario makes it 11. Should have gond for a juicier target. KOs the Soldier.
"I'm not normally the defending Earth against alien invaders type, but in your case, I'll make an exception," Plunderer said, shooting at one of the aliens.
Before I go on I've totally been forgetting about Spot's trait:
DEATH OF A THOUSAND…SPOTS?: Flurry. // When Spot makes a close attack, he may target an opposing character within 4 squares, regardless of adjacency. // When an opposing character targets Spot with a close attack and misses, after resolutions deal that character 1 damage.
Incapping doesn't sound like much, but just like that, almost all my chances to do anything are gone. Q shouldn't be able to see through Nightwatch's Stealth though, unless I'm missing something.
Could I push? Yes, bit for less that even chances of hitting anyone, seems silly to do so
I guess Chief can heal up his Demon-fodder. AV11 on DV15. Gets 5. Enough to get him back top dial. Whoopee.
Nightwatch does his block LOF through the top of his square
Not that it matters but Nightwatch is no longer stealthed.
Incap, to me, is way underrated. GG hss to G10 on Taser and Eel. Sc is 6. Just Taser then. Needs 6, rolls 8. 2 to him after toughness. GG ends where he started.
Chameleon tks Tom to K10.
He needs 6+ 1 to ko Taser, rolls 5. A makes it 5 again. Ugh.
Picard on him. Scotty makes his damage 3, needs 6: rolls 8. Kos him.