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Troskk saw his Blood Skulls were taking a beating. He knew he had to try something to turn the tide. He teleported behind a small chunk of metal, then lobbed a grenade which landed ontop Hal Jordan, Arisa, and Tomar Tu. It exploded, Hal and Arisia were hurt by the blast, but Tomar Tu was able to erect a small force field shielding himself from most of the entire blast.
Gar saw Troskk's daring move, and knew he had to protect him. He ordered Razir and Fayce to come next to him. They linked their laser guns into Gars, boosting the power, while at the same time Cruhse plugged in too. Gar fired a blast which hit Hal Jordan square in the chest, Hal fell to one from the pain.
Gar said "That's for Stazik, you green lilly!" Gar's hands were burned from the energy released from the gun.
Khol moves off the roof top and takes cover near a destroyed Laser turrent.
1) Troskk will use phasing teleport F16 uses free range attack and Energy exposion on both Hal Jordan and Arisia. Att 10 VS 17+1(obs)=18. Rolls (4,5)=9. Hal Jordan is hit take 1+1(splash)=2, Arisia is hit takes 1+1(splash)=2 and To, Arisa takes 2 and Tomar Tu takes 2(splash-1(tough) 1 click.
2) Razir moves to K18.
free) Shield Boosts Gar Range +1
3) Fayce moves to K19
free) Shield Boosts Gar Range =1
4) Gar pushes and range attacks Hal Jordan. Att 9 vs DF16=1(obj)+17 needs and 8+. Rolls a (6,3)=9 hits. Hal takes 2+1(Enhanc)=3 clicks. Gar takes a 1 for the push
5) Khol moves to D17
The Green Lantern Corps:
1) [3+3+2 Ko] Hal Jordan (R JL Green Lantern) (1,6)- 90 D11 @@
2) John Stewart (R CJ Green Lantern) – 81 F11
3) [3] Tomar Tu (E Tomar Re) (6,7)– 111 C10
4) R G’nort – 70 F9
5) V Arisia – (5,7) 103 C11
*Use the alternate GLC Team Ability*
Green Lantern Honor Guard
Keyword(s): Green Lantern Corps
Whenever a character using this team ability
attacks, modify their attack value by +1 for each
other friendly character that attacked the same
target this turn while using this team ability.
The Blood Skulls:
1) Captain Troskk (V Solo) - G22
2) Gar (E HAMMER Elite) (3,4) - J19 @@
3) Stazik (E Checkmate Knight [Black]) - Koed
4) Kohl (E Checkmate Knight [Black]) - G21
5) Razir (R HAMMER Agent) – P18
6) Fayce (R HAMMER Agent) – P19
7) Cruhse (E HIVE Trooper) - J20
8) Shield Generator Hover Tank (R Advanced Sentinel: Alpha-3) [5/11]– N23,O23,N24,O24 @
Objects:
LO: K10, O14, J19
HO:E14, F13, C17
Scenario Rules:
-- In order to escape this planet, the Green Lanterns must destroy the Shield Projector, built into a Blood Skulls hover tank. Once the tank is destroyed, the shield will go down and from that point on the GLC may decide to leave and end the game at any time. You can stay and try to gain more experience, but be forewarned – if the GLC is defeated by the Blood Skulls, there will be hell to pay! These guys REALLY hate you!
-- The Shield Projector hover tank does NOT have the ‘Capture’ ability normally available to the figure.
Turn 5a:
1) Arisia will do Energy Explosion on Gar. 16 + 1 Hindering - 10 = need 7. Rolled 5,5=10 wow hit with knockback. Tomar Tu now has Enhance so everyone takes 2 clicks. Gar takes 2 - 1 tough and is blocked from moving. Razir takes 2 clicks and is knocked back to M16. Fayce takes 2 clicks and is knocked back to M19. Cruhse takes 2 clicks and is knocked to J22. Wow that was a lot of stuff!
Free) Arisia will Perplex Tomar Tu's damage to 4.
2) Tomar Tu will RS to E12 and shoot the Tank (Gotta love 12 range!). 13 + 1 Hindering - 10 = need 3. Rolled 3,6=9 hit (dice are on fire!). The tank takes 4 clicks (dang just 1 click left).
3) John will attempt to shoot Captian Troskk. 16 + 1 Hindering - 8 = need 9. Rolled 3,6 wow = 9 hit. Didn't think even with PC that would hit. Captian Troskk takes 2 + 2 RCE + 1 Enhance (Tomar Tu) - 1 toughness = need 4 clicks.
4) G'Nort moves to D12.
G'Nort will PC the first attack that hits that he can see.
Descriptive Post:
Everyone saw Hal stagger and rallied to him. Arisia tossed a massive grenade that grew to massive proportions and exploded throwing Blood Skulls every which direction. Tomar Tu pursued the tank and continued to rain fire down on it smashing pieces off of the frame. However the shield stubbornly refused to fail. G'Nort charged to the front and stood protectively in front of Hal. He growled and all his fur stood on end making him look like a akira that was put in a dryer without a fabric softener sheet.
The Green Lantern Corps:
1) [8] Hal Jordan (R JL Green Lantern) (1/6)- 90 D11
2) [+4] John Stewart (R CJ Green Lantern) – 81 F11 @
3) [3+4] Tomar Tu (E Tomar Re) (6/7)– 111 E12 @
4) R G’nort – 70 D12 @
5) [+7] V Arisia – (5/7) 103 C11 @
*Use the alternate GLC Team Ability*
Green Lantern Honor Guard
Keyword(s): Green Lantern Corps
Whenever a character using this team ability
attacks, modify their attack value by +1 for each
other friendly character that attacked the same
target this turn while using this team ability.
The Blood Skulls:
1) Captain Troskk (V Solo) (2/6) - G22
2) Gar (E HAMMER Elite) (2/4) - J19 @@
3) Stazik (E Checkmate Knight [Black]) - Koed
4) Kohl (E Checkmate Knight [Black]) - G21
5) Razir (R HAMMER Agent) (2/4) – M16
6) Fayce (R HAMMER Agent) (2/4) – M19
7) Cruhse (E HIVE Trooper) - (4/6) J22
8) Shield Generator Hover Tank (R Advanced Sentinel: Alpha-3) [1/11]– N23,O23,N24,O24 @
Objects:
LO: K10, O14, J19
HO:E14, F13, C17
Scenario Rules:
-- In order to escape this planet, the Green Lanterns must destroy the Shield Projector, built into a Blood Skulls hover tank. Once the tank is destroyed, the shield will go down and from that point on the GLC may decide to leave and end the game at any time. You can stay and try to gain more experience, but be forewarned – if the GLC is defeated by the Blood Skulls, there will be hell to pay! These guys REALLY hate you!
-- The Shield Projector hover tank does NOT have the ‘Capture’ ability normally available to the figure.
Pretty sure, EE is always 1 damage. Unless you have a special ability that says to use your standard damage instead of 1. So Perplex and Enhance, work but are countered when you use EE, because it is based on the number of times a target is hit, not damage. To do more damage you need multiple Attacks like solo.
Energy Explosion: Give this character a ranged combat action; this attack can target only characters. For each target successfully hit, compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack, it evades all hits by this attack.
Your might want to change your turn, since my characters would be on different clicks. Gar is immune to EE because of Toughness. Unless your rolled a critical hit.
As far as I was aware, Enhancement DID work with EE. I've seen it done in the past, so unless it was specifically errata'd some time in the last couple sets then it should be valid.
Energy Explosion: Give this character a ranged combat action; this attack can target only characters. For each target successfully hit, compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack, it evades all hits by this attack.
now it's based on the number of times a character is hit, by the attack. So all that matters now is multiple arrows. They really toned it down.
Yeah the more I look at it the more I realise that this loophole has been closed. I was hoping I would at least get a single +1. IC V Boomerang standing next to a couple of U-Men was a nightmare to turtle teams. Sigh. Ok well just keep everything and just assume 1 damge instead of 2.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Razir saw his Captain take a major hit, he quick rushed over to protect and help him. Cruhse also ran to help him. Troskk's words were stunted still feeling the effect from the attack.
"That one!" He pointed at Tomor Tu, "We must stop him, his power is far greater then the others, if we don't take him down, they will all escape!"
1) Razir pushes and moves to F15. Takes a click.
2) Cruhse moves to F17
The Green Lantern Corps:
1) [8] Hal Jordan (R JL Green Lantern) (1/6)- 90 D11
2) [+4] John Stewart (R CJ Green Lantern) – 81 F11 @
3) [3+4] Tomar Tu (E Tomar Re) (6/7)– 111 E12 @
4) R G’nort – 70 D12 @
5) [+7] V Arisia – (5/7) 103 C11 @
*Use the alternate GLC Team Ability*
Green Lantern Honor Guard
Keyword(s): Green Lantern Corps
Whenever a character using this team ability
attacks, modify their attack value by +1 for each
other friendly character that attacked the same
target this turn while using this team ability.
The Blood Skulls:
1) Captain Troskk (V Solo) (2/6) - G22
2) Gar (E HAMMER Elite) (3/4) - J19
3) Stazik (E Checkmate Knight [Black]) - Koed
4) Kohl (E Checkmate Knight [Black]) - G21
5) Razir (R HAMMER Agent) (2/4) – M16 @@
6) Fayce (R HAMMER Agent) (3/4) – M19
7) Cruhse (E HIVE Trooper) - (5/6) J22
8) Shield Generator Hover Tank (R Advanced Sentinel: Alpha-3) [1/11]– N23,O23,N24,O24 @
Objects:
LO: K10, O14, J19
HO:E14, F13, C17
Scenario Rules:
-- In order to escape this planet, the Green Lanterns must destroy the Shield Projector, built into a Blood Skulls hover tank. Once the tank is destroyed, the shield will go down and from that point on the GLC may decide to leave and end the game at any time. You can stay and try to gain more experience, but be forewarned – if the GLC is defeated by the Blood Skulls, there will be hell to pay! These guys REALLY hate you!
-- The Shield Projector hover tank does NOT have the ‘Capture’ ability normally available to the figure.
Energy Explosion: Give this character a ranged combat action; this attack can target only characters. For each target successfully hit, compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack, it evades all hits by this attack.
now it's based on the number of times a character is hit, by the attack. So all that matters now is multiple arrows. They really toned it down.
That's really unfortunate, because now the only way EE is worth using is if you have multiple arrows. There are so very few times when dealing a single click to a few people is better than dealing better damage to one person. Sometimes errata helps tighten, streamline, and improve the game. Sometimes it changes things that didn't really need changing.
Yeah he is one of the best pieces in the game. Range 12, RS move 5 + Perplex means I can hit figures 18 squares away!
Turn 6a:
1) Tomar Tu will Push to RS to G13 and shoot the tank. 11 + 1 Hindeing - 10 = need 2. Rolled 6,3 = 9 hit (now I get my good roll!). The tank takes 3 clicks and is koed. Tomar takes a click for the push.
2) G'Nort will push to Charge to G15 and attack Razir. 16 - 8 = need 8. Rolled 6,1=7 miss. I will PC that. Rolled 1,3 = 4 well that didn't help.
3) Hal will shoot Razir. 16 + 1 hindering - 8 = need 9. Rolled 3,3=6 miss. sigh.
4) John push to will pick up the object in F13 and throw it at Razir. 16 - 8 - 1 GLC TA = need 7. Rolled 6,1=7 hit! Razir takes 3 clicks and is Koed. Whew! John takes a click for the push.
Free) Arisia will Perplex her damage to 3.
5) Arisia will push and shoot Captain Troskk. 16 + 1 Hindering - 10 = need 7. Rolled 3,4=7 hit. Troskk takes 3 - 1 toughness = 2 clicks and is koed. Arisia takes a click for the push.
Because the tank is gone, I am going to go ahead and end the game here. It is tempting to stay and duke it out, but I would lose a good portion of my team and the outcome is far from certain. Also roleplaying wise they would leave now anyway.
Descriptive post:
Tomar continued to our fire into the smoking tank. The shield above them sputtered, came back and then died completely. The tank shuddered and crashed to the ground and lay at an awkward angle on some rubble. "That's it! It is down!"
G'Nort was in a frenzy. He seemed to be everywhere at once. Fire hoses sprang into being and blasted blood skulls. It did little to the armored men but make them wet and angry.
John called out to him. "G'Nort get fall back! We are getting out of here." Realising that G'Nort wasn't listening or paying much attention John picked up a large chunk of debris and tossed it at a goon who rose up soaking wet behind G'Nort. The debris knocked the man down and pinned him under its weight. While Hal lay down suppressive fire John swooped in and grabbed G'Nort by the scruff of the neck and climbed rapidly. "Ok everyone let's head home. Check in as you clear the battlefield."
Tomar wearily climbed up into the sky. He was tired but he kept the long range gun on the tank against the possibility somebody got its shield going again. "I am clear."
Captain Troskk made a last dash at Hal and Arisia. "DIE!" A giant green fist shot out from Arisia's ring and smashed the leader of the Blood Skulls backwards. While he was disoriented Arisia strung him up by his ankles with a convenient lenght of hose. She then formed a large pair of shears and cut the man's body armor off. When she was done he was left in only his bikini underwear. Hal looked at her. "You cut off his clothes? Is that the kind of stuff you're into?"
"Oh, so I did." She said with false surprise. "Well we will just have to find out later won't we." She gave him a wink and they took off together after the others. "Hal and Arisia we are clear."
John, "Ok we are all clear. Next stop OA."
The Green Lantern Corps:
1) [8] Hal Jordan (R JL Green Lantern) (1/6)- 90 D11 @
2) [4+3+2] John Stewart (R CJ Green Lantern) (5/6)– 81 F11 @@
3) [7+3+2] Tomar Tu (E Tomar Re) (5/7)– 111 G13 @@
4) R G’nort – 70 (5/6) D12 @@
5) [7] V Arisia – (4/7) 103 C11 @@
*Use the alternate GLC Team Ability*
Green Lantern Honor Guard
Keyword(s): Green Lantern Corps
Whenever a character using this team ability
attacks, modify their attack value by +1 for each
other friendly character that attacked the same
target this turn while using this team ability.
The Blood Skulls:
1) Captain Troskk (V Solo) (0/6) - Koed
2) Gar (E HAMMER Elite) (3/4) - J19
3) Stazik (E Checkmate Knight [Black]) - Koed
4) Kohl (E Checkmate Knight [Black]) - G21
5) Razir (R HAMMER Agent) (-1/4) – Koed
6) Fayce (R HAMMER Agent) (3/4) – M19
7) Cruhse (E HIVE Trooper) - (5/6) J22
8) Shield Generator Hover Tank (R Advanced Sentinel: Alpha-3) [-2/11]– Koed
Objects:
LO: K10, O14, J19
HO:E14, F13, C17
Scenario Rules:
-- In order to escape this planet, the Green Lanterns must destroy the Shield Projector, built into a Blood Skulls hover tank. Once the tank is destroyed, the shield will go down and from that point on the GLC may decide to leave and end the game at any time. You can stay and try to gain more experience, but be forewarned – if the GLC is defeated by the Blood Skulls, there will be hell to pay! These guys REALLY hate you!
-- The Shield Projector hover tank does NOT have the ‘Capture’ ability normally available to the figure.
Doing an issue Summary. Going to do a training game so I will do an end of arc update after that.
Individual:
[8] Hal Jordan (R JL Green Lantern)
[9] John Stewart (R CJ Green Lantern)
[12] Tomar Tu (E Tomar Re)
R G’nort
Guests:
[7] V Arisia
Team
[36] 9 TXP, 0 TAP
KO’s
Captain Troskk (V Solo) 99
Stazik (E Checkmate Knight [Black]) 35
Razir (R HAMMER Agent) 33
Shield Generator Hover Tank (R Advanced Sentinel: Alpha-3) 150
Total: 317
Total (317)/4 = 79.25 TAP = 79 TAP = 19 TXP 3 TAP
Totals for this game:
Individual:
Hal Jordan (R JL Green Lantern) 2 IXP 0 IAP
John Stewart (R CJ Green Lantern) 2 IXP 1 IAP
Tomar Tu (E Tomar Re) 3 IXP 0 IAP
R G’nort 0 IXP 0 IAP
Team
28 TXP, 3 TAP
End of Arc Rolls:
3st issue of arc, but I will do these after the training match.
Old Totals:
V CR Green Lantern 15 IXP, 1 IAP (172 points)
* With Force Field
E Katma Tui 50 IXP, 0 IAP (139 points)
V Leg Jade 5 IXP, 3 IAP (112 points)
R G’nort 18 IXP, 0 IAP (88 points)
E Tomar Tu (Tomar Re) 18 IXP, 1 IAP (127 points)
Green Lantern (CJ) John 11 IXP, 3 IAP (89 points)
Team: 171 TXP 2 TAP
New Totals
V CR Green Lantern 17 IXP, 1 IAP (172 points)
* With Force Field
E Katma Tui 50 IXP, 0 IAP (139 points)
V Leg Jade 5 IXP, 3 IAP (112 points)
R G’nort 18 IXP, 0 IAP (88 points)
E Tomar Tu (Tomar Re) 21 IXP, 1 IAP (127 points)
Green Lantern (CJ) John 14 IXP, 0 IAP (89 points)
Team: 200 TXP 1 TAP (Dang 6 points short of getting Arisia! I will have to do training!)
Team size calculation:
V CR Green Lantern (Hal) 157
* With Force Field
E Katma Tui 89
V Leg Jade 107
R G’nort 70
E Tomar Tu (Tomar Re) 111
R CJ Green Lantern (John) 81
Total= 615 Round down to 600
Squad Size = 600/2 + 50 = 350 point squad
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
This is my only training so I get full experience for it. :knockedou
Individual:
[4] Green Lantern CJ (John) 1 IXP
[15] Green Lantern JL (Hal) 3 IXP 2 IAP
[18] Tomar Tu (Tomar Re) 4 IXP 2 IAP
[10] R Jade (Legacy) 2 IXP 2 IAP
Guests:
None
Team
[47] 11 TXP, 3 TAP
KO’s
R GSX Angel 50 pts.
R M@M Cyclops 50 pts.
R M@M Iceman 60 pts.
R M@M Beast 50 pts.
R M@M Marvel Girl 40 pts.
R Mut Mayhem Polaris 50 pts.
V Mut Mayhem Havok 44 pts.
Total: 344
Total (344)/4 = 86 TAP = 86 TAP = 21 TXP 2 TAP
Totals for this game:
Individual:
Green Lantern CJ (John) 1 IXP
Green Lantern JL (Hal) 3 IXP 2 IAP
Tomar Tu (Tomar Re) 4 IXP 2 IAP
R Jade (Legacy) 2 IXP 2 IAP
Team
33 TXP, 1 TAP
End of Arc Rolls:
V CR Green Lantern Rolls a 6 1 IXP 2 IAP
E Katma Tui Rolls a 6 huh? 1 IXP 2 IAP
V Leg Jade Rolls a 3 ah! There we go. 3 IAP
R G’nort Rolls a 5, 1 IXP 1 IAP
E Tomar Tu Rolls a 5, 1 IXP 1 IAP
Green Lantern (CJ) John Rolls a 4,4=8 {17 points to E!), 2 IXP
Old Totals:
V CR Green Lantern {157} 17 IXP, 1 IAP (174points)
* With Force Field
E Katma Tui {89} 50 IXP, 0 IAP (139 points)
V Leg Jade {107} 5 IXP, 3 IAP (112 points)
R G’nort {70} 18 IXP, 0 IAP (88 points)
E Tomar Tu (Tomar Re) {111} 21 IXP, 1 IAP (132 points)
R Green Lantern (CJ) John {81} 14 IXP, 0 IAP (95 points)
Team: 200 TXP 1 TAP
New Totals:
V CR Green Lantern {157} 23 IXP, 1 IAP (180 points)
* With Force Field
E Katma Tui {89} 51 IXP, 2 IAP (140 points)
V Leg Jade {107} 9 IXP, 0 IAP (116 points)
R G’nort {70} 19 IXP, 1 IAP (89 points)
E Tomar Tu (Tomar Re) {111} 27 IXP, 0 IAP (138 points)
R Green Lantern (CJ) John {81} 17 IXP, 0 IAP (98 points)
Team: 233 TXP 2 TAP
Ok that is enough to add
V Arisia {103} for 206 points, leaving me with 27 points.
Upgrade R Green Lantern (CJ) John to E Green Lantern (CJ) John at 98 points for 17 points, leaving me with 10 points.
[Hal will just have to wait for his upgrade and everyone will have to wait for their feats.]
New New Totals:
V CR Green Lantern {157} 23 IXP, 1 IAP (180 points)
* With Force Field
E Katma Tui {89} 51 IXP, 2 IAP (140 points)
V Leg Jade {107} 9 IXP, 0 IAP (116 points)
R G’nort {70} 19 IXP, 1 IAP (89 points)
E Tomar Tu (Tomar Re) {111} 27 IXP, 0 IAP (138 points)
E Green Lantern (CJ) John {98} 0 IXP, 0 IAP (98 points)
V Arisia {103} 0 IXP 0 IAP
Team 10 IXP 0 IAP
Team size calculation:
V CR Green Lantern (Hal) 157
* With Force Field
E Katma Tui 89
V Leg Jade 107
R G’nort 70
E Tomar Tu (Tomar Re) 111
R CJ Green Lantern (John) 98
V Arisia 103
Total= 735 Round down to 700
Squad Size = 700/2 + 50 = 400 point squad
Yay! Bigger games now!
Last edited by ALC Marauder; 04/13/2011 at 11:25..
Reason: Fixed math error.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon