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Don't worry about it Joe, I have been away at a comic-con for the past week or so, these delays happen. Just take your turn when you can.
Also, it appears that you have pushed two of your characters this turn. That's fine if you believe it is strategic to do so, but remember to assign the click of pushing damage in the recap when you do so. (ors specify that the character has willpower, like the Intergang Lackey).
Metropolis 3B
1) Supergirl will smash open the wall she is standing next to, then fly with HSS down to F20.
2) Superboy will then charge down to F16 and attack the giant robot with his HO. +1 attack and damage from Monster Hunter. Rolls (4, 3) for a hit, dealing 3 (+1)(+2)(-2) = 4 clicks of damage to the robot.
3) Steel flies down to F18.
Metropolis Teens
1) [4] E FF Supergirl (6/6) F20 @
2) [4] R Superboy (7/7) F16 @
+ Monster Hunter 3 pts
3) R FF Steel (4/4) F18 @
1) Supergirl flies with HSS to E18 and super-slaps the Vibroblaster. 11 vs 15, rolls (2, 5) for a hit, dealing 3 clicks after toughness. SHe then continues her move to D10 where she picks up another HO.
2) Steel raises her hammer and rolls (1, 1)... dang frikkin armor! Sparks burst from her shoulder joints and issue a grinding noise, letting everyone know that there are disadvantages to using spare parts to build your power-suit.
3) Superboy wrestles with the huge robot, rolls (3, 1) + 1 for Monster hunter to just miss.
Metropolis Teens
1) [7] E FF Supergirl (6/6) D10 w/HO @
2) [4] R Superboy (7/7) F16 @
+ Monster Hunter 3 pts
3) R FF Steel (3/4) F18 @
I have this image of Supergirl giving herself enough room to build up speed so she can really smash my guys good.
6a
Free) Agent outwits Superboy's invulnerability.
1) The Robot activates its sonic bio thrusters. 8 vs 16 and 16. Needs an 8 to hit both. Gets it for 2 to Steel and 2 to Superboy. No knockback due to charge/people in the way.
2) The Agent fires on Steel at close range with his radioactive electro zapper. 9 vs 15. Needs a 6, gets a 7 for 2 clicks and the KO.
Free) The Robot turns his kryptonite towards Supergirl, outwitting her hypersonic speed.
Metropolis Teens
1) [7] E FF Supergirl (6/6) D10 w/HO @
2) [4] R Superboy (5/7) F16 @
+ Monster Hunter 3 pts
3) R FF Steel (-1/4) KOed
I have this image of Supergirl giving herself enough room to build up speed so she can really smash my guys good.
I'm hoping so! The last round turned the battle around dramatically. Poor Steel, I was trying to line her up to get some big xp numbers and instead she suffered a blue screen of death.
Whoops. I cheated last round. Shocker isn't a wildcard so I would have had to use the Andy to outwit Superboy. Cir would still have hss. You want to change your move or still clear?
Knocked backwards through a wall, Superboy shakes his head clear and notices an Intergang criminal dressed a little better than the rest. The leader! "Hey you, stop!" Superboy calls out, grabbing the Underboss by his suit.
1) Superboy takes a swing at the Underboss; 8 vs 14, needs a 6. Rolls (2, 2) for a miss.
Metropolis Teens
1) [15] E FF Supergirl (5/6) F20
2) [4] R Superboy (5/7) K11 @
+ Monster Hunter 3 pts
3) R FF Steel (-1/4) KOed