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1) Thing uses charge and picks up heavy object on the way and runs to A-3, then Attacks guard 1 Using hvy object Attack 9 vs Defence 16. Needs a 7 and rolls a (4,3)=7 Hit for 4 clix of damage plus 2 more for 6 clicks of damage total KOing guard.
2) Human Torch flies to A-2.
Guards Turn.
Guard will check to see whom he attacks (odd Crystal even Gorgon.) 6.
Guard 3 attacks gorgon and rolls a 1,3=4 Miss
Guard 4 attacks gorgon w/perplexed damage and rolls a 4,6=10 hit for 3 clix of damage minus 2 from Gorgons invulnrable for a total of 1 click.
Guard 6 attacks gorgon same as 4 and rolls a 1,2=3 Miss.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-3
2) R FF-073 Invisible Woman 28 ( ) B-2
3) (14) the Thing 83 ( ) A-3 @
4) R CT-049 Human Torch 40 ( ) A-2 @
5) MU022 Gorgon (7/9) 110 ( ) A-11
6) AW085 Crystal (5/7) 62 ( ) B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18 (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) G-23
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
What happend to the Guard in B-22? Also Hydro Man is in L-12 so im confused as to Rubble in L-14? as that square is not a wall or Blocking?
did you mean to have HydroMan in square L-13 and the other character where he is now? Also if so when destroying Blocking the debris is placed in the square or did they change this rule?
What happend to the Guard in B-22? Also Hydro Man is in L-12 so im confused as to Rubble in L-14? as that square is not a wall or Blocking?
did you mean to have HydroMan in square L-13 and the other character where he is now? Also if so when destroying Blocking the debris is placed in the square or did they change this rule?
sorry been a while since i played
Ughhh, wow, hold on. Yes, I thought I had Hydroman in L-13 but he is just as good in L-12. The rubble is from breaking the wall between now I guess between L-11/K-11. The rules say I can break the wall with 3 damage just not the blocking terrain, usually when you break a wall there is rubble on either side but since there is blocking on one side the rubble only go into the cell. This map has blocking walls around all of the blocking terrain, so I wouldn't be able to break out with the special rules but I can still break the surrounding walls,...I think. The guard in B-22 has been attacking KLAW but since he lost willpower I wasn't pushing him. Ok, the map is fixed, all ready.
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."
Can you be more specific? I don't understand what you think should have happened. He had an action token on him, so he cleared. The damage he's taken is from two successful pulse-wave attacks from Klaw.
As for the walls, Rollin is correct. The Prison map was released (whether intentionally or not) with a wall surrounding all the blocking terrain, meaning you must destroy the wall with an attack before you can even target the blocking terrain squares.
The digital version of the map doesn't seem to have the black-line wall, so I can understand your confusion. I think Wakanda clearly intended this scenario to be played with the walls in play though, so Rollin's post is correct.
3) Crystal attacks Guard3 Attack of 9 vs defence of 15+2=17, rolls a 5,1=6 miss.
4) Gorgon attacks Guard3 with attack 10 vs 17 and rolls a 4,3=7 Hit for 4 clicks of damage KOed.
Guards turn
Guard 5 perplexs Guard 4 attack up one.
Guard 4 perplexs damage up one and attacks Gorgon. 10 vs 17. Roll is a 6,2=8
hit for 3 clix of damage minus Gorgons invulnrable for a total of 1 click of damage.
Guard 6 clears.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) C-8 @
2) R FF-073 Invisible Woman 28 ( ) B-8 @
3) (14) the Thing 83 ( ) A-3 @
4) R CT-049 Human Torch 40 ( ) A-2 @
5) MU022 Gorgon (6/9) 110 A-11 @
6) AW085 Crystal (5/7) 62 B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18 (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) G-23
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
KLAW continued his relentless assualt on the hapless guards. He fired off yet another blast that slammed into two guards causing them to grunt in pain. Wizard smiled wryly and glided across the room next to his minion. The guards contined to pump rounds at the two villains but to no avail. Wizards technology caused the bullets to fly wide every time.
Hydroman continued to pump water at the wall in front of him, trying to bore an escape route around the barrier in the hallway. He howled in anger realizing the re-enforced wall would hold for years.
5B:
1) KLAW to Pulse Wave 10 vs. 15/16, roll is 1,5=6, hit for 1 damage to Guard 6, 1 damage to Guard A
2) Wizard flies to E-18.
Free Wizard perplex up his own DV +1
3) Hydroman attacks Blocking in K-11, hits but fails to destroy as of low damage.
Guard A attacks Wizard, 8 vs. 16+1+1=18, roll is 3,3=6, miss.
Guard 5 perplex up Guard 6 Damage +1
Guard 6 attacks KLAW 9 vs. 18+1=19, roll is 5,4=9, miss.
Story:
Turn 5a:
1) Reed moves to C-8.
2) Sue moves to B-8.
3) Crystal attacks Guard3 Attack of 9 vs defence of 15+2=17, rolls a 5,1=6 miss.
4) Gorgon attacks Guard3 with attack 10 vs 17 and rolls a 4,3=7 Hit for 4 clicks of damage KOed.
Guards turn
Guard 5 perplexs Guard 4 attack up one.
Guard 4 perplexs damage up one and attacks Gorgon. 10 vs 17. Roll is a 6,2=8
hit for 3 clix of damage minus Gorgons invulnrable for a total of 1 click of damage.
Guard 6 clears.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) C-8 @
2) R FF-073 Invisible Woman 28 ( ) B-8 @
3) (14) the Thing 83 ( ) A-3 @
4) R CT-049 Human Torch 40 ( ) A-2 @
5) MU022 Gorgon (6/9) 110 A-11 @
6) AW085 Crystal (5/7) 62 B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18@
C) Blue C) 74 SN026 E Wizard (6/6) E-18@ (DV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12@
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
"Reed Hun this way!" Sue said with concerned expresion mixed with a bit of excitement in her voice and facial expresion. Reed looks around with dazed eyes, Ben had just finished giving the Guard the Ole Big Orange Fist when he noticed Reeds troubles.
"Um Suzzie, the lights are on but nobodys home!" Ben replied to Suzie on behalf of Reed, Susan grabed Reed by the hip and he put his hand around her shoulder. "Come this way Reed." Susan help her husband over to the wall and sat him down.
Gorgon was met with the most gunfire the prison could muster against him. "Thats it foot stomping time!" he quickly kicked forward sending one of the guards flying but was met with more gunfire then before. One of the guards pulls out a machette and runs at Gorgon.
1) Human Torch taxi's Ben, Johnny moves to A-8 and places Ben in B-9.
Guard 6 Moves to B-12.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) C-8
2) R FF-073 Invisible Woman 28 ( ) B-8
3) (14) the Thing 83 ( ) A-3
4) R CT-049 Human Torch 40 ( ) A-2 @
5) MU022 Gorgon (6/9) 110 A-11
6) AW085 Crystal (5/7) 62 B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18@
C) Blue C) 74 SN026 E Wizard (6/6) E-18@ (DV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12@
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
"Reed Hun this way!" Sue said with concerned expresion mixed with a bit of excitement in her voice and facial expresion. Reed looks around with dazed eyes, Ben had just finished giving the Guard the Ole Big Orange Fist when he noticed Reeds troubles.
"Um Suzzie, the lights are on but nobodys home!" Ben replied to Suzie on behalf of Reed, Susan grabed Reed by the hip and he put his hand around her shoulder. "Come this way Reed." Susan help her husband over to the wall and sat him down.
Gorgon was met with the most gunfire the prison could muster against him. "Thats it foot stomping time!" he quickly kicked forward sending one of the guards flying but was met with more gunfire then before. One of the guards pulls out a machette and runs at Gorgon.
1) Human Torch taxi's Ben, Johnny moves to A-8 and places Ben in B-9.
Guard 6 Moves to B-12.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) C-8
2) R FF-073 Invisible Woman 28 ( ) B-8
3) (14) the Thing 83 ( ) A-3
4) R CT-049 Human Torch 40 ( ) A-2 @
5) MU022 Gorgon (6/9) 110 A-11
6) AW085 Crystal (5/7) 62 B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18
C) Blue C) 74 SN026 E Wizard (6/6) E-18 (DV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Story: Gorgon stamps his right foot down on the ground next to the guard charging at him with a melee blade, which causes him to sudenly fall in a hole that wasnt there before.
"Ha ha thats one way to do it!" Ben grins and rushes to another Guard he simply just thumps the bottom of his fist on top of the guards helmet and watchs the guard faint to the ground.
Sue moves around the corner and is startled suddenly by a voice.
"Hey You! freeze!"
One second later he makes another attempt down the barrel of his fire arm trying to re-aim at the blonde woman that was just there.
"Im sure she was here? where did she go?"......"Oh Crap." The gaurd now realises he is aiming at a large rock like creature with a massive smirk on his face slapping his fist in one hand and pollishing the other.
"I guess yer next butter cup." Ben winks at the prison guard.
1) Crystal takes a shot at Guard#6 with 9 vs his 15+1(hindering) needs a 7 to hit but rolls a (2,1)=3 sheesh miss.
2) Gorgon attacks the same Guard Gorgon rolls a 3,5=8 hits him with a 19 for 4 clix of damage. Koed.
3) Ben charges to C-13 and attacks Guard #4 9 vs 16 needs a 7 to hit and rolls a 3,5=8 Hit for 4 clicks of damage for Ko.
4 Sue moves to C-12.
Guard #5 attacks Sue 9 vs 17 rolls a 2,4=6 Miss.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) C-8
2) R FF-073 Invisible Woman 28 ( ) C-12@
3) (20) the Thing 83 ( ) C-13@
4) R CT-049 Human Torch 40 ( ) A-2
5) MU022 Gorgon (6/9) 110 A-11 @
6) AW085 Crystal (5/7) 62 B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18
C) Blue C) 74 SN026 E Wizard (6/6) E-18 (DV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
7B:
Wizard scoffed as the guard kept haplessly firing at him. He punched a few buttons on his wrist tech and aimed a finger towards the guard firing a beam of solid energy that slammed into the man sending him into unconsciousness.
Klaw grinned as another guard fell. “Almost there!” he said to Wizard.
“Let’s find out who else is here.” Wizard commanded. He gripped Klaws cannon and made a few minor adjustments. “That should help.”
Klaw flexed his arm and headed out around the corner. What he saw was a total surprise, there in front of him were the Fantastic Four and two other people engaged with multiple guards. What the hell were they doing here? No matter, even these fools couldn’t stop this plan. Klaw pulled up and focused his energy and once again sent out a blast of sound. The blast once again slammed into everyone in the vicinity, even catching Invisible Woman unaware.
1) Wizard attacks Guard #A 9 vs. 15+1=16, roll is 2,6=8, hit for 2 and KO.
Free: Wizard will perplex up KLAW AV +1
2) KLAW will Running Shot to A=14 and Pulse Wave, 10 +1 vs. 16 Crystal, 16 Gorgon, 16 Thing, 17 Invisible Woman, 16 Guard, roll is 1,5=6, hit on all for 1.
Turn7a:
Story: Gorgon stamps his right foot down on the ground next to the guard charging at him with a melee blade, which causes him to sudenly fall in a hole that wasnt there before.
"Ha ha thats one way to do it!" Ben grins and rushes to another Guard he simply just thumps the bottom of his fist on top of the guards helmet and watchs the guard faint to the ground.
Sue moves around the corner and is startled suddenly by a voice.
"Hey You! freeze!"
One second later he makes another attempt down the barrel of his fire arm trying to re-aim at the blonde woman that was just there.
"Im sure she was here? where did she go?"......"Oh Crap." The gaurd now realises he is aiming at a large rock like creature with a massive smirk on his face slapping his fist in one hand and pollishing the other.
"I guess yer next butter cup." Ben winks at the prison guard.
1) Crystal takes a shot at Guard#6 with 9 vs his 15+1(hindering) needs a 7 to hit but rolls a (2,1)=3 sheesh miss.
2) Gorgon attacks the same Guard Gorgon rolls a 3,5=8 hits him with a 19 for 4 clix of damage. Koed.
3) Ben charges to C-13 and attacks Guard #4 9 vs 16 needs a 7 to hit and rolls a 3,5=8 Hit for 4 clicks of damage for Ko.
4 Sue moves to C-12.
Guard #5 attacks Sue 9 vs 17 rolls a 2,4=6 Miss.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) C-8
2) R FF-073 Invisible Woman 28 (4/5 ) C-12@
3) (20) the Thing 83 ( 7/8) C-13@
4) R CT-049 Human Torch 40 ( ) A-2
5) MU022 Gorgon (5/9) 110 A-11 @
6) AW085 Crystal (4/7) 62 B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14@
C) Blue C) 74 SN026 E Wizard (6/6) E-18@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
1) Johnny flies to E-18
2) Reed hobbles to B-11.
Guard clears.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-11@
2) R FF-073 Invisible Woman 28 (4/5 ) C-12
3) (20) the Thing 83 ( 7/8) C-13
4) R CT-049 Human Torch 40 ( ) E-18@
5) MU022 Gorgon (5/9) 110 A-11
6) AW085 Crystal (4/7) 62 B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14@
C) Blue C) 74 SN026 E Wizard (6/6) E-18@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
1) Johnny flies to E-18
2) Reed hobbles to B-11.
Guard clears.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-11@
2) R FF-073 Invisible Woman 28 (4/5 ) C-12
3) (20) the Thing 83 ( 7/8) C-13
4) R CT-049 Human Torch 40 ( ) E-18@
5) MU022 Gorgon (5/9) 110 A-11
6) AW085 Crystal (4/7) 62 B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14
C) Blue C) 74 SN026 E Wizard (6/6) E-18 (DV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
"I'll handle this one! You guys go on and find Medusa." Gorgon still clutching his back in minor pain from Klaws last sound blast. He Spins and runs right at Klaw. The rest of the team nodded and moved down the hall.
Mr. Fantastic was now limping forward to catch up with everyone and noticed Gorgon moving in for an assualt on the unexpected guests.
"Be careful Gorgon, Klaw is formidable!"
"Ya ya lets see what he's got!" Gorgon huffed.
Meanwhile Ben saw Sussan was still trying to handle one of the guards, when the guard turns to him and bashes a stun baton over the left shoulder of Ben sending sparks flying around his torso.
1)Crystal flies to E-12
2)Gorgon to A-13
3)Sue attacks Guard5 7 vs 16 needs a 9 and rolls 3,2=5 Miss as expected.
4) Ben moves to D-12.
Guard (1-2 Sussan, 3-4 Ben, 5-6 Crystal) roll is 3 he targets Ben
Guard5 perplexes his damage up one and swings at Thing Hits with a roll of 7 for 3 clicks of damage minus invulnrable for a total of 1 clix.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-11
2) R FF-073 Invisible Woman 28 (4/5 ) C-12 @
3) (20) the Thing 83 (5/8) D-12 @
4) R CT-049 Human Torch 40 ( ) E-18
5) MU022 Gorgon (5/9) 110 A-13@
6) AW085 Crystal (4/7) 62 E-12@
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14
C) Blue C) 74 SN026 E Wizard (6/6) E-18 (DV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.