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When you're making your post, there is a little symbol that looks like a planet earth next to a paperclip called "insert link". If you click on that, then copy/paste the address of the map into the popup, it will shorten the link into whatever words you have highlighted. In this post, I have highlighted the word "Baxter Building" before hitting "insert link".
Also, to answer your earlier question, Cir-El started right next to Cherl'estl in the lower left corner. I didn't have any problem seeing her... are you able to see her now, in this updated map?
Daughter of the Future, turn 1
Since you're still in your starting area I'll assume I can't attack you this turn.
1) Cir-El moves to K20, picking up a HO on the way.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
No, we each get two actions per turn, I just didn't want to move Chyrl'estl right away. But I will be moving her this turn.
When you move a character, remember to update their position on the character stats below. action tokens are usually denoted by "@".
Metropolis, turn 2
1) Chyrl'estl will Running Shot to G19 and fire at Sleezo. 9 vs 12 (+1). Needs a 4. Roll (3, 3) for a hit with knockback. 4 damage, minus 1 for toughness.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
"A blast of Tamaranian spawned energy knocks Sleezo into Kronk. The creature's skin smokes from the blast but, as Chyrl'estl looks on, she can see the wound begin to knit and close before her eyes.
Eager to return the favor, Zkar brandishes an unusual black and silver pistol. He takes careful aim and a charge of purplish force lances at Chyrl'estl, slamming into her dead center and wracking her with pain.
Giddy with thirst for further violence, Kronk callously moves forward towards Cir El."
Gunk's roll for Leadership: 4: 1 extra action this turn
1: Kronk is directly behind Sleezo so there is no knockback movement or damage. Sleezo rolls Regeneration: 5 (-2) Sleezo heals 3 clix, is back to full, and takes a token.
2.Kronk moves into hindering terrain: M16 and takes a token
3.Zkar using RCE takes a range 6 shot at Chyrl'estl. 8 vs a 15(+1 for hindering) Rolls a (5,3):8 for a hit. Chyrl'estl takes 2 damage(3-1 for toughness).
Zkar takes 1 pushing damage and a second token.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
"You will leave my friend alone!" declares Cir, speeding towards the closest bad guy with her hands balled into fists.
Kapow!
The ugly space-goon went down in a heap. That should teach him!
"I am... Uninjured." states Chyrl, carefully checking herself for burns. She would certainly be showing a lot more caution from now on though.
1) Cir-El Charges to M-17 and attacks Kronk. 9 vs 14, needs a 5. Roll (4, 2) for a hit. Damage is 3 (+2)(-1) for 4, which is just enough to KO Kronk.
Cir-El to the Rescue!
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
"Cir El crushes the alien like a grape under the weight of a holo-desk. Kronk's remains splatter and Cir El finds herself plastered with green goo.
EWWWWW!!! ...disgust washed over the young girl who so wished she could change her clothes right now.
Lookout!!
Cir El turned from the pile of alien goo in time to see two more of the aliens bearing down upon her. One was huge and bore a large glowing blade. The other seemed to slip in and out of the shadows. The only sign of it's passing was an ominous hissing"
Gunk's Leadership roll: 5 1 extra action again this turn
1 Yrrk moves to K14 to cover Zkar
2 Goopr slips into hindering terrain at M16 to take advantage of her stealth.
3 Chlop rushes to M17
All other aliens clear
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
" Starbolts slam into Chlop and drive him to the ground. The alien looks up with murderous rage in his eyes as Goopr circles in the shadows looking for an opening to strike Cir El"
Gunk's Leadership roll: 4 1 extra action
1 Goopr Attacks Cir El with Blades/Claws: 8 vs 14
Attack Roll: (3,3): 6 for a hit with no possibility of knockback due to charge.
Blades/Claws damage: 4 Cir El takes 2 damage (-2 for Invulnerability).
Goopr takes 1 damage and a second token
2 Yrrk Moves adjacent to Chyrl'estl at H20. Takes 1 pushing damage and a token.
3 Gunk moves to F17 and takes a token
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
Surrounded by the aliens, Cir backs into a corner defensively. One of them lunges forth and slashes at her with a glowing knife of some kind, catching Cir across her middle and slicing through the material of her smartfiber singlet. Though it fails to draw blood, the wound does expose Cir's midriff.
"Yeowch! Dad would never have let me get away with showing this much skin..."
Cir takes to the air, swooping down a wrecked hallway of the science institute in search of Doc Brown. Passing by a heap of rubble, she finds someone very different instead!
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
"The Aliens scream with rage as their quarry flies away and out of their reach. Goopr motions to Chlop to assist the others in attacking the Tamaranian as Horg moves to cut off Cir El's escape.
With Chyrl'estl pinned down Zkar takes careful aim once more. Purple force lances forth from his pistol once again but zips just overhead of the young nimble warrior!"
Gunk's Leadership roll: 4 1 extra action
1 Horg moves to T14. Takes a token.
2 Zkar takes a shot at Chyrl'estl: 7 vs a 16 (+1 for hindering) . Rolls a (5,4) 9. Just misses!
Zkar takes a token.
3 Chlop moves to H19 and takes a token.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
"Angered by the death of his childhood friend Yrrrk, Chlop goes into a rage and attacks the young Tamaranian!
Zkar joins the fray by pushing himself to fire again at the young warrior, half concealed by the table in the way"
1 Chlop attacks Chyrl'estl. 7 vs a 16
Chlop needs a 9 to hit. His roll: (6,4) a 10! Chlop hits the girl for 1 (2-1 for toughness)
Chlop takes a second token and a push for 1.
2 Zkar fires on Chyrl'estl again. 7 vs a total 17.
His roll (6,5) 11! A hit for another 1 (2-1 for toughness)
Zkar takes a token and a push for one
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
Hearing a muffled voice crying for help, Cir slows, then halts entirely to check a pile of rubble that she had almost passed by. With a gasp, she realizes someone is trapped beneath it!
"Hold on, I'll get you free!" she says, grabbing a block of downed masonry and pulling it loose. "I'll have you out in a jiffy!"
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.
-> Buster Krabbe is trapped by the wreckage of his crashed rocket! To free him, Cir or Chyrl must move adjacent to him. They begin freeing him as a free action. At the beginning of your next turn, Buster is freed and may take actions as normal.
-> The goal of the mission is to get Cir into the Way-Back Machine and sent back in time! The WBM is located in the north-east quadrant of the map, and Cir’s pod is denoted by the blue circle. Doc Brown is marked as the silver letter A.
To activate the WBM, move Cir to her pod. You may then give Doc Brown a Power Action to begin the chrono-replacemefication process. Protect Doc Brown at all costs! He must survive for two (2) full turns to complete the activation and send Cir through time! If he is knocked out, Chyrl or Buster can try to complete the activation, but can only successfully do so as a power action with a successful roll of 5 or 6 on 1d6.
The aliens have no idea that Doc Brown is important, and so can not attack him until he begins activating the Way-Back Machine and reveals his significance.
Successfully sending Cir-El back in time grants the Metropolis team a +10 TXP bonus. Chyrl and Buster may continue fighting off the aliens until the end of the game.