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Crystal quickly graps the pass key off of Human Torches belt that he previously grabbed off of one of the guards. She then wisks it into the card reader with the help of the air elements from her powers.
1) Sussan steps up to I-13.
2) Crystal opens Force Field in K-13.
Guard Clears
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) I-13. @
3) (30) the Thing 83 (4/8) G-12
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 J-12. @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) J-13
C) Blue C) 74 SN026 E Wizard (6/6) I-14
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) L-11
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
"Klaw, there are entirely too many heroes here, do something!" Wizard commanded.
Klaw adjusted his hand cannon and aimed it strait into the Invisible Womans chest. He fired a round but not before she threw up a protective shield. The concussive force of Klaws shot slammed into her wall shoving her sliding back out of the room.
Trapster laughed maniacally and leapt through the open wall landing next to Wizard and his companion. "It's about freaking time."
A mass of hair exited the room followed by the form of Medusa. He slided up next to Klaw, her hair wrapping around him searching for someone to vent her frustrations on.
15B:
1) Klaw will force blast Susan, roll is 6 shoving her to C-13.
2) Wizard will attempt to TK Guard #8, 9 vs. 15+2=17, roll is 2,4=6, miss.
3) Medusa moves to K-13.
4) Trapster Leaps to I-13.
Free: Wizard will continue to perplex down Guard #8 Damage -1.
Guard #8 roll to attack, 1-2=reed, 3-4=wizard, 5-6= trapster, roll is 4, attacks Wizard, AV 8 vs. DV 16, roll is 1,3=4, miss.
15A:
Crystal quickly graps the pass key off of Human Torches belt that he previously grabbed off of one of the guards. She then wisks it into the card reader with the help of the air elements from her powers.
1) Sussan steps up to I-13.
2) Crystal opens Force Field in K-13.
Guard Clears
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) C-13. @
3) (30) the Thing 83 (4/8) G-12
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 J-12. @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) J-13
C) Blue C) 74 SN026 E Wizard (6/6) I-14
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) L-11
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
With a suprised and worried expression on her face Crystal clears her throat and yells out.
"Medusa, What are you doing at long last we found you. What are you doing?"
Medusa turn her head and frowns. "Get out of our way! How dare you lock us up like rats." Her hair wildly flayes about lashing out trying to get a grip some of her strands envelope Crystal and brings her closer, setting her up for an uppercut.
"Wait Medusa its me Crystal remember who you really are? What happend to you? Blackbolt sent us here please.... stop this at once!"
at that moment her face changes from frown to a startled looks her eyes dim slightly and turn confused?
"Come lets get outa here now!" Klaw demanded setting his sound gauntlet up for another blast
as the battle progresses to a confusing chaotic pace and a few seconds later.
"Crystal is that really you? Where are we?" Medusa sets her down gently and notices Klaw gearing up for another sub sonic sound blast aimed at Crystal."
"No dont harm her!" A red tenticle of locks pushes Klaws aim causing him to hit the floor instead of the inteaded target.
"What the? what are you doing Medusa?" Klaw asks in anger?
"Come with us!" Crystal waives her hand at Medusa.
Medusa nods.
"Sorry guys n Gals but I cannot all of you leave at once!" Sussan better known as Invisible Woman points her forehead infront of her, aiming her force field dead ahead blocking the prison escape route. "I'm sure re-enforcements will be here soon until then you boys and girls play nice because no one is leaving here until otherwise." She lets out maintaining her concentration on her invisible creation.
"I have signalled Lockjaw to get us out of here now!" Crystal aims her messages toward her new and old friends. "Any second now Lockjaw will transport us out of here."
(Not sure if this is close to the ending the Editors had in mind but i'll edit as needed after your turn Rollinsolo.)
"Good now ole lovable Benji can get more Clobberin done!" he said with a biggest cheezy grin he has had in a long time.
1) Crystal will push and attempt a break away the roll is 1 Fail. And take a push damage for her failed attempt.
2) Medusa will push to Incap Klaw. 9 vs 17 needs a 8 and rolls a 7 miss.
3) Sue uses Barreir placeing blocking markers in D,E,F,G-13 then takes a push damage
4) Reed tries for another swing at the guard needing an 11 still. Misses with a 5.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9 @
2) R FF-073 Invisible Woman 28 (3/5 ) C-13. @@
3) (30) the Thing 83 (4/8) G-12
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (3/7) 62 J-12. @@
C) Orange C) 57 CT095 U Medusa* (5/6) L-11@@
*w/8 SNF003 Entangle
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) J-13@
C) Blue C) 74 SN026 E Wizard (6/6) I-14@
A) Orange A) 59 SN015 V Trapster (5/5) L-13@
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Great game! I'm glad to have played you, I hope I did my team justice, I figured they would focus mostly on trying to free their companions than fight. I'm starting to wish I had pulse wave on someone on my team now
“They have her! They have Medusa!” screamed Wizard violently. “Somebody do something!”
Hydroman having been couped up for months with the woman was more than willing to attempt to stop her. A huge wave of water formed in front of her but she slammed her hair down creating an impenetrable wall that he splashed harmlessly off.
Wizard punched numbers furiously into his wrist device and aimed it at the guard in front of him
deactivating his magnetic armor partially. He took a swing at the man but missed.
“Get him Trapster!” Wizard commanded.
Trapster swung a fist at the guard but the man was surprisingly quick avoiding the blow completely and wrenching his back in the process.
“Enough!” Klaw gathered as much energy as he could firing of one final blast from his arm in every direction. The reverberation from the walls sent the powerful sonic blast flying in every directions slamming into the group of people cramped up in the tiny room. He slumped forward tired from the effort.
"Not that fool!" The Wizard continued. "You'll kill us all! Let's get the hell out of here."
16B:
1) Hydro Man vs. Medusa 9 vs. 14, roll is 1,3=4, miss.
Free: Wizard will perplex down Guard #8 DV -1
2) Wizard will push to attack Guard #8 9 vs. 15+2-1=16, roll is 1,4=5. Wizard will take 1 push damage.
3) Trapster will push to attack Guard #8 9 vs. 15+2-1=16, roll is 1,1=2 crit miss. Trapster takes 1 push and 1 crit damage.
4) Klaw will push to Pulse Wave 10 vs. Reed 14, Medusa 14, Crystal 15, Thing 15, Wizard 16, Trapster 16, Guard 15, roll is 2,6=8, hit on everyone! Klaw takes one push damage.
16a
With a suprised and worried expression on her face Crystal clears her throat and yells out.
"Medusa, What are you doing at long last we found you. What are you doing?"
Medusa turn her head and frowns. "Get out of our way! How dare you lock us up like rats." Her hair wildly flayes about lashing out trying to get a grip some of her strands envelope Crystal and brings her closer, setting her up for an uppercut.
"Wait Medusa its me Crystal remember who you really are? What happend to you? Blackbolt sent us here please.... stop this at once!"
at that moment her face changes from frown to a startled looks her eyes dim slightly and turn confused?
"Come lets get outa here now!" Klaw demanded setting his sound gauntlet up for another blast
as the battle progresses to a confusing chaotic pace and a few seconds later.
"Crystal is that really you? Where are we?" Medusa sets her down gently and notices Klaw gearing up for another sub sonic sound blast aimed at Crystal."
"No dont harm her!" A red tenticle of locks pushes Klaws aim causing him to hit the floor instead of the inteaded target.
"What the? what are you doing Medusa?" Klaw asks in anger?
"Come with us!" Crystal waives her hand at Medusa.
Medusa nods.
"Sorry guys n Gals but I cannot all of you leave at once!" Sussan better known as Invisible Woman points her forehead infront of her, aiming her force field dead ahead blocking the prison escape route. "I'm sure re-enforcements will be here soon until then you boys and girls play nice because no one is leaving here until otherwise." She lets out maintaining her concentration on her invisible creation.
"I have signalled Lockjaw to get us out of here now!" Crystal aims her messages toward her new and old friends. "Any second now Lockjaw will transport us out of here."
(Not sure if this is close to the ending the Editors had in mind but i'll edit as needed after your turn Rollinsolo.)
"Good now ole lovable Benji can get more Clobberin done!" he said with a biggest cheezy grin he has had in a long time.
1) Crystal will push and attempt a break away the roll is 1 Fail. And take a push damage for her failed attempt.
2) Medusa will push to Incap Klaw. 9 vs 17 needs a 8 and rolls a 7 miss.
3) Sue uses Barreir placeing blocking markers in D,E,F,G-13 then takes a push damage
4) Reed tries for another swing at the guard needing an 11 still. Misses with a 5.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (1/6 ) D-9 @
2) R FF-073 Invisible Woman 28 (3/5 ) C-13. @@
3) (30) the Thing 83 (1/8) G-12
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (1/7) 62 J-12. @@
C) Orange C) 57 CT095 U Medusa* (1/6) L-11@@
*w/8 SNF003 Entangle
Frightful Five:
B) Blue B) 127 CA029 V Klaw (6/8) J-13@@
C) Blue C) 74 SN026 E Wizard (4/6) I-14@
A) Orange A) 59 SN015 V Trapster (2/5) L-13@
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
“Reed? ...Reed? ...Can you hear me?” Sue was chanting. She was standing over her kneeling husband who clutched his ears in pain. He looked up to see his wife trying to carefully help him up. The rest of the group was in a similar posture; Ben had the human torch under his arm, the Inhumans were scattered about.
“What the heck was that?” Johnny asked still shaking cobwebs from his head and whipping fire extinguishing fluid off his body.
“Don’t know little buddy, but I still feel a lil' woozy” Ben said with his bright eyes inquiring in Reeds direction.
“I think it was a subsonic boom, amplified to concuss in a confined space by reflecting and echoing off Sue's force field. It was used to disable everyone by disrupting our inner ear balance, thus creating a disorientating effect.”
“Uh ya, I figger'd it wuz someth'n like that...” Ben responded with a puzzle look about him. “So um, how did they get out?”
“Sorry Ben," Sue apologized. "I had to drop the force field so Wizard didn’t kill everyone inside. I'm not sure I could even have maintained the field if I had wanted to.”
Mr Fantastic stretched a comforting hand to his wife's shoulder. “It’s okay Susan. It’s not the how that’s important now, it’s where did they go?”
“I think I could answer that question.” Drawing the group’s attention to her, Medusa waived her right hand in the air to let her friends know she was okay despite her water-logged ropes of writhing red hair. Gorgon and Crystal looked relieved to have their queen back and speaking rationally again. “I am sorry for the trouble I have caused; I have been a pawn in the ambitions of power-hungry madmen."
"Just before the start of the anniversary of BlackBolt's inaugural crowning, my mind came under attack by Maximus the Mad. I was tricked into venturing out into the world as a means of shaking BlackBolt's rule. Confused and lost, I was soon intercepted by the Wizard. He offered to protect me and help me return to Attilan, though the journey back has been so hard."
Medusa appeared exhausted and ashamed of all she had been put through. It was difficult to imagine that she was in fact a regal queen in the distant hidden city.
"At first I would not reveal the location of Attilan to the Wizard. When he insisted I attempted to flee, but this world is one where dangers beset me at every turn; no sooner had I left then I stumbled right into the Atlantean invasion of New York (See Vol.2 First Annual). At least the Frightful Four kept me safe. With them I battled the evil Sinister Six, was flung back in time to an ancient barbarian age, and finally we were left to rot in this prison.”
“Oh sister, do not despair!” comforted Crystal, rushing to embrace her queen in solidarity. "Gorgon and I have found you! Your trials are over at last. All will be right as soon as we return to the safety of Attilan."
"That's just it, Crystal" Medusa nearly wept. "In my desperation to return home... I told Wizard the location of our city! With his Frightful Four now reassembled, I'm sure his aim is now to strike at our home!"
"Then we must not delay," growled Gorgon, the captain of the Inhuman security force. "Lockjaw!"
“Wait, what? We can help...!” stuttered Johnny in surprise. He dashed for Crystal, who in turn reached out for him. Briefly a halo of protective flame surrounded Crystal's hands to meet the human inferno that was Johnny. But a flash of blue tinted lighting enveloped her, leaving only Crystal's scream behind. “Johnnyyy!” but in a blink the Inhumans had disappeared.
"No! Crystal, wait, I..." Torch gasped, though as soon as the shock of their disappearance faded he realized that he was still in contact with her, somehow. "Wait... Reed, I can still sense her! Sorta."
“Whatta ya mean, matchstick?" asked Ben.
"Well not her exactly... her flame. I just managed to touch it with mine before the disappeared," Johnny tried to explain. "She's still keeping it burning, they're... that way!"
Johnny pointed at a blank wall, drawing confused looks from Ben and Sue. Redd was immediately thinking of the practical applications of this. "Fascinating. You've established some sort of mental link to the fire your body produced, even when separated by a vast distance. Can you tell us anything else?"
"Not much... just that this is the direction we need to follow!" Johnny insisted, not hesitating to burn directly through the prison wall and shoot off into the sky. "I'm going after them, with or without you!"