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1. V Super Skrull (Zombie) [gotg062] CS-170
2. V Mole Man (zombie) [gotg063] CS-80
3. V Electro (zombie) [dp064] CS-90
4. V Kingpin (zombie) [dp061] CS-105
5. V Venom (zombie) [dp066] CS-85
6. V Skrull (zombie) [gotg061] CS-65
Total - 595
Skrull TA roll = 4
Ollie rolls 4,2, which is good for the hit.
No one on your team has LOF to Ollie for Theme PC, because of Ollie's Trait. NOTE: Beginning this season, if you want to use Theme PC on your opponent's turns, you need to leave instructions.
Ollie's SP means Super Skrull can't use Defense powers, including Invulnerability.
Hits for 5 damage.
Ollie gets 1 SA, and Gordon gets 1 AST.
Free) The Bat perplexes Huntress' Attack by +1.
Free) Huntress perplexes her Attack by +1.
5. Huntress makes a RS. (Her Speed SP lets her use IM: Ignores Hindering).
She moves to O-14.
From there, she attacks Super-Skrull and Venom, using P/PB.
10+2 v 16+1/17+1
2. Gordon uses his SP.
Free) Green Arrow moves to L-15 (L/C).
Free) Huntress moves to K-17.
Free) Gordon moves to K-16.
3. Vicki moves to O-17, carrying Ace to P-16.
Free) Ace chooses PC for his SP.
4. Green Arrow attacks Super-Skrull (IT: Ignores Hindering), using RCE (Damage +2).
12 v 18-1 (Gordon's PD TA)
Skrull TA roll = 4
Ollie rolls 4,2, which is good for the hit.
No one on your team has LOF to Ollie for Theme PC, because of Ollie's Trait. NOTE: Beginning this season, if you want to use Theme PC on your opponent's turns, you need to leave instructions.
Ollie's SP means Super Skrull can't use Defense powers, including Invulnerability.
Hits for 5 damage.
Ollie gets 1 SA, and Gordon gets 1 AST.
Free) The Bat perplexes Huntress' Attack by +1.
Free) Huntress perplexes her Attack by +1.
5. Huntress makes a RS. (Her Speed SP lets her use IM: Ignores Hindering).
She moves to O-14.
From there, she attacks Super-Skrull and Venom, using P/PB.
10+2 v 16+1/17+1
Super-Skrull's Skrull TA roll = 6, so Huntress only attacks Venom.
Roll = 5,1
Venom's Super Senses roll = 2
Hits for 3 damage.
Huntress gets 1 SA; Gordon and The Bat each get 1 AST.
6. Batwing flies to O-13, carrying DKR Batman to O-12.
Free) Batwing sidesteps to M-14, carrying Huntress to N-14 and DKR Batman to M-13.
Free) DKR Batman outwits Super Skrull's Perplex.
7. Batman Beyond flies to D-15, carrying Icons Batman to E-14.
Free) Icons Batman outwits Venom's Perplex.
Free) Batman Beyond perplexes his Defense by +1.
Free) Batman Beyond outwits Skrull's Plasticity.
Free) Green Arrow sidesteps to M-17.
PC and Theme PC Instructions:
First, Ace will PC the first successful attack that he can see on your turn, regardless of who does the attacking or who is attacked.
I will use Theme PC if Icons Batman, Batman Beyond, Huntress, or Green Arrow are successfully attacked. I will also use Theme PC if Electro successfully attacks the Bat-Wing with EE. Otherwise, no Theme PC for successful attacks against other characters.
Tokens for Theme PC will be assigned to the character furthest from the attacker and who has LOF, in the following priority:
1. Vicki Vale (who will take the push click)
2. Gordon
3. The Bat
4. Icons Batman
5. DKR Batman
6. Huntress
7. Green Arrow
8. Batman Beyond
I will keep using Theme PCs until either the final roll is a miss, or until I run out of Theme PC.
This paging back and forth to try to track your 9 figures is a pain :-P
(free) - Super Skrull picks sidestep and prob and regeneration.
(free) - Kingpin leadership. Roll - 6. Removes a token from Super Skrull.
1. Mole Man power action (taking the push). Z-team can all sidestep.
(free) - Super Skrull sidestep to I9
(free) - Electro to L8
(free) - Kingpin to J8
(free) - Moleman to E10
(free) - Skrull to D11
(free) - Venom to F11
(free) - Kingpin Outwit super senses on Batwing.
2. Electro RS to K12, targeting the three he can see. Bat-wing and Lt Gordon. 10 on 18, 18 (17+1 hindering). Respectively. Attack roll - 6,5. TTPC from Gordon - 5,4. TTPC from The Bat - 3,6. TTPC from DKR Batman - 5,5. TTPC from Green Arrow (takes pushing damage) - 4,4. TTPC from Icons Batman - 3,5. Gordon takes 2.2 & virus token. Super Sense for Batwing - 4. Batwing takes 2 & virus token and is KO'd. Batman DKR takes 1 after Toughness & Virus token. World's Finest (Huntress) takes 2 & virus token. Batwing raises as a zombie and part of the Z-team. (From the damage Skrull gets to move 6 squares. He moves to E15)
3. Skrull will push to attack Icons Batman (#4). 10 on 16. Attack roll - 3,1. Miss.
4. Venom on Icons Batman. 10 on 16. Attack roll - 4,2. Hits. Blades roll - 5. Venom gets food token. Icons Batman gets a virus token.
(free) - Venom will perplex up his own defense to an 18.
5. Kingpin will power action to add a food token to Super Skrull.
6. Super Skrull regen - 2. Super Skrull heals 1.
(END) - Skrull rolls to see if his use of powers damages him - roll a 5 - 3 = 2. No damage taken.
This paging back and forth to try to track your 9 figures is a pain :-P
(free) - Super Skrull picks sidestep and prob and regeneration.
(free) - Kingpin leadership. Roll - 6. +1 action. Can't remove token from SuperSkrull since he doesn't have a food token.
Leadership got some changes with the latest rules set. The extra action is automatic. Also, a successful Leadership roll lets you remove a token from an adjacent friendly character with the same keyword, so Super Skrull loses a token.
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1. Mole Man power action (taking the push). Z-team can all sidestep.
(free) - Super Skrull sidestep to I9
(free) - Electro to L8
(free) - Kingpin to J8
(free) - Moleman to E10
(free) - Skrull to D11
(free) - Venom to F11
(free) - Kingpin Outwit super senses on Batwing.
Kingpin (Red 4), who is in J-8, doesn't have LOF to Batwing (Blue B) in M-14. If you use the LOF tool, you'll see that LOF is blocked by DKR Batman in M-13.
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2. Electro RS to K12, targeting the three he can see. Bat-wing, Lt Gordon, and Green Arrow. 10 on 18, 18 (17+1 hindering), 17. Respectively. Attack roll - 6,5. TTPC from Gordon - 5,4. TTPC from The Bat - 3,6. TTPC from DKR Batman - 5,5. TTPC from Green Arrow (takes pushing damage) - 4,4. TTPC from Batman Beyond - 3,5. RNG has blessed me this night. Gordon takes 2. Green Arrow takes 2 & virus token. Batwing takes 2 & virus token and is KO'd. Batman DKR takes 1 after Toughness & Virus token. World's Finest (Huntress) takes 2 & virus token. Batwing raises as a zombie and part of the Z-team. (From the damage Skrull gets to move 6 squares. He moves to E15)
Electro doesn't have LOF to Green Arrow because of Green Arrow's "The Dark Knight Returns: Not Hiding Anymore" Trait. When Electro declared his attack, GA is in clear terrain and has 1 token. Because of GA's trait, Electro doesn't have LOF to GA because he's not within 3 squares of GA.
Also, Batman Beyond wouldn't have been able to use TTPC. He's out of range (7 squares from Electro), and Icons Batman blocks LOF anyway.
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(free) - Super Skrull sidesteps to H9, carrying & placing Kingpin in G8.
Super Skrull can't sidestep twice in a turn. This is because Sidestep is a FREE action, and FREE actions can't be activated more than once per turn. (See page 8 of the Rulebook.)
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3. Skrull will push to attack Icons Batman (#4). 10 on 16. Attack roll - 3,1. Miss.
4. Venom on Icons Batman. 10 on 16. Attack roll - 4,2. Hits. Blades roll - 5. Venom gets food token. Icons Batman gets a virus token.
(free) - Venom will perplex up his own defense to an 18.
5. Kingpin will power action to add a food token to Super Skrull. Kingpin takes a push.
Kingpin has Do you really want to take the push click here?
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6. Super Skrull regen - 2. He will prob it himself. Reroll - 5. Super Skrull heals 3.
Under the current rules, Regen can't be PC'ed. PC can be used only to reroll an attack or breakaway. Super Skrull would, therefore, heal 1 click (i.e., half of 2). (See the PAC.)
I think I fixed them. I meant to type icons instead of beyond. And I guess the 2018 PAC i downloaded is not the right version....Sorry. Thank you for being patient.
T
2. Electro RS to K12, targeting the three he can see. Bat-wing and Lt Gordon. 10 on 18, 18 (17+1 hindering). Respectively. Attack roll - 6,5. TTPC from Gordon - 5,4. TTPC from The Bat - 3,6. TTPC from DKR Batman - 5,5. TTPC from Green Arrow (takes pushing damage) - 4,4. TTPC from Icons Batman - 3,5. Gordon takes 2.2 & virus token. Super Sense for Batwing - 4. Batwing takes 2 & virus token and is KO'd. Batman DKR takes 1 after Toughness & Virus token. World's Finest (Huntress) takes 2 & virus token. Batwing raises as a zombie and part of the Z-team. (From the damage Skrull gets to move 6 squares. He moves to E15)
A few more things:
1. Green Arrow has , so he doesn't take a click from the push.
2. The Bat is 10 squares away from Electro. Although he has LOF for TTPC, he doesn't have range. (Range for PC is now the character's range, with a minimum range of 6. The Bat's range is 4, which would be increased to the minimum of 6 when he uses TTPC.) So that should leave me with 1 more TTPC remaining.
3. When a vehicle is KO'd, the pilot (in this case, Robin) is placed adjacent. There's also a roll to see how much damage the pilot takes. I went ahead and rolled for Robin--it was a 4, so she takes 1 click and is placed in M-15.
4. Robin gets to place her other Vehicle token when the first one is KO'd. She places the Batcycle in N-15.
The map should, therefore, look like this at the end of your turn: