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Free) "Keep up the pressure men! Don't let them think!" Commissioner Gordon's leadership roll is -- 5, succeeds. I'll take the token from the guardsman and we get a 5th action.
Free) "You heard the man! No more foolin' around! Put these punks in their place!" Lt. Stone's leadership roll is -- 6, also works. We get a sixth action.
1) "Cease and desist all illegal trespass. Stand down. You are under arrest by authority of the NYPD." Junkpile punches Black Knight. 9 AV (8 + 1 for Stone) vs 14 DV, needs a 5. Roll is [6, 6], critical hits! [Sorry dude. ]. BFC roll is -- 1. Black Knight is smitten right in his metallic steed, which crumbles under the terrible power of the Junkpile robot. Black Knight takes 2 clicks, +1 click for the critical, so 3 clicks total and is Injured. Junkpile's programming continues to fail and it takes a click from the BFC. Junkpile gains 1 SA.
2) "You heard the robot, guy. Stand down!" The second guardsman clubs Black Knight down with a gauntleted fist. 8 AV vs 12 DV, needs a 4. Roll is [3, 6], hits. BFC roll is -- 5, extra beaty. The guardsman wallops Black Knight, and the battered trespasser goes down hard. Black Knight takes 3 clicks and is KOed. The guardsmen gain 1 SA and 1 KO.
3) Lt. Stone grits his teeth and charges to Gunzer's side at G-11.
Free) "Take the shot!" Lt. Stone lays down suppressing fire on the Goblin Princess -- uses Police to lower her DV to 16 for Gunzer's shot.
4) "Yes Sir." Gunzer takes aim at Goblin Princess and sprays her with rubber bullets (RCE). 9 AV (8 + 1 for Stone) vs 16 DV (17 lowered to 16 by Police), needs a 7. Roll is [5, 1], miss. Drebin's distraction has an influence on his aim. Drebin will take a token and I'll use a team re-roll. Re-roll is [2, 6], hits. Goblin Princess uses PC. Re-re-roll is [3, 4], hits. Goblin Princess cannot avoid the burst of fire and is raked with rubber bullets. Goblin Princess takes 3 clicks. Frank Gunzer gains 1 AST. Lt. Stone gains 1 SA. Detective Drebin gains 1 AST.
5) The remaing Code: Blue Officer rushes up the steps to K-13.
6) The first SWAT Specialist follows him up to K-14.
Please ignore the roll I made for Drebin -- I realized that I gave him the token for the team re-roll and could not do that.
Commissioner Gordon will mastermind damage to the guardsman.
Gordon will use the team re-roll to prevent any attack on Junkpile or Frank Gunzer will take it to prevent an attack on Stone. If all else fails, Stone will use it to protect himself. [Luck of the Irish! ]
=======================================================
NYPD [team Re-rolls -- 1/2]
1) V Junkpile (4/8) 92 pts I-15 @
2) U Lt. Stone (5/5) 45 pts G-11 @
3) U Commissioner Gordon (5/5) 44 pts J-13
4) R Guardsman (2/5) 32 pts K-23
5) R Guardsman (5/5) 32 pts I-13 @
6) LE Roger Falcone (0/5) 26 pts KOKOKO
7) E Code: Blue Officer (4/4) 24 pts K-13 @
8) E Code: Blue Officer (0/4) 24 pts KOKOKO
9) LE Frank Gunzer (4/4) 20 pts H-12 @
w/Not So Special 3 pts
A(bk)) R SWAT Specialist (4/4) 17 pts K-14 @
B(bk)) R SWAT Specialist (4/4) 17 pts L-24
C(bk)) Sgt. Frank Drubin [R Gotham Undercover] (4/4) J-12 @
14 pts
A(wt)) R Paramedic (3/3) 8 pts K-24
Total = 398 pts
Junkpile [2 SA, 1 KO]
Lt. Stone [2 AST]
Guardsmen [1 SA, 1 KO]
Frank Gunzer [1 SA]
Detective Drebin [1 AST]
MI-13
1) R Captain Britain (8/8) 80 pts H-9
2) LE Goblin Princess (3/6) 86 pts J-11
3) R Black Knight (0/6) 54 pts* [Injured] KOed!
w/ Opportunist 10pts Tokens: N/A
4) V Spitfire (6/7) 68 pts** J-9
w/ Drag 5pts
5) E Union Jack (6/7) 60 pts I-10@@
6) E Pete Wisdom (0/5) 33 pts KOed!
---------------------------
Total = 396 pts
Captain Britain [1 SA]
Goblin Princess [1 SA] [1 AST]
Black Knight [1 SA]
Spitfire [2 SA]
Union Jack [1 SA][2 KO]
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage
1) Captain Britain flies to J-16, grabbing the HO from H-14 on the way.
2) Spitfire grabs Union Jack and HSS to H-16 and attacks Junkpile (dropping Union Jack at H-17, 9AV vs 14DV, Need 5, Rolls: 6 (2+4), Hit! BFC Roll: 2. Junkpile takes 2 clix and Spitfire takes 1 from BFC, Spitfire gains [1 SA].
Spitfire and Union Jack will share the highest DV (currently 16) via Defenders TA.
Goblin Princess will PC any successful attack she sees if she gets her PC back.
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage
Free) "Don't let them get away!" Lt. Stone's leadership roll is -- 5, succeeds. I'll take the token from Frank Gunzer and we get five actions.
Free) "No way these punks deface U.S. property and just walk! Bring 'em down!" Commissioner Gordon's leadership is -- 4, fails.
Free) "Take her down!" Lt. Stone lays down suppressing fire on the Goblin Princess -- uses Police to lower her DV to 15 for Gunzer's shot.
1) "Got her, Sir." Gunzer again sprays Goblin Princess with rubber bullets (RCE). 9 AV (8 +1 for Stone) vs 15 DV (16 - 1 for Police), needs a 6. Roll is [6, 2], hits. Goblin Princess forces the re-roll -- [2, 6], still hits. Goblin Princess is again raked with rubber bullets, but this time it proves too much. She takes 3 clicks and slumps to the ground under the hail of bullets [KOed]. Frank gains 1 SA and 1 KO.
2) With the Goblin woman down, the Commissioner steps behind the ranks again and turns to face the remaining interlopers to the south from I-12.
3) The remaining Code: Blue Officer hurls a smoke grenade at the trespassers around the Junkpile robot -- creates a smoke cloud in I-15, H-15, G-16 and G-17. He takes no damage from the push due to Willpower.
4) Lt. Stone ducks behind Frank even before he takes his shot, dashing to J-14 to back up the Junkpile robot. He takes a click for the push.
Free) "Junkpile, Command delta, delta, Super, delta. Initiate." Lt. Stone slams a fresh clip home. [Outwits Captain Britian's Invulnerability]
5) "Command Code received." Junkpile's fists begin to glow with a greenish light. It stands errect and then punches Captain Britain in the chest (CCE). 9 AV (8 + 1 for Stone) vs 15 DV, needs a 6. Roll is [6, 2], hits! BFC roll is -- 5, ouch. Caught completely unaware of the robot's secret protocols, Captain Britain is smote a tremendous blow -- he takes 5 clicks (2 + 2 for CCE + 1 for the BFC). Junkpile gains 1 SA and then takes a click for the push. Lt. Stone gains 1 AST.
The rest of the team towards the intruders with determination on their faces (clears).
If someone successfully hits Junkpile and will cause damage, Frank Gunzer or the Guardsman will take a token and use our last team re-roll, if they can see the attack.
=======================================================
NYPD [team Re-rolls -- 1/2]
1) V Junkpile (1/8) 92 pts I-15 @@
2) U Lt. Stone (4/5) 45 pts J-14 @@
3) U Commissioner Gordon (5/5) 44 pts I-12 @
4) R Guardsman (2/5) 32 pts K-23
5) R Guardsman (5/5) 32 pts I-13
6) LE Roger Falcone (0/5) 26 pts KOKOKO
7) E Code: Blue Officer (4/4) 24 pts K-13 @@
8) E Code: Blue Officer (0/4) 24 pts KOKOKO
9) LE Frank Gunzer (4/4) 20 pts H-12 @
w/Not So Special 3 pts
A(bk)) R SWAT Specialist (4/4) 17 pts K-14
B(bk)) R SWAT Specialist (4/4) 17 pts L-24
C(bk)) Sgt. Frank Drubin [R Gotham Undercover] (4/4) J-12
14 pts
A(wt)) R Paramedic (3/3) 8 pts K-24
Total = 398 pts
Junkpile [3 SA, 1 KO]
Lt. Stone [3 AST]
Guardsmen [1 SA, 1 KO]
Frank Gunzer [2 SA, 1 KO]
Detective Drebin [1 AST]
MI-13
1) R Captain Britain (3/8) 80 pts J-16@ (Holding HO)
2) LE Goblin Princess (0/6) 86 pts KOed!
3) R Black Knight (0/6) 54 pts* [Injured] KOed!
w/ Opportunist 10pts Tokens: N/A
4) V Spitfire (5/7) 68 pts** H-16@
w/ Drag 5pts
5) E Union Jack (6/7) 60 pts H-17
6) E Pete Wisdom (0/5) 33 pts KOed!
---------------------------
Total = 396 pts
Captain Britain [1 SA]
Goblin Princess [1 SA] [1 AST]
Black Knight [1 SA]
Spitfire [3 SA]
Union Jack [1 SA][2 KO]
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Man, the BFC has just been brutal to you guys this game. Me too a bit, but much worse for you. I don't think we've even rolled a 3-4 at all with it all game!
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Yeah, it's crazy how often that has come up! Had no idea it would be sucha factor. heh
Free) "We got 'em on the ropes, boys! Keep it up!" Commissioner Gordon's leadership roll is -- 6, succeeds. I'll take the token from Frank Gunzer and we get a fifth action.
1) Invigorated by the winging shot Jack just leveled at him, Frank Gunzer again aims his weapon, this time at Union Jack (RCE). 6 AV vs 16 DV, needs a 10. Roll is [2, 3], misses.
2) "We? What's this we? He startin' to get on my nerves lieutenant..." The second guardsman opens up on Spitfire with his gauntlet blasters. 9 AV (8 + 1 for Stone) vs 16 DV, needs a 7. Roll is [1, 6], misses. I'll give a token to Detective Drubin and use our last team re-roll. Re-roll is [5, 2], hits! Spitfire's Super Senses roll is -- 4, fails! She is singed by the blasts and takes 2 clicks. The guardsmen gain 1 SA. Lt. Stone and Detective Drubin both gain 1 AST.
3) "Hurry up, Doc! Can't you hear that?! Sounds like we're taking a pounding!" The paramedic heals the first guardsman. 7 AV vs 14 DV, needs a 7. Roll is [3, 2], fails.
4) "Sorry, Doc. Can't wait any longer!" The first guardsman grabs the second SWAT Specialist and flies into the monument to J-19. He drops the Specialist in front of him at I-18.
5) The first SWAT Specialist takes up a flanking position to protect Gunzer at G-12.
Free) "Just shut up and stick it to these fools!" Lt. Stone shines a small fluctuating light from a pen-like device at Captain Britain -- outwits his Super Strength.
The rest of the team gets ready for a big push (clears).
=======================================================
NYPD [team Re-rolls -- 0/2]
1) V Junkpile (1/8) 92 pts I-15
2) U Lt. Stone (4/5) 45 pts J-14
3) U Commissioner Gordon (5/5) 44 pts I-12
4) R Guardsman (2/5) 32 pts J-19 @
5) R Guardsman (5/5) 32 pts I-13 @
6) LE Roger Falcone (0/5) 26 pts KOKOKO
7) E Code: Blue Officer (4/4) 24 pts K-13
8) E Code: Blue Officer (0/4) 24 pts KOKOKO
9) LE Frank Gunzer (2/4) 20 pts H-12 @
w/Not So Special 3 pts
A(bk)) R SWAT Specialist (4/4) 17 pts G-12 @
B(bk)) R SWAT Specialist (4/4) 17 pts I-18
C(bk)) Sgt. Frank Drubin [R Gotham Undercover] (4/4) J-12 @
14 pts
A(wt)) R Paramedic (3/3) 8 pts K-24 @
Total = 398 pts
Junkpile [3 SA, 1 KO]
Lt. Stone [4 AST]
Guardsmen [2 SA, 1 KO]
Frank Gunzer [2 SA, 1 KO]
Detective Drebin [2 AST]
MI-13
1) R Captain Britain (3/8) 80 pts J-16 (hindering)
2) LE Goblin Princess (0/6) 86 pts KOed!
3) R Black Knight (0/6) 54 pts* [Injured] KOed!
w/ Opportunist 10pts Tokens: N/A
4) V Spitfire (3/7) 68 pts** H-16
w/ Drag 5pts
5) E Union Jack (6/7) 60 pts G-17@
6) E Pete Wisdom (0/5) 33 pts KOed!
---------------------------
Total = 396 pts
Captain Britain [1 SA]
Goblin Princess [1 SA] [1 AST]
Black Knight [1 SA]
Spitfire [3 SA]
Union Jack [2 SA][2 KO]
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
1) Spitfire attempts to breakaway Charge, Need 4-6, Rolls: 3, Fail! Takes token.
2) Captain Britain swings at Junkpile, 7AV vs 17DV, Need 10, Rolls: 12 (6+6), Crit Hit! BFC roll: 6 (+1 Damage)! Junkpile takes 2 clicks of damage after Invul and is KOed and injured next game (sorry...geez...I was hoping for the BFC extra, not that)! Britain gains [1 SA][1 KO].
Jack and Spitfire share the highest DV (Currently 16) via Defenders TA.
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Dang! What's up with all the crits being rolled on me lately? Hopefully Junkpile is luckier than Doom was...
The COPs Turn - 8b:
Free) "Woah! They're not done yet. Keep up the pressure men!" Gordon's leadership roll is -- 6, succeeds again. I'll take the token from the guardsman and we get five actions.
1) "Woah, they put the Osborn robot down again. Or maybe it just fell over ... again." The second SWAT Specialist opens fire on Captain Britian. 8 AV vs 15 DV (14 + 1 hindering), needs a 7. Roll is [6, 6], ummmmm .... . Doh? Sorry dude. The Captain, too impressed with his own blow, just doesn't see this one coming. He is raked with rubber bullets, takes 4 clicks, and goes down hard. He is KOed and Injured. The SWAT Specialists gain 1 SA and 1 KO.
Sorry, I'm pressed for time, so I'll cut to the chase with the rest.
Free) Stone outwits Spitfire's Toughness.
2) The guardsman will take a power action to use SHIELD to increase Stone's damage +1.
3) Stone shoots Spitfire. 10 AV vs 16 DV, needs a 6. Roll is [1, 5], hits! Spitfire takes 3 clicks and is KOed. Stone gains 1 SA and 1 KO. The guardsmen gain 1 AST.
4) The Code Blue Officer advances to F-16 with the cuffs.
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage
Ha! I love games. Only in games can you actually bend the laws of probability like this! What are the odds that we have 5 injuries in one game? Or that we have like 10 close combat attacks and not once roll a 3 or 4 afterward? Spooky...
"Never tell me the odds."
The COPs Turn - 9b:
Free) "Okay boys, let's wrap this up." Commissioner Gordon's leadership roll is -- 6, works again. Dang, that's like 3 or 4 in a row for him! I'll take the token from the guardsman and we get five actions.
1) "I got 'em, lieutenant." The guardsman shoots Union Jack with his guantlet blasters. 9 AV (8 + 1 for Stone) vs 14 DV (15 - 1 for Stone's Police team), needs a 5. Roll is [4, 4], hits. Union Jack is zapped and takes 2 clicks. Since he still has Combat Reflexes, he takes no damage from being thrown into the wall. The guardsman gain 1 SA.
2) The first SWAT Specialist opens up on Jack (RCE). 8 AV vs 14 DV, needs a 6. Roll is [5, 2], hits. Union Jack is raked with rubber bullets and goes down. He takes 3 clicks and is KOed. The SWAT Specialists gain 1 SA and 1 KO.
And that's game. Hey, thanks for a wild and woolly game. Sorry everything seemed to go my way, usually it doesn't.
BFC: Ground Zero: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Junkpile [3 SA, 1 KO]
Lt. Stone [1 SA, 1 KO, 4 AST]
Guardsmen [3 SA, 1 KO, 1 AST]
Frank Gunzer [2 SA, 1 KO]
Detective Drebin [2 AST]
SWAT Specialists [2 SA, 2 KO]
Which puts us at the following for the season:
NYPD
V Junkpile 92 pts
SA 4 KO 1 AST 0 DFD 0
E Code: Blue Officers (x4) 24 pts
SA 3 KO 1 AST 0 DFD 0
LE Frank Gunzer 20 pts
SA 6 KO 4 AST 0 DFD 0
U Lt. Marcus Stone 45 pts
SA 3 KO 1 AST 8 DFD 0
R Guardsmen (x2) 32 pts
SA 4 KO 1 AST 3 DFD 0
R SWAT Heavy Weapons (x2) 18 pts
SA 1 KO 1 AST 0 DFD 0
R SWAT Specialists (x2) 17 pts
SA 8 KO 5 AST 0 DFD 0
R SWAT Officers (x2) 18 pts
SA 0 KO 0 AST 0 DFD 0
R Paramedics (x2) 8 pts
SA 3 KO 0 AST 0 DFD 0
LE Roger Falcone 26 pts
SA 1 KO 0 AST 1 DFD 0
LE Sammy Liebman 20 pts
SA 0 KO 0 AST 0 DFD 0
Detective Drubin (R Gotham Detective)
SA 0 KO 0 AST 2 DFD 0
Alrighty, with that, we'll finally get an upgrade. The SWAT Specialists will use their KOs to upgrade one of their number to the E. WOO HOO!