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Dust attacks Supes with CCE need 7 roll 2+3=5 for miss
Pool attacks Supes with Blades need 8 1+3=4 for another miss
Cypher attacks Sandman need 9 4+6=10 for hit and SA
Cypher perplexes up his defense
Pool perplexes up Dust defense
Use prob on a successful attack from Stardust on Superman.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
JSA- Power Cosmic
Cable and Deadpool and Co.- JSA[/quote]
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
JSA- Power Cosmic
Cable and Deadpool and Co.- JSA[/quote][/quote]
1) JQ HSS, through Sandman , to F-13 and attack Stardust. 11vs19. roll 4,1 = 5. Theme team prob with Sandman. 2nd roll is 4,4 = 8. Stardust Super-Senses roll = 2. SA for 2 dam and knockback 2. JQ moves to G-15. deal 1 push to Sandman.
Free - Mr T outwits perplex on Cypher.
2) Superman Makes an attack on Cypher. 11 -1(Deadpool) vs 17. roll 4,2 = 6. Use reg prob from Sand (gained from pushing). roll 3,3 = 6. miss.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
JSA- Power Cosmic
Cable and Deadpool and Co.- JSA[/quote][/quote][/quote]
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Superman Leadership roll is.....the suspense is killing me...4. Better, but not good enough.
1) Quick HSS to C-13. Attacks Deadpool. 10 vs 17 (shared from Stardust). roll 1,3 = misses. JQ moves to C-12. 2nd token pushes him.
Free - JQ perplex Superman's damage to 4.
2) Gives Supes a power action to activate Hold the Line. Before the first attack, Superman will Lunge to D-14 and make a close combat attack vs Deadpool 11 vs. 17 (Stardust). roll 3,2 = 5 for the miss. Prob by Sandman. 2nd roll 2,4 = 6 . SA for Superman for 3 +1(perplex) -1(HtL) =3 on DP. AST for Sandman for the hit on DP.
Before the 2nd attack, Superman will Lunge to B-14 and attack Cypher. 11 -2(HtL) vs 17 (Dust). roll 3,5 = 8. SA on Cypher for 3 +1 (perplex) -1(HtL) 3 damage and a KO. AST for JQ for the KO.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
JSA- Power Cosmic
Cable and Deadpool and Co.- JSA
Last edited by TopDog; 05/30/2011 at 00:01..
Reason: rework illegal wall destroyed.
Alpha Strike
Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.