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Round 2
1) Captain Yor (Summers 6/6)
Move action using Willpower to avoid pushing to O-21
2) XO Hargley (Raza 5/6)
Move action takes pushing damage to P-5
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls for the slave pen are in square P21, denoted by the Blue Box. Captain Yor (and only the Captain) may activate the backup controls by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it in the same way as with the primary controls. The Captain may not activate the secondary controls if the primary controls are still functioning.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote]
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
Descriptive Post
Hargley "Captain....Plan?"
Yor, "Execute GL evac plan BETA 6, the Crew is trained for this and knows what to do. So do you Hargley"
Hargley, "Sir, do you think it's wise to start something like this with the Lanterns? Honor Lanterns"
Yor, "Your job is not to question orders Hargley, just carry them out, now move your @#$ before it's to late."
Hargley, "....(muttering) someday...."
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls for the slave pen are in square P21, denoted by the Blue Box. Captain Yor (and only the Captain) may activate the backup controls by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it in the same way as with the primary controls. The Captain may not activate the secondary controls if the primary controls are still functioning.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.
Last edited by ALC Marauder; 06/15/2009 at 00:35..
Reason: Wrong map!
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
That's ok. We are moving at a good clip right now. I take breaks too sometimes.
Turn 3a:
1) Katma Tui will blast the wall between P20 and P21, creating rubble in those squares. (She is on Elevated terrain so she can see over Tomar Tu.) [Lightshear do I get points for this?]
2) Tomar Tu will take out the secondary controls. [I am fairly certain I get points for this one.]
Free) Tomar Tu will Perplex his def. to 19.
"NOW! Blast that wall there!" He highlighted a portion with his ring. Without thinking Katma fired and fried a section of reinforced wall. She poured on more power because the reinforced ray shielded bulkhead resisted her efforts.
"Anything valuable on the other side?"
"I think so."
She formed a vaccum cleaner and sucked the molten material away and in the vauge direction of the pirates. Then she was through and stopped. She proudly noted there wasn't even a scorch mark on the machinery on the other side.
Tomar Tu had been waiting with some specialty constructs that he worked on while Kat was doing the heavy lifting. As soon as she stopped the constructs locked in place and he controlled their arms and probes. They quicly infiltrated the system and shut down the controls as the Captain was franticly typeing on the other side.
A small holographic Tomar Tu appeared in front of the console.
"I think this computer will make pretty damming evidence at your trial."
The Green Lantern Corps:
1) [3] Tomar Tu (E Tomar Re) - 111 J14 @ (Def 19)
2) E Katma Tui - 89 J13 @
Total: 190
Vs.
The Pirate Crew:
1) Captain Yor (LE Mj. Christopher Summers) – 39 O21 @@
2) XO Hargley (E Raza) – 64 (5/6) P5 @@
3) Liandre (LE Hepzibah) – 26 X5
4) Hoss (R GCPD) – 20 X4
5) Gandra (LE XP Electra) - 19 W4
6) Boomer (E SWAT Heavy Weapons) - 21 W6
Total: 189
The Slaves:
A) Pho
B) Turhk
C) Rei
A) Anto
B) Yarley
C) Giff
9) Kanis
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
1)Captain Yor (Summers 6/6)@
Move Action to T-23
3) Liandre (LE Hepzibah4/4)@
Move Action X-14
5) Gandra (LE Elektra 4/4)
Clear
6) Boomer (Swat Heavy Weapons 5/5)
Clear
4) Hoss (R GCPD 4/4)
No move.
2) XO Hargley (E Raza 6/6)
No Move
"This is going bad very quickly," thought Yor, "How am I going to pin this on
Hargley? If I don't do something soon, those "Honor Lanterns" are going to blow this ship to
hell looking for evidence to link to me. They will survive but I sure won't."
Yor: "Hargley, the Lanterns have found the secondary panel, you need to get here now!"
Hargley: "Yes Sir, on my way."
Hargley considered the ramifications of what was happening. He knew this was going to happen, it was
just a matter of time before the Lanterns finally caught on to what was really going on
in these untravelled spaceways. May be best to wait and see exactley how much "evidence" they find
then make his play with some documents that had found their way into his possession. At least if they were going down
Captain should get the worst of it.
Liandre wasn't sure if this was another drill or the real thing, but after some pause decided to head to
battle post and see. Why get sent to bilge duty again after all?
Boomer: "Uhhhhhhh"
Gandra: "Look space waste, just follow my lead like before and don't do anything stupid."
Boomer: "Uhhhhhh"
Hey, made it back and the kids caught a mess of fish so all is happy for now with them.
Great move there, I brain farted and thought Raza had Super Strength, Doh, I feel like Boomer. Oh well, moving on I guess. Sorry my GL space talk isin't up to par, I get all my GL info from Booleyb but havn't scrounged any info for this game.
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
Just a piece of advice- when you post your turn, quote your opponents post, as it includes the list of positions and scenario rules and stuff. Even though the map saves to positions, you're best to include the list of positions in the turn recaps as well, just in case the map site goes down or something. It's a good safety net to have.
Christ did not come to condemn the world, but to save it.
Turn 4b:
Free) Tomar will Perplex Katma Tui's Def. to 18.
1) Katma Tui will Push (Willpower) and move to S20.
Tomar Tu, "Get to the prisoners! I will clean up here."
Katma Flew ahead to where Tomar Tu's ring (linked with hers) had placed the holding area. She topped a platform and spotted the captain working his way around some containers towards a group of huminoids huddled behind a yellow energy screen. "Halt! Put your apendages where I can see them and drop any weapons!" She sent to Tomar, "They have a yellow energy field around the prisoners. You will have to shut that down or we will have to get creative in getting them out."
The Green Lantern Corps:
1) [3] Tomar Tu (E Tomar Re) - 111 J14
2) E Katma Tui - 89 S20 @@ (Def 18)
Total: 190
Vs.
The Pirate Crew:
1) Captain Yor (LE Mj. Christopher Summers) – 39 T23 @
2) XO Hargley (E Raza) – 64 (5/6) R5
3) Liandre (LE Hepzibah) – 26 X14 @
4) Hoss (R GCPD) – 20 X4
5) Gandra (LE XP Electra) - 19 W14
6) Boomer (E SWAT Heavy Weapons) - 21 W13
Total: 189
The Slaves:
A) Pho
B) Turhk
C) Rei
A) Anto
B) Yarley
C) Giff
9) Kanis
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote]
Last edited by ALC Marauder; 06/19/2009 at 08:49..
Reason: Forgot to update map and positions!
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Round 5
1) Captain Yor (LE Mj. Christopher Summers6/6) T-23
clear
2) (E Raza) – 64 (5/6) R-5
no move
3) Liandre (LE Hepzibah) – X-14
clear
4)Hoss (R GCPD 4/4) – X-4
no move
5) Gandra (LE XP Electra 4/4) @
Move action W-19
6) Boomer (E SWAT Heavy Weapons 5/5)@
Move Action V-19
Gandra "Boomer, have you ever had an original thought in that giant round
orange porcupine head?"
Boomer "Uhhhhhhh"
Gandra "That's what I thought. I can't believe they let you use a plasma
rifle on a spaceship. It seems counterintuitive."
Boomer "Uhhhhhhh"
Captain Yor "The Lanterns have found the cargo, you space larva need to get
down to storage 3. Hargley, where the hell are you?"
Hargley: "Yeah, I'm coming Captain." Hargley wondered if it were best to maintain relations with Yor, or follow the eternal rule of self preservation. He had the documents to seal Yor's fate, but if they made it out alive Yor could still be usefull to his future plans. Better sit tight and see how the Lanterns played their hand.
Turn 4b:
Free) Tomar will Perplex Katma Tui's Def. to 18.
1) Katma Tui will Push (Willpower) and move to S20.
Scenario Rules:
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote]
Hargley wasn't sure which was more important, maintaining relations with Yor,
or keeping an eye on his last remaining vestige of hope in the next room. Better
stick to watching his own back like he had done for so many years.
This will go easier if you just quote my post, delete my move, type in your move, then update the positions and map. It will save us both quite a bit of typing.
Turn5b:
Free) Tomar Tu will Perplex his damage to 4.
1) Tomar Tu will RS to O14 and shoot Boomer. Def. 14 - att. 10 = need 4. Rolled 1,3=4 hit (Barely!). He takes 4 - 1 toughness = 3 clicks.
The Green Lantern Corps:
1) [3+3] Tomar Tu (E Tomar Re) - 111 J14 @
2) E Katma Tui - 89 S20
Total: 190
Vs.
The Pirate Crew:
1) Captain Yor (LE Mj. Christopher Summers) – 39 T23
2) XO Hargley (E Raza) – 64 (5/6) R5
3) Liandre (LE Hepzibah) – 26 X14
4) Hoss (R GCPD) – 20 X4
5) Gandra (LE XP Electra) - 19 V19 @
6) Boomer (E SWAT Heavy Weapons) - 21 (2/5) W19 @
Total: 189
The Slaves:
A) Pho
B) Turhk
C) Rei
A) Anto
B) Yarley
C) Giff
9) Kanis
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote][/quote]
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
This will go easier if you just quote my post, delete my move, type in your move, then update the positions and map. It will save us both quite a bit of typing.
OK np. I like easier
Turn6a:
1) Gandra (LE XP Electra ) - 19 (3/4) S-24 @@
Move action push to S-24 take pushing damage
2) Captain Yor(LE Mj. Christopher Summers) – @39 T23
Ranged combat action against Katma Tui, using Hydra to increase attack by +1 and ranged combat expert. Attack is 9+1=10, vs DV 17. roller is I think 7, Hit for 1+2 ranged combat expert.
3)Boomer Clear
The Green Lantern Corps:
1) [3+3] Tomar Tu (E Tomar Re) - 111 J14 @
2) E Katma Tui - 89 S20
Total: 190
Vs.
The Pirate Crew:
1) Captain Yor (LE Mj. Christopher Summers) – 39 T23 @
2) XO Hargley (E Raza) – 64 (5/6) R5
3) Liandre (LE Hepzibah) – 26 X14
4) Hoss (R GCPD) – 20 X4
5) Gandra (LE XP Electra) - 19 V19 @@
6) Boomer (E SWAT Heavy Weapons) - 21 (2/5) W19
Total: 189
The Slaves:
A) Pho
B) Turhk
C) Rei
A) Anto
B) Yarley
C) Giff
9) Kanis
"Get over here Gandra," screamed Yor, "I need your assistance with this filty lantern."
Gandra ran to her captain barely making it to position and taking a nasty spill. Yor opened up on the female lantern without thinking. Somehow the blast made it through her green shield and struck home.
Gandra "Captain, Boomer took a heavy shot to the face, I don't think he's going to make it."
Yor "Don't care, just trying to survive here."
So that's how it's going to be huh? Ok Captain jerkwater.
Boomer "Ouuuuuuuchhhhh!"
Scenario Rules:
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote][/quote][/quote]
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
Yeah that is a hit. I was afriad that would happen. Had to do it though to keep you from EE the whole group of slaves. One problem though, Hydra requires LOS, easy enough to do you just have to move to U22 instead. I will put her there, if you want to do something different just change it on your turn, I don't think it will affect my turn.
(Darn slow pbe! Have to wait for rolls somtimes. If I reroll just use the earliest generated roll. That is why you got two rolls for that first attack.)
Turn 6b:
Free) Tomar will Perplex his attack to 11.
1) Tomar Tu will Push and RS to T19 and shoot Captain Yor. Def. 16 + 1 Hindering - att 11 (1 perplex) = need 6. Rolled 2,4=6 hit (again barely! Good thing I Perplexed the attack!) Captain Yor takes 3 clicks. Tomar Tu takes a click for the push.
2) Katma will return the favor. Def. 13 + 1 Hindering - att. 9 = need 5. Rolled 3,4=7 hit. Captain Yor takes 1 + 2 RCE + 1 Enhance (Tomar Tu, giving the IAP to him) = 4 clicks for the KO.
The Green Lantern Corps:
1) [6+3+1 (Enhance)] Tomar Tu (E Tomar Re) - 111 J14 (6/7) @@
2) [3+2 KO] E Katma Tui - 89 S20 @
Total: 190
Vs.
The Pirate Crew:
1) Captain Yor (LE Mj. Christopher Summers) – 39 Koed
2) XO Hargley (E Raza) – 64 (5/6) R5
3) Liandre (LE Hepzibah) – 26 X14
4) Hoss (R GCPD) – 20 X4
5) Gandra (LE XP Electra) - 19 U22 @@
6) Boomer (E SWAT Heavy Weapons) - 21 (2/5) W19
Total: 189
The Slaves:
A) Pho
B) Turhk
C) Rei
A) Anto
B) Yarley
C) Giff
9) Kanis
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote][/quote][/quote][/quote]
Last edited by ALC Marauder; 06/20/2009 at 22:30..
Reason: Updated the map
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Ha, I knew Yor wasn't going to survive that round, hehe. Thanks for moving her there. I wasn't sure you would push so I took a chance.
Turn 6b:
1) XO Hargley (E Raza) – 64 (5/6) W-10 @
Move action to W-10
2) Hoss (R GCPD) – 20 X-13 @
Move action to X-13
3) Gandra (LE XP Electra) - 19 U-22
Clear
Gandra "Captain's down, Captains down, we're getting blasted down here, where the slag is everyone?"
Boomer "Uhhhhhhh"
Hoss "Got tied up in computer ops Gandra, keep it together till I get there."
The Green Lantern Corps:
1) [6+3+1 (Enhance)] Tomar Tu (E Tomar Re) - 111 J14 (6/7) @@
2) [3+2 KO] E Katma Tui - 89 S20 @
Total: 190
Vs.
The Pirate Crew:
1) Captain Yor (LE Mj. Christopher Summers) – 39 Koed
2) XO Hargley (E Raza) – 64 (5/6) R5
3) Liandre (LE Hepzibah) – 26 X14
4) Hoss (R GCPD) – 20 X4
5) Gandra (LE XP Electra) - 19 U22 @@
6) Boomer (E SWAT Heavy Weapons) - 21 (2/5) W19
Total: 189
The Slaves:
A) Pho
B) Turhk
C) Rei
A) Anto
B) Yarley
C) Giff
9) Kanis
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.[/quote][/quote][/quote][/quote][/quote]
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
--> All positions are pre-set, so consult the map link above before beginning play.
--> The primary objective of the Green Lanterns is to secure the prisoners safely. To that end, there are three ways the Slave Traders can succeed in “eliminating the evidence:”
1) The primary controls for the slave pen are in square M6, denoted by the Red Box. Captain Yor (and only the Captain) can activate it by standing in an adjacent square and spending a move action to do so. The Green Lanterns can stop it by either destroying the controls (doing 3 or more damage) or by moving adjacent and spending a move action to disable the controls.
2) The secondary controls Destroyed.
3) If all else fails, the Slavers can “Manually” eliminate the evidence by killing the slaves themselves. This is their last resort, because doing so not only implicates them in slaving, but also in murder. The only way to fully protect themselves from being caught is to kill the slaves when no Green Lantern has LOS to either the killer or the victim.
Once the GL’s have eliminated both control boxes, their player may take control of the slaves. They have the same stats as the Pepper Pots bystander pog.
For every slave still alive at the end of the game, the GLC gain +1 TXP.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon