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Well, you rolled higher than i did for Objects on our second rolls, so SpaceJawa and Sable get 2 HOs and 1 LO to place. The question is, Mr Editor, do i get to place any Objects?
Aaaeck --- i just noticed the walls and that there's only that narrow passageway to the larger hangar area... why did i set up over there?...
In any event, i've placed my Objects; when you fellas do the same, i'll post my first turn.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7
2) E Wonder Man (Mutant Mayhem) 112 B8
3) E Hawkeye (Ultimates) 60 A7
4) LE Ant-Man (Infinity Challenge) 43 A9
5) E Mockingbird (Sinister) 27* A8
*w/Vault 3
6) R Vision (Supernova) 65 B9
The Skrulls*
1) E Skrull Warrior <SNV> 30pts H21
2) E Skrull Warrior <SNV> 30pts W5
The Guardians of the Galaxy
7) U Gamora 73 B17
8) U Adam Warlock 61 A10
9) R Mantis 35 A17
10) U Jack-of-Hearts 105 B10
HOs: C8, LOs: C7, J8,
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar (from the clixboard file- email me if you want me to forward it to you).
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D6, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7
2) E Wonder Man (Mutant Mayhem) 112 B8
3) E Hawkeye (Ultimates) 60 A7
4) LE Ant-Man (Infinity Challenge) 43 A9
5) E Mockingbird (Sinister) 27* A8
*w/Vault 3
6) R Vision (Supernova) 65 B9
The Skrulls*
1) E Skrull Warrior <SNV> 30pts H21
2) E Skrull Warrior <SNV> 30pts W5
The Guardians of the Galaxy
7) U Gamora 73 B17
8) U Adam Warlock 61 A10
9) R Mantis 35 A17
10) U Jack-of-Hearts 105 B10
HOs: C8, L9, G10,
LOs: C7, J8, J11,
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar (from the clixboard file- email me if you want me to forward it to you).
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D6, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
Just placing objects for the Skrulls so you can start. mike, can you please shoot sable a PM to remind him about the game?
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7
2) E Wonder Man (Mutant Mayhem) 112 B8
3) E Hawkeye (Ultimates) 60 A7
4) LE Ant-Man (Infinity Challenge) 43 A9
5) E Mockingbird (Sinister) 27* A8
*w/Vault 3
6) R Vision (Supernova) 65 B9
The Skrulls*
1) E Skrull Warrior <SNV> 30pts H21
2) E Skrull Warrior <SNV> 30pts W5
The Guardians of the Galaxy
7) U Gamora 73 B17
8) U Adam Warlock 61 A10
9) R Mantis 35 A17
10) U Jack-of-Hearts 105 B10
HOs: C8, L9, G10, U8, G19
LOs: C7, J8, J11, W23
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar (from the clixboard file- email me if you want me to forward it to you).
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D6, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
Christ did not come to condemn the world, but to save it.
The deafening alarm combined with flashing warning lights. Hawkeye put his hands to his ears, as did Mockingbird. Through the transparent partition, the Avengers and their newfound allies could already see the Skrull guards mustering their forces and hurrying to intercept the heroes.
Ant-Man rushed to Iron Man's side. The Golden Avenger was less affected by the shrill alarm thanks to his armor's sonic filters. Pointing at the intervening wall, Ant-Man began, "Iron Man, could..."
<SHRAAK> <KSSHSH> Before Ant-Man could finish his sentence, repulsor rays rendered a large hole in the glass wall separating the control room and the hangar. Captain America noticed the sound of the wall shattering, looked over to the other Avengers from atop the starship, gave an approving nod, and disappeared into the vessel's hatch.
"Quickly!" Ant-Man shouted. Vision and Wonder Man grabbed their compatriots Mockingbird and Hawkeye respectively, and flew rapidly into the hangar bay.
- Iron Man attacks the wall at C5/D5, destroying it.
- Ant-Man moves to B6.
- Wonder Man grabs Hawkeye and the HO in C8 and flies to I10, placing Hawkeye in I11.
- Vision garbs Mockingbird and phases to H10, placing Mockingbird in H11.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7 @
2) E Wonder Man (Mutant Mayhem) 112 I10 @
3) E Hawkeye (Ultimates) 60 I11
4) LE Ant-Man (Infinity Challenge) 43 B6 @
5) E Mockingbird (Sinister) 27* H11
*w/Vault 3
6) R Vision (Supernova) 65 H10 @
The Skrulls*
1) E Skrull Warrior <SNV> 30pts H21
2) E Skrull Warrior <SNV> 30pts W5
The Guardians of the Galaxy
7) U Gamora 73 B17
8) U Adam Warlock 61 A10
9) R Mantis 35 A17
10) U Jack-of-Hearts 105 B10
HOs: w/Wonder Man in I10, L9, G10, U8, G19 LOs: C7, J8, J11, W23
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar (from the clixboard file- email me if you want me to forward it to you).
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D6, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
I've contacted another newbie about playing in this game, but until either he shows up or sable returns, I'll take command of the Skrull forces for you guys.
Skrulls, Turn 1b:
A1 Recruitment Roll: 5 (1+4) = R Skrull Infiltrator
X24 Recruitment Roll: 4 (2+2) = E Skrull Warrior (SNV)
1) "Adum" grabs the HO from G19 and moves to I17.
2) "B'rt" grabs the HO from U8 and moves to P10.
3) "Calv'n" moves to B5.
4) "Derruk" grabs the LO from W23 and moves to V16.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7 @
2) E Wonder Man (Mutant Mayhem) 112 I10 @
3) E Hawkeye (Ultimates) 60 I11
4) LE Ant-Man (Infinity Challenge) 43 B6 @
5) E Mockingbird (Sinister) 27* H11
*w/Vault 3
6) R Vision (Supernova) 65 H10 @
The Skrulls*
1) E Skrull Warrior "Adum"<SNV> 30pts I17 w/HO @
2) E Skrull Warrior "B'rt" <SNV> 30pts P10 w/HO @
3) R Skrull Infiltrator "Calv'n" <SNV> 25pts B5 @
4) E Skrull Warrior "Derruk" <SNV> 30pts V16 w/LO @
The Guardians of the Galaxy
7) U Gamora 73 B17
8) U Adam Warlock 61 A10
9) R Mantis 35 A17
10) U Jack-of-Hearts 105 B10
HOs: w/Wonder Man in I10, L9, G10, w/B'rt, w/Adum LOs: C7, J8, J11, w/Derruk
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar (from the clixboard file- email me if you want me to forward it to you).
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D8, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
Christ did not come to condemn the world, but to save it.
“Coming through!” shouted Jack as he came face to face with the attacking Skrull.
Rushing up to where Ant-Man was now being attacked by a new Skrull arrival, both Adam Warlock and Jack of Hearts moved in to give him a bit more of a fight.
Guardians Turn 1
Adam Rolls for Leadership (Free) – 5
Jack of Hearts moves to A6.
Adam Warlock moves to C4.
Gamora moves to H19.
Mantis moves to D10.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7 @
2) E Wonder Man (Mutant Mayhem) 112 I10 @
3) E Hawkeye (Ultimates) 60 I11
4) LE Ant-Man (Infinity Challenge) 43 B6 @
5) E Mockingbird (Sinister) 27* H11
*w/Vault 3
6) R Vision (Supernova) 65 H10 @
The Skrulls*
1) E Skrull Warrior "Adum"<SNV> 30pts I17 w/HO @
2) E Skrull Warrior "B'rt" <SNV> 30pts P10 w/HO @
3) R Skrull Infiltrator "Calv'n" <SNV> 25pts B5 @
4) E Skrull Warrior "Derruk" <SNV> 30pts V16 w/LO @
The Guardians of the Galaxy
7) U Gamora 73 H19 @
8) U Adam Warlock 61 C4 @
9) R Mantis 35 D10 @
10) U Jack-of-Hearts 105 A6 @
HOs: w/Wonder Man in I10, L9, G10, w/B'rt, w/Adum
LOs: C7, J8, J11, w/Derruk
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar
Wall between C5/D5 Destroyed
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D8, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
Ant-Man shrank to a minuscule size. It would have been nigh impossible for the Skrull to strike him successfully; besides, Jack of Hearts and Adam Warlock comprised much more threatening adversaries for the Skrull guard.
Mockingbird turned to Hawkeye, saying, "What do you think, Clint? Should we make a break for it?"
The archer had already nocked three arrows at once. "We can't leave Jack and the others behind alone to fight these green-skinned jerks. Let's wait a sec and see if they can get away."
Vision overheard their comments and added, "More guards are rapidly approaching. We will soon be greatly outnumbered."
Hawkeye and Mockingbird looked around, but they could only hear -- not see -- the Skrull guards. The alarm was still sounding loudly, which covered the noises of the guards' approach, too. Hawkeye shook his bow demonstratively and said, "Let 'em come. I've had enough of aliens -- present company excluded, of course."
- WCAvengers clear and/or stay put for now.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7
2) E Wonder Man (Mutant Mayhem) 112 I10 w/HO
3) E Hawkeye (Ultimates) 60 I11
4) LE Ant-Man (Infinity Challenge) 43 B6
5) E Mockingbird (Sinister) 27* H11
*w/Vault 3
6) R Vision (Supernova) 65 H10
The Skrulls*
1) E Skrull Warrior "Adum"<SNV> 30pts I17 w/HO @
2) E Skrull Warrior "B'rt" <SNV> 30pts P10 w/HO @
3) R Skrull Infiltrator "Calv'n" <SNV> 25pts B5 @
4) E Skrull Warrior "Derruk" <SNV> 30pts V16 w/LO @
The Guardians of the Galaxy
7) U Gamora 73 H19 @
8) U Adam Warlock 61 C4 @
9) R Mantis 35 D10 @
10) U Jack-of-Hearts 105 A6 @
HOs: w/Wonder Man in I10, L9, G10, w/B'rt, w/Adum LOs: C7, J8, J11, w/Derruk Rubble/Destroyed Wall: C5/D5
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar
Wall between C5/D5 Destroyed
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D8, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
( i've fixed the Recap a bit, since i had forgotten to indicate the fact that Wonder Man has an HO, as well as the rubble in C5/D5... )
A1 Recruitment Roll: 8 (4+4) = V Skrull Commando <CT>
X24 Recruitment Roll: 9 (4+5) = R Badoon Warrior <SNV>
1) Calv'n pushes to attack JOH. AV of 8 vs DV of 17. Needs a 9. Rolls an 8. Miss.
2) Eggb'rt moves to A5.
3) Frehd moves to W17
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7
2) E Wonder Man (Mutant Mayhem) 112 I10 w/HO
3) E Hawkeye (Ultimates) 60 I11
4) LE Ant-Man (Infinity Challenge) 43 B6
5) E Mockingbird (Sinister) 27* H11
*w/Vault 3
6) R Vision (Supernova) 65 H10
The Skrulls*
1) E Skrull Warrior "Adum"<SNV> 30pts I17 w/HO
2) E Skrull Warrior "B'rt" <SNV> 30pts P10 w/HO
3) R Skrull Infiltrator "Calv'n" <SNV> 25pts (4/5) B5 @@
4) E Skrull Warrior "Derruk" <SNV> 30pts V16 w/LO
5) V Skrull Commando "Eggb'rt" <CT> 18pts A5 @
6) R Badoon Warrior "Frehd" <SNV> 30pts W17 @
The Guardians of the Galaxy
7) U Gamora 73 H19 @
8) U Adam Warlock 61 C4 @
9) R Mantis 35 D10 @
10) U Jack-of-Hearts 105 A6 @
HOs: w/Wonder Man in I10, L9, G10, w/B'rt, w/Adum LOs: C7, J8, J11, w/Derruk Rubble/Destroyed Wall: C5/D5
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar
Wall between C5/D5 Destroyed
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D8, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
Christ did not come to condemn the world, but to save it.
As Adam and Jack continued to try to hold back the slowly increasing horde of Skrulls, Gamora quickly got busy showing the green aliens exactly how she dangerous she was. While one of the Skrulls had gotten an opportunity to see she was there, he still hardly knew what hit him.
As the Skrull prepared to raise his held object to try to smash her, the assassin leapt towards the alien and stabbed her knife into the area of his body containing his vital organs. Then as he dropped his object, she swung him around as well in order to break his back. She wanted to be perfectly certain this particular shapeshifter wouldn’t get an opportunity to shift into something that could heal itself.
GotG Turn 2
Gamora uses Willpower to Charge with her Blade against “Adum”. Moves to H18, Skrull Roll is 3. Attack is 11 vs 16, dice roll is 6,6 for 12! B/C/F roll is 5, and “Adum” is KOed!
The remainder of the team rests.
WCAvengers
1) U Iron Man (Armor Wars #088) 89 B7
2) E Wonder Man (Mutant Mayhem) 112 I10 w/HO
3) E Hawkeye (Ultimates) 60 I11
4) LE Ant-Man (Infinity Challenge) 43 B6
5) E Mockingbird (Sinister) 27* H11
*w/Vault 3
6) R Vision (Supernova) 65 H10
The Skrulls*
2) E Skrull Warrior "B'rt" <SNV> 30pts P10 w/HO
3) R Skrull Infiltrator "Calv'n" <SNV> 25pts (4/5) B5 @@
4) E Skrull Warrior "Derruk" <SNV> 30pts V16 w/LO
5) V Skrull Commando "Eggb'rt" <CT> 18pts A5 @
6) R Badoon Warrior "Frehd" <SNV> 30pts W17 @ KOed Skrulls
1) E Skrull Warrior "Adum"<SNV> 30pts
The Guardians of the Galaxy
7) U Gamora 73 H19 @@ (7 IAP)
8) U Adam Warlock 61 C4 @
9) R Mantis 35 D10 @
10) U Jack-of-Hearts 105 A6 @
HOs: w/Wonder Man in I10, L9, G10, w/B'rt, I17. LOs: C7, J8, J11, w/Derruk Rubble/Destroyed Wall: C5/D5
*At the beginning of every Skrull player's turn, the Skrulls get two new figures, one arriving at A1 and one at X24. Roll 2d6 for each new Skrull with the following results:
2 = U Warskrull <M&M>
3 = V Skrull General <SNV>
4 = E Skrull Warrior <SNV>
5 = R Skrull Infiltrator <SNV>
6 = V Skrull Warrior <IC>
7 = V Skrull Agent <IC>
8 = V Skrull Commando <CT>
9 = R Badoon Warrior <SNV>
10 = E Badoon Guard <SNV>
11 = V Badoon Commander <SNV>
12 = U Super-Skrull <CT>
Map: X-hangar
Wall between C5/D5 Destroyed
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Special Rules:
-T he hindering terrain at G21-I22 is considered to be the Laser Turret special object. The first figure to occupy one of those squares when it is unoccupied can operate it.
- The squares at L10 and R10 are considered to be ladders.
- The O10 and O11 are considered to be the entry to the ship. Any WCA figure occupying those squares at the end of their turn immediately leaves the map. All WCA figures must enter the ship by the end of the game, or they may be unavailable to the WCA to use for an undetermined amount of time. Any KOed WCA figure can be carried by any other WCA member (whether they have Flight or not). The -2 rule applies.
- The squares D8, D10, D14 and D16 are the control squares. If all 4 of these squares are occupied by Skrull figures at the end of the game, then the Avengers might not be able to leave. For each of these squares that aren't occupied by the Skrulls at the end of the game, the Guardians earn 1 additional TAP.
Last edited by Space Jawa; 12/22/2008 at 04:57..
Reason: Bolding stuff!/Story Editing