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Okay I'll continue on with that in mind and correct all the health. I'll be passing as well this turn
Turn 1b)
Pass
Krakoa roll is a 1
Surf and Turf
1) Silver Surfer 265 (10/10)G-2
2) Sandman 59 (7/7)D-2
3) Ghost Widow 54 (5/5)E-2
4) Jinx 48 (5/5)F-2
5) Lockjaw 29 (7/7)H-2/I-2
6) Arsenal 44 (5/5)E-1
Aerial Baffler Special Object (LO) D-11
Team Total 499
vs
Triple Threat Blackfire!
1) E Jean Grey (IC) 39 pts (5/5)
2) LE Ghost Widow 54 pts (5/5) H23
3) LE Irene Adler 26 pts (4/4) E24
4) V Con Artist 16 pts (4/4) D24
5) LE Princess Komand'r 79 pts (7/7) D23
6) R Blackfire 48 pts (6/6) F24
7) E Blackfire 62 pts (7/7) E23
8) V Black Knight 77 pts (8/8) G23/G24
9) U Karnak (8/8) F24
A) R Mockingbird 19 pts (4/4) J23
B) Lian Harper 1 pt (1/1) K23
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
Yeah, I didn't know that about the immunity, good catch.
2A:
Pass,
Krakoa map roll is 5, hindering is blocking.
Krakoa roll is a 1
Surf and Turf
1) Silver Surfer 265 (10/10)G-2
2) Sandman 59 (7/7)D-2
3) Ghost Widow 54 (5/5)E-2
4) Jinx 48 (5/5)F-2
5) Lockjaw 29 (7/7)H-2/I-2
6) Arsenal 44 (5/5)E-1
Aerial Baffler Special Object (LO) D-11
Team Total 499
vs
Triple Threat Blackfire!
1) E Jean Grey (IC) 39 pts (5/5)
2) LE Ghost Widow 54 pts (5/5) H23
3) LE Irene Adler 26 pts (4/4) E24
4) V Con Artist 16 pts (4/4) D24
5) LE Princess Komand'r 79 pts (7/7) D23
6) R Blackfire 48 pts (6/6) F24
7) E Blackfire 62 pts (7/7) E23
8) V Black Knight 77 pts (8/8) G23/G24
9) U Karnak (8/8) F24
A) R Mockingbird 19 pts (4/4) J23
B) Lian Harper 1 pt (1/1) K23
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.[/quote]
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."
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.[/quote]
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."
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.[/quote]
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."
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
6A:
1) Lockjaw phases to C-10/D-10.
2) Sandman moves to 1-A.
3) Jinx move to I-2.
4) Arsenal running shot to I-3 vs. Mockingbird, 10 vs. 16, roll is 1,2=3, miss, PC from Jinx is 1,6=7, hit for 3.
5) Silver Surfer running shot to M-2 vs. Blackfire, 10 vs. 15, roll is 3,3=6, hit for 4-1=3, knock back for no damage to same square.
PC any rolls that hit with PCers that can see
Krakoa roll is 3.
Surf and Turf
1) Silver Surfer 265 (10/10)M-2@
2) Sandman 59 (7/7)K-1@
3) Ghost Widow 54 (5/5)E-2
4) Jinx 48 (5/5)FI-2@
5) Lockjaw 29 (7/7)C-10/D-10@
6) Arsenal 44 (5/5)I-3@
Aerial Baffler Special Object (Destroyed)
Team Total 499
vs
Triple Threat Blackfire!
1) E Jean Grey (IC) 39 pts (5/5) K18
2) LE Ghost Widow 54 pts (5/5) E19
3) LE Irene Adler 26 pts (4/4) B15 @
4) V Con Artist 16 pts (3/4) C14
5) LE Princess Komand'r 79 pts (7/7) C11 @
6) R Blackfire 48 pts (6/6) D14
7) E Blackfire 62 pts (4/7) D11 @
8) V Black Knight 77 pts (8/8) E12/E13 @
9) U Karnak (8/8) K19
A) R Mockingbird 19 pts (1/4) B10 @
B) Lian Harper 1 pt (1/1) I19
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.[/quote]
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."
Unfortunately you can't attack either Mockingbird or Blackfire from those corners anymore. With the new intersection rules, the intersection follows the least restrictive. So you have elevated intersecting with elevated, which means LOF from the ground is always blocked.
Let me know if you want to do something else.
Manager of the Heroclix Fantasy League's Legion of Super Heroes
Unfortunately you can't attack either Mockingbird or Blackfire from those corners anymore. With the new intersection rules, the intersection follows the least restrictive. So you have elevated intersecting with elevated, which means LOF from the ground is always blocked.
Let me know if you want to do something else.
Wow, ok, that's good information to have for live games I guess. I redo my whole turn then?
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."
At the end of your turn, roll a d6.
1-3: Nothing Happens
4: Earthquake. Each character is dealt 1 damage
5: Shifting Foliage. Printed Hindering terrarin acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in the owner’s starting area.
6: The Island Awakens. The Krakoa nerve center in the orange squares make an 8 range, 10 attack, 3 damage ranged attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.[/quote]
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."