You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Flash won't use Protected. Not that it will matter for this turn or game, but is Flash's movement still halved even though he had his special HSS power which ignores hindering? I'm guessing yes.
Couldn't seem to get the EvilDM dice roller to work properly, so I'm using PBE roller.
1. Carter Hall will take the opportunity to Flurry against Deathstroke. First attack is (10 vs. 18). Roll is 5,3 for the hit. I suppose you could use Protected if you wanted, but you still take the same amount of damage. Second attack is also (10 vs. 18). Roll is 6,3 for the hit. Deathstroke takes another click. Once again Protected is up to you.
2. Flash uses HSS to move to G22 to attack Dawnstar (10 vs. 16). Roll is 3,2 for the miss. Flash will use PC to try again. Roll is 4,3 for the hit. Dawnstar takes 2 clicks. He'll stay put after that.
Justice League
1. @ Flash (5/8) F10
+ Protected
+ Lucky Break
4. @ Carter Hall (7/8) I20
1. Carter Hall will try to Flurry on Deathstroke again. First attack (10 vs. 17). Roll is 4,6 for the hit. You can use Protected here if you want. Reagardless I'm going to make the second attack (10 vs. 17). Roll is 6,4 for the hit (and Carter Hall is on fire! 4/4). Once again, you can use Protected here is you like.
My next move is dependent on whether you use protected here or not.
1. Carter Hall will try to Flurry on Deathstroke again. First attack (10 vs. 17). Roll is 4,6 for the hit. Deathstroke takes a click. Second attack (10 vs. 17). Roll is 6,4 for the hit (and Carter Hall is on fire! 4/4). Deathstroke takes another click. Carter Hall takes a push click.
2. Flash attacks Deathstroke (10 vs. 17). Roll is 4,5 for the hit. I'm guessing you are going to want to use Protected now. Otherwise, he takes 2 clicks. (I haven't updated your recap)
Recap
Justice League
1. @@ Flash (5/8) G22
+ Protected
+ Lucky Break (used)
4. @@ Carter Hall (6/8) I20
Yes I'll use Protected, so Deathstroke will have a token.
Free) Lightning Lad will copy Superman Ally.
Free) Deathstroke will Outwit Flash's Special Power on Defense.
1. Alfred will move to I11.
Free) Alfred will Perplex Deathstroke's AV to a 10.
2. Deathstroke will push to Flurry using BCF and his special power. He gets +2 to his Attack Value (making it a 12) vs Flash's 17 and Carter Hall's 16. First Flurry roll is a 6 (3,3) for the hit. Reroll is a 7 (2,5) for the hit. BCF roll is a 1. Scarlet Witch will reroll the BCF roll. Reroll is a 2. I'll give both to Flash. Second Flurry attack vs Flash, Carter Hall (12 vs 15,16). Roll is a 7 (1,6) for the hit. BCF roll is a 2. We'll give both to Flash again. Deathstroke takes one.
Recap
Justice League
1. @@ Flash (1/8) G22
+ Protected
+ Lucky Break (used)
4. @@ Carter Hall (6/8) I20
Free) Alfred will Perplex Lightning Lad's Damage to a 4.
Free) Deathstroke will Perplex down Carter Hall's Defense to a 15.
Free) Lightning Lad will copy Superman Ally.
1. Dawnstar will try to finish off the Flash (8+1 vs 13). Roll is a 10 (5,5) for the hit. Flash takes 2 damage... I imagine Flash would want me to reroll that. Reroll is a 2 (1,1). Scarlet Witch will reroll it. Second reroll is a 10 (5,5) for the hit. Flash takes 2 damage but I would imagine he will use his Protected as it would KO him.
2. Lighting Lad will Running Shot to 013 and dual target Flash (10+1 vs 13) and Carter Hall (10 vs 16-1). Roll is a 4 (2,2) for the miss on Carter Hall but the hit on Flash for the KO.
3. Scarlet Witch will take a swing at Carter Hall for the heck of it (9 vs 16-1). Roll is a 5 (2,3) for the miss.
Deathstroke will use his Protected on any damage he takes. Scarlet Witch will reroll any attack she can see.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!