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For convenience I'll keep the set up as you had it and just begin with turn 1A (from what I can gather the U-Men won the initiative roll). Sorry I couldn't start yesterday but I was occupied getting the Astonishing X-Men issue edited and posted.
For clarity's sake I've gotten into the habit of posting specifically what my game actions are (and in what order) just as if I was playing a real game, and then keeping story posts somewhat separated so there is no confusion.
U-Men turn 1A
1) Deranged U-Man flies to F22, carrying E U-Man to G23.
2) V U-Man moves to F16
3) E U-Man moves to I-23
Team X
1) U Fantomex (7/7) 117 pts
w/ "Not So Special" 3 pts
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (7/7) 80 pts
When you move your characters or anyone takes damage (such as Weapon X clicking to the right at the start of the turn), remember to update the change on the recap below. This helps everyone to stay up to date on what's happening, especially if there is any inconsistency with what is seen on the map.
Also, just to make sure you're aware: RPSC games are normally played to the end of 16 rounds, unless otherwise specified. That's how long the U-Men are attempting to hold out here. This helps to prevent "turtling" or generally being too overly cautious, and encourages more bold, exciting gameplay.
Turn 2A
1) U-Men squad captain uses running shot to move to G17 and shoot at Kane, receiving Enhancement support from the V U-Man. Attack of 9, rolls (3, 1) for a miss.
2) E U-Man attempts to keep Weapon X in his tank. Rolls (3), clicks it back to it's first click.
3) V U-man moves to I17.
Team X
1) U Fantomex (7/7) H11 @
w/ "Not So Special" 3 pts
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (7/7) I11 w.HO @
Sorry if I take a couple days between posts sometimes, the RPSC has gotten really active ever since you joined. It had been in a bit of a slump for the past month or so and now all of a sudden the re-launch of the X-titles seems to have revived it in a big way. I'm currently sending a lot of PM's back and forth with msthomps1 and JackofHearts.
U-Men turn 3A
"Keep up the fire," one of the U-men growled through its mask. A hail of bullets spat from their guns, though only a few found their target. Garrison Kane felt the slugs bite into his flak vest and ricochet off his armored shoulders.
"Their dug in like ticks," Fantomex observed, his E.V.A. scoping out the firing line of defence that formed in front of the work crew moving Weapon X.
1) U-Man Squad Captain running-shots to J17 and shoots at Kane, rolling (3, 6) for a hit. Damage is 2 (+1 for V U-man's enhancement)(-1 for Kane's toughness). Kane drops the HO, which gives him some extra cover.
2) V U-man shoots at Kane as well, rolling (1, 3) for a miss.
3) E U-man tends to the fluid tank, rolling (5) to turn it back to the first click.
Team X
1) U Fantomex (7/7) H11
w/ "Not So Special" 3 pts
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (5/7) I11
Kane tosses a grenade at U-Man Squad Captain 2, (9 against a 16. Need a 7) 4, 2=6. Miss Squad Captain, Hit V U-man 5. 2 Damage-Toughness. 1 Damage.
Fantomex will Outwit Squad Captain 3's Toughness, and go in for a Running Shot. (11 against a 16. Need a 5) 3, 3=6. Hit for 3 damage and 3 knock back. Fantomex ends on I14.
Daken will turn 1 click to the right.
Team X
1) U Fantomex (7/7) I14 @
w/ "Not So Special" 3 pts
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (5/7) I11 @
Grenades have a built in range of 5, so the Captain's square wasn't a legal target. You could have tossed it directly at the V U-man's square however, and then the captain would have been affected by the "splash" of the grenade going off (if you'd rolled high enough, that is).
Assuming this is what you meant to do, then the rules for the Frag grenade state that the U-Man would actually be hit for 3 damage since he is at "ground zero" as it were. Also, when you use a grenade remember to subtract one from your grenade pool, leaving you with one left this game.
Secondly, you may find it useful to keep track of how much damage your characters are inflicting throughout the issue, as this is the primary way that you collect experience for your characters in the RPSC. Personally I was taught to just keep a tally in a [X] bracket in front of your characters' names as you play. I've added it in this next recap here.
Turn 4A
1) Squad Captain 2 running-shots over to H17 and shoots at Fantomex, rolling (3, 3) for a miss.
2) V U-Man shoots Fantomex while using the Captain's Hydra TA. Rolls (6, 4) for a hit, dealing 1 damage after toughness.
3) E U-Man works on the Fluid Tank, rolling (1) for no effect. The glass is cracking!
Team X
1) U Fantomex (6/7) I14 @
w/ "Not So Special" 3 pts
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (5/7) I11 @
Sorry, I should have been more clear. You are keeping track of the total amount of damage you deal (after reducers), not the number of times you hit. Also, what does "SA" stand for?
Turn 5A
1) V U-man moves up to H13 to cling to Fantomex in an attempt to slow him down.
2) The squad captain, his armor ruined by Fantomex's high-impact bullets, tears the remaining scraps of black plastic and metal to reveal the twisted monster beneath...
AIMarine uses his Alter-Ego power to become AIMarine Hulk!
3) E U-man works the fluid tank, rolling (6) and turning the dial back by one.
Team X
1) U Fantomex (6/7) I14
w/ "Not So Special" 3 pts
SA[3]
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (5/7) I11
SA[2]
3) Weapon X [ca059] (10/11) H23
w/ Automatic Regeneration 12 pts
Grenade Pool: 1
vs.
U-Men
1) Deranged U-Man [sog046 Crux] (6/6) F22
2) U-Man Squad Captain [ih018 A.I.Marine] (4/4) G17
3) U-Man Squad Captain Monster Form [ih100 A.I.Marine Hulk] (3/7) J17 @
4) V U-Men (4/4) I17
5) V U-Men (2/4) H13 @
6) E U-Men (4/4) G23
7) E U-Men (4/4) I23 @
Another thing to remember is that when you score a KO, you're awarded an extra 2 IAP. So by my count Kane should have [2+2+2) = 6 IAP, and Fantomex should have [3+3+2] = 8 IAP currently. Oh, and if you are really a stickler for the rules, technically you should include any modifiers (such as outwitting the Hulk's invulnerability) when you make the roll. Because then you're committed to that use of outwit (or perplex or whatever). Otherwise, had you missed, you could have changed the outwit to his charge or something else after the fact.
But don't worry man, this is your first game, and there is definitely a learning curve while you get familiar with it. And hey, it's your series, so feel free to add a story post here and there to go along with the action!
Turn 6A
1) V U-man shoots at Kane, using the Captain's Hydra TA. Rolls (4, 3) for a miss.
2) The Captain will also shoot at Kane, using the U-Man's enhancement. Rolls (4, 1) for a miss.
3) E U-Man will work the fluid tank. Rolls (5) and keeps him under wraps.
Team X
1) U Fantomex (6/7) K16 @
w/ "Not So Special" 3 pts
Dam[8]
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (5/7) I11 @
Dam[6]
3) Weapon X [ca059] (10/11) H23
w/ Automatic Regeneration 12 pts
Grenade Pool: 1
vs.
U-Men
1) Deranged U-Man [sog046 Crux] (6/6) F22
2) U-Man Squad Captain [ih018 A.I.Marine] (4/4) G17 @
3) U-Man Squad Captain Monster Form [ih100 A.I.Marine Hulk] (KO)
4) V U-Men (4/4) I17 @
5) V U-Men (KO)
6) E U-Men (4/4) G23 @
7) E U-Men (4/4) I23
1) Hearing the animal-like bleats of his fellow U-Men being gunned down, the Deranged U-Man flaps his newly grafted wings and turns the corner, ready to show Team X what his stolen body parts can do.
Crux grabs the HO and flies to I18.
free) Crux will outwit Fantomex's outwit.
2) E U-Man will work the fluid tank. Rolls (4)
Team X
1) U Fantomex (6/7) K16
w/ "Not So Special" 3 pts
Dam[8]
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (5/7) I11
Dam[6]
3) Weapon X [ca059] (10/11) H23
w/ Automatic Regeneration 12 pts
Grenade Pool: 1
vs.
U-Men
1) Deranged U-Man [sog046 Crux] (6/6) I18 w/HO @
2) U-Man Squad Captain [ih018 A.I.Marine] (4/4) G17
3) U-Man Squad Captain Monster Form [ih100 A.I.Marine Hulk] (KO)
4) V U-Men (4/4) I17
5) V U-Men (KO)
6) E U-Men (4/4) G23
7) E U-Men (4/4) I23 @
1) Squad Captain shoots at Kane. Rolls (5, 5) for a hit! Kane's supersenses is (2), so he takes 2 damage and is knocked back to I9.
free) Crux outwits Fantomex's Outwit
2) E U-man works the fluid tank, rolling (2) for no effect. Daken puts spiderweb fractures in the tank, spouts of medical fluid leaking out on to the floor. A wall of frothy bubbles surround him inside the tank as he tears tubes from his arms and chest.
Team X
1) U Fantomex (6/7) K16 @
w/ "Not So Special" 3 pts
Dam[10]
2) Garrison Kane [halo009 Spartan (Dual Magnums)] (3/7) I9 @
Dam[7]
3) Weapon X [ca059] (9/11) H23
w/ Automatic Regeneration 12 pts
Grenade Pool: 0
vs.
U-Men
1) Deranged U-Man [sog046 Crux] (6/6) I18 w/HO
2) U-Man Squad Captain [ih018 A.I.Marine] (4/4) G17 @
3) U-Man Squad Captain Monster Form [ih100 A.I.Marine Hulk] (KO)
4) V U-Men (1/4) I17
5) V U-Men (KO)
6) E U-Men (4/4) G23 @
7) E U-Men (4/4) I23