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This scenario consists of 4 rounds. The first three rounds Last 15 turns. The last round is a fight to the finish. Whatever JSA members from each round are still alive at the end of the 15 turns will go on to join Captain Marvel to face Black Adam in round 4. They remain on whatever click the are on at the end of the round when they go to face Black Adam. As such, the JSA could have every team member against Black Adam or only Captain Marvel.
Special rule: The JSA player may choose to play E Dr. Fate along with his team in any of the first three rounds. If he does so, Dr Fate is elligible to face Black Adam, but if Dr. Fate is not used in the first rounds he cannot be used in round 4. If Dr. Fate is used, at the beginning of the JSAers turn he must roll one six sided di. I the result is one, Hector Hall is replaced by Nabu as Fate and becomes one of Black Adam's agents. If this happens the Khandaq player rolls the di to see if Hector takes control back from Nabu. Dr. Fate may not be used in more than one of the first three rounds. If the round he is played in ends with Fate as Nabu, he does not go on to face Black Adam.
Round 1
V Vulture (FF)(Northwind)
6 R Vultures (FF)
Total = 260
vs.
U Hawkman - 115
E Hawkgirl - 39
E Green Lantern - 125
Total - 279
Blank Map. This battle takes place entirely in the skies so there is no hindering, blocking, or elevated terrain.
3 actions per turn
Khandaq's forces setup first as they are defending their home. JSA makes first action. since they are invading.
Green Lantern attacks Feitheran in L14 w/ RCE. 10 on 16. Roll = 6. SS = 2. Feitheran takes 4 damage
Hawkman running shots to L5. Attack Feitheran in L12. 12 on a 16. Roll = 12, critical hit. Feitheran takes 4 damage. (Glad I sent that roll to you)
Hawkgirl clears
I'm seeing the shortest path from R-12 to L-5 as 7 squares, and Hawkman can only RS 6 squares... Am I missing something? It not, just place him in a different square with line of fire, you don't need to reroll or anything
One thing tho--you should put your rolls in the form of 2d6S, the S tells it to give you each die, so you know if you have knockback. For that reason, you probably shouldn't add in your attack bonus in the roll...
1) Feitherian #2 pushes to Charge to P-15 against Alan. 8 to an 18.
...And, after waiting about three hours for the result to arrive, I'm gonna have to finish this turn later.