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Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
1) Pushing, Superman Robot vs. SRG, 9 vs. 15, charge to M14
Your Random Roll is: 3,3 = 6
Thundermind re-roll: is: 1,6 = 7, hit for 3 damage, minus 1 for toughness
Nanobots: Superman Robot heals to full health with the LO from L14
2) Gold vs. Celestial Archer, 9 vs 16 +1 HT
Your Random Roll is: 4,1 = 5, miss
3) Pushing, Lead/Tin breakaway on a 4 and do a RS on Celestial Archer, 9 vs. 16, moving to E14 using Unstoppable, using the HO (sorry I left it off the dice roll)
Your Random Roll is: 5,3 = 8, hit for 3
Tinterference - L/T on Celestial Archer's SP on
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Dark Corsair’s Great Ten (Home)
1) V Celestial Archer (Red Arrow) 73pts (4/7) D-11{speed of arrows OW}
w/Armor Piercing 10pts
2) E Immortal-Man-in-Darkness (Obsidian) 72pts (7/7) J-8
3) R 7 Deadly Brothers (CR Robin) 35pts (5/5) I-16 @
4) Thundermind (Harbinger) 50pts (4/6) E-10 @
5) R Champion (Blackhawks) 23pts (5/5) K-9
6) R Socialist Red Guardsman (Rocket Red) 36pts (3/6) N-14 @
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Placement note: Looks like you have IMiD and Champion tokens switched on the map based on your recap. So I've got that corrected on the map, assuming that was your intent. If IMiD is supposed to be in J13, Lead and Tin will gladly outwit his Psychic Blast. But if not, move along.
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Dark Corsair’s Great Ten (Home)
1) V Celestial Archer (Red Arrow) 73pts (4/7) K-15 @
w/Armor Piercing 10pts
2) E Immortal-Man-in-Darkness (Obsidian) 72pts (7/7) K-12 @
3) R 7 Deadly Brothers (CR Robin) 35pts (5/5) I-16
4) Thundermind (Harbinger) 50pts (3/6) K-14 @@
5) R Champion (Blackhawks) 23pts (5/5) J-13
6) R Socialist Red Guardsman (Rocket Red) 36pts (3/6) N-14
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Just popping in to say I've been working all day training volunteers, but I expect I'll be able to post a turn tonight. It might be a little after the 48 hour mark, but I promise it won't be by too much!
Placement note: Looks like you have IMiD and Champion tokens switched on the map based on your recap. So I've got that corrected on the map, assuming that was your intent. If IMiD is supposed to be in J13, Lead and Tin will gladly outwit his Psychic Blast. But if not, move along.
Yes, I did switch the tokens - I'm keepin' all the useful powers like PC and PB well away from your outwitting guy.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
1) 7 Deadly Brothers cancel stealth and take a shot at Superman Robot. 9 vs (16+1) 17. A roll of 9 hits, dealing 1 after toughness. SA to 7DB.
2) Celestial Archer takes a shot at Superman Robot. 9 vs (16+HT) 17. A (4,6) 10 tags the Robot for another 1 click of damage. SA to the Archer.
3) Immortal Man in Darkness punches Superman Robot. 8 vs 15. A 6 misses!
4 - Leadership) Champion moves up to I-16
PC Instructions: On your first action, Thundermind will PC only a successful breakaway roll (and not any attacks). On your second action, Thundermind will PC any successful breakaway or attack he can see.
Dark Corsair’s Great Ten (Home)
1) V Celestial Archer (Red Arrow) 73pts (4/7) K-9 @
w/Armor Piercing 10pts
2) E Immortal-Man-in-Darkness (Obsidian) 72pts (6/7) K-12 @
3) R 7 Deadly Brothers (CR Robin) 35pts (5/5) G-14 @
4) Thundermind (Harbinger) 50pts (3/6) J-9
5) R Champion (Blackhawks) 23pts (5/5) I-16 @
6) R Socialist Red Guardsman (Rocket Red) 36pts (3/6) N-14
Total: 299
Celestial Archer: 2 SA
Thundermind: 1 AST
Champion: 1 SA
SRG: 1 SA, 1 KO
Seven Deadly Brothers: 1 SA
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Well dang. If I had known IMiD would miss this much, I'd never have gone after him. I'd have gone instead after that marksman SRG and his 6 AV.
8B) Metal Men
1) Lead/Tin Duo vs. Champion, CR Outwitted Duo 1: 9 vs. 15,
Roll is: 4,2 = 6, hit for 3
Duo 2 vs. Champion, 9 vs. 14
Roll is: 6,3 = 9, hit for 2 damage, KO
2)Superman Robot Flurry vs IMiD
Flurry 1 vs. IMiD, 9 vs. 16
Roll is: 3,5 = 8, hit
Thundermind PC Roll is: 2,2 = 4, miss. DFD awarded
Flurry 2 vs. IMiD, 9 vs. 16
Roll is: 6,4 = 10, 2 damage
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Dark Corsair’s Great Ten (Home)
1) V Celestial Archer (Red Arrow) 73pts (4/7) K-9 @
w/Armor Piercing 10pts
2) E Immortal-Man-in-Darkness (Obsidian) 72pts (4/7) K-12 @
3) R 7 Deadly Brothers (CR Robin) 35pts (5/5) G-14 @
4) Thundermind (Harbinger) 50pts (3/6) J-9
5) R Champion (Blackhawks) 23pts (0/5) I-16 @
6) R Socialist Red Guardsman (Rocket Red) 36pts (3/6) N-14
Total: 299
Celestial Archer: 2 SA
Thundermind: 1 AST, 1 DFD
Champion: 1 SA
SRG: 1 SA, 1 KO
Seven Deadly Brothers: 1 SA
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Yeah, Guardsman is certainly outdoing IMiD in the stats department! He's a real threat!
9A) Great Ten
Free - 7DB tries to be the cheering section with Leadership - 5!
1) Celestial Archer takes a shot at Superman Robot, using WP to push. 9AV vs (15+1) 16 DV. A 6 misses. PC from Thundermind is a (2,6) 8, scoring a hit for 1 click after toughness. SA to Archer, AST to Thundermind.
2) Thundermind flies to N-12.
3) SRG flies up to P-11
Thundermind will PC anything successful that Supes Robot does.
Dark Corsair’s Great Ten (Home)
1) V Celestial Archer (Red Arrow) 73pts (4/7) K-9 @@
w/Armor Piercing 10pts
2) E Immortal-Man-in-Darkness (Obsidian) 72pts (4/7) K-12 (Stealth)
3) R 7 Deadly Brothers (CR Robin) 35pts (5/5) G-14
4) Thundermind (Harbinger) 50pts (3/6) N-12 @
5) R Champion (Blackhawks) 23pts (0/5) KOKOKO
6) R Socialist Red Guardsman (Rocket Red) 36pts (3/6) P-11 @
Total: 299
Celestial Archer: 3 SA
Thundermind: 2 AST, 1 DFD
Champion: 1 SA
SRG: 1 SA, 1 KO
Seven Deadly Brothers: 1 SA
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Special Object: 23) Telephone Booth (LO) *K-10* -- A character occupying the same squares as this object can be dealt 1 pushing damage as a free action.
BFC: Defiance
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.