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1. Manphibian pushes to use Move-and-Attack. His SP gives him +2 to Move and Attack because he starts in Water terrain. He moves to J-9 and attacks Dracula with the HO. 10 (+2 from SP; -2 from Move-and-Attack) v 18.
1. Manphibian pushes to use Move-and-Attack. His SP gives him +2 to Move and Attack because he starts in Water terrain. He moves to J-9 and attacks Dracula with the HO. 10 (+2 from SP; -2 from Move-and-Attack) v 18.
Roll=2,4
Druid PCs to 1,4. Miss. Manphibian returns to where he started, grabbing the HO in D-11, and takes 1 click.
Free) Dr. Voodoo perplexes his Defense by +1.
PC Instructions: If Dracula succeeds at something, Dr. Druid will PC it.
1) Dracula will charge to O-13 grabbing the LO. AV 11 on DV 17+1 of Voodoo, needs a 7. Rolls: 9, druid PC to 8. Voodoo takes 5, and the SE/Mystics cancel out.
2) Skrull on Voodoo, 9 on 17 needs 8. Rolls: 8. Voodoo PC: 3. Web PC: 6.
1. Manphibian uses Move-and-Attack, getting a +2 to Attack and Speed from his SP. He moves to P-13 and attacks Dracula with the HO. 9 (+2 from SP; -2 from move-and-attack) v 18. Roll=4,5. Dracula's Impervious roll=6.
2. Druid pushes to attack Dracula. 10 v 18. Roll=2,4. PC=4,3. Miss, and Druid takes 1 click.
PC Instructions: I'll PC anything Dracula succeeds in doing. If both Voodoo and Druid have LOF, Druid will use PC first. PC for anything else will be on a case-by-case basis.