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1. Supes l/c to G19 picking up the HO in M11 along the way.
2. Sandman to H13.
3. Alan Scott RS to J12 targetting Mano (10 vs. 16). Roll is 5,5 for the hit. Persuader uses a theme re-roll. Re-roll is 3,4 and its still a hit. Mano takes 3 clicks.
4. Mr. T to I13.
Free) Mr. T outwits PC on Time Trapper.
Sandman will PC anything successful by Emerald Empress. If PC fails, Sandman will use a theme re-roll.
If anyone else has an oppotunity to use a theme re-roll, I'll do it on a case by case basis.
Rokk, bud, you're really in a tough position here. Not much to do than to try the hail-mary with Empress, but with so many PCers on his side... Let's see what happens.
Turn 3B
1. Emerald Empress tries to breakaway to running shot.
Rolls:1
Mano uses theme PC to re-roll: 1 (sorry. I'm definitely not one to call, when you need a little luck)
If Mano uses a theme re-roll and takes a token for it, he can' then make another move as he'd be pushed.
Ouch, you're right. Sorry about that. It's so rare to use themed PC that I forgot about needing to give an action token to the figure. Had I remembered that, I wouldn't push Mano for the re-roll. But it's not fair to ignore it now that I know the roll missed, so I'll just remove Mano's illegal action.
Time Trapper moves to I15 instead. I'll repost, for clarity.
1. Emerald Empress tries to breakaway to running shot.
Rolls:1
Mano uses theme PC to re-roll: 1 (sorry. I'm definitely not one to call, when you need a little luck). 1 token to Mano, causing pushing dmg
1. Bats turns off Willpower and will move to O12. Bats takes a push click.
Free) Mr. T continues to outwits PC on Time Trapper.
Free) Bats perplexes Mr. T's range to 5.
2. Mr. T makes a ranged attack (range perpleed up) on Mano and Persuader (9 vs. 14,17). Roll is 6,1 for the hit on Mano which is good enough for me. Mano is KOd. SA, KO to Mr. T.
3. Alan Scott will do a RS to J11 targetting Persuader with Incap (10 vs. 17) and he'll pick up Mr. T and put him in K11 during the move portion. Roll is a crit miss. Sandman will PC that. Re-roll is 5,6 for the hit. Persuader takes a chip and a click. SA to GL, AST to Sandman.
4. The opportunistic Wildcat will move to M14.
As there are no outwits or perplexes you can do, I'll go ahead and clear you and take my next turn as well.
Turn 5B
All clear
Turn 6A
Free) Mr. T continues to outwit PC on Time Trapper
1. Superman will try to smash Emerald Empress in the head with the HO (10 vs. 16). Roll is 6,3 for the hit. EE takes 5 clicks after toughness and is KOd. SA, KO to Supes.
Free) Bats perplexes up Wildcat's damage to 4.
2. Wildcat will Flurry (damage perplexed +1). First attack on Persuader (10 vs. 17). Roll is 1,3 for the miss (Actually it was 10 vs. 16, but still a miss) Sandman will PC that. Re-roll is 2,3 for the miss. Sandman will use a theme re-roll. Re-roll is 3,2 for another miss. Mr. T will use a theme re-roll. Re-roll is 6,4 for the hit. Persuader takes 2 clicks after Invuln. Second Flurry attack on Persuader (10 vs. 15). Roll is 1,2 for the miss. Don't know if Sandman can take a second theme token during the same action. If so, then I'll give it to him, otherwise, I'll give it to GL. Re-roll is 6,5 for the hit. Persauder takes 3 clicks after toughness. Wildcat takes a push click. Wildcat gets 2 SAs. Bats gets 2 ASTs. Mr. T gets an AST. GL or Sandman get an assist.
That last attack was a lot more adventurous then I imagined.
The token for the themed PC on the second flurry attack has to be given to GL. Each figure of your team can only use the themed PC once in the game. So, even if you had more PC themed rolls to use, in future turns, you wouldn't be able to give them to Sandman, Mr T or GL since they used it already.