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Wow, I completely forgot about that LO...geez, I'm stupid. Dr. Sivana Masterminds the damage to Jinx, so she takes a click of damage.
Mammoth uses Superman Enemy to use a free action Outwit, and he Outwits Spider-Girl's Super Senses. Dr. Sivana removes 2 tokens from Contingency Plan to increase Mammoth's attack to an 11, and perplexes Mammoth's damage to 3. Mammoth uses Close Combat Expert to increase his damage to 5. Mammoth takes 1 for pushing and 1 from Mystic feedback.
Mammoth attacks Spider-Girl...It's a 5, miss. Jinx uses Prob Control on the attack...It's an 11, hit. Spider-Girl rolls for Super-Senses and gets a 2. Ancient One uses Prob Control...It's double sixes for a 12, critical hit. With the object, damage is increased to 6, and stays at 6 because of the Rule of Three. Spider Girl takes 6 clicks of damage.
Shimmer decides to follow up by attacking Spider-Girl...she misses and takes 1 for pushing.
Soldier and Jinx clear. Dr. Sivana adds a token to Contingency Plan.
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 Copying Mystics -KO-
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (5/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
and you damage would only be at a 6 because of the rule of three with the perlex and the CCE bring it up 3 to a 5 and the object is also a modifier of +2 so the rule of three would still count sences it is a modifier and cap the incresse at 2 + 3 = 5 but Crit hit damage will go past the rule of three to a 6
So even if Spider-girl misses her Super Senses roll she would be on her last click and she would not take KB because she has charge at the start of the attack and you check to see if you take KB before damage is delt because of this Spider-girl would be still around so you can redo the rest of your turn after mammoths attack if you want
Alright, so I really screwed up. I'm going to re-edit the post, again. Just for the record, I didn't mention anything about knockback, and I'm going to roll for Spider-Girl's Super Senses, among other things. Good. Lord.
EDIT: And it's fixed. I hope that's the last of the mistakes I make in this match.
1)AO will take a shot at Dr. Sivana 11 vs a 16 + 1 Hindering = 17 need 6 roll = 5,3 = 8 hits for one MM to Jinx i am guessing if not feel free to change it wont effect the rest of my turn
2)Cloak and Dagger will Use P/T carrying Spider-girl moving to E-2 droping Spider-girl in D-2
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 (1/7) Copying Mystics
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (8/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
Ancient one [1 SA]
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
(Ignore the Support roll I made. I was trying for something, and I decided to do something else. I also did a re-roll of Sivana's attack, and it still hits. Verification.)
Dr. Sivana takes the hit from Ancient One. Jinx is at click 2.
Dr. Sivana pulls out a Joker-In-The-Box and turns the crank until the Clown Prince of Crime pops out, making a Pulse Wave attack. It's going to target Spider-Girl, Jinx, and the Soldier...It's a 10. After Ancient One forces a re-roll, it's an 11. Spider-Girl and Jinx both roll for Super Senses...they both get 2. Spider-Girl slumps to the floor, finally knocked out after taking 1. Jinx isn't lucky, either, taking 1 damage from the toy's ear-drum splitting laughs. Jinx is now at click 3. The soldier's ears bleed as he takes 1 damage. Cloak and Dagger wince as they take 1 damage.
Jinx and the Soldier hold their positions. Shimmer and Mammoth clear.
Dr. Sivana will stop Masterminding, and adds a token to Contingency Plan.
Jinx will PC any attacks made against herself, Dr. Sivana, or the soldier.
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 Copying Mystics -KO-
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (7/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
Ancient one [1 SA]
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
with pulse wave it hits everyone within half range so it would also hit Cloak and Dagger and it also ignores all powers so the Toughness on the Solider would not stop the damage from the pulse wave and just for clarification Did Dr. Sivana Master mind the damage to Jinx from the attack from Ancient One
either way Jinx would not have Barrier as she losses it after clix 2 and jinx would be on either clix 3 if she didn't take the Master Mind Damage or click 4 if she did
I had thought Cloak and Dagger would've been saved by being next to the wall, but I guess not. Editing the post to reflect the changes.
With the Five, I'm doing their click numbers as HP values, like in a RPG game. They start out at full health (represented by click 1), then drop down as they move towards their final click.
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 Copying Mystics -KO-
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (7/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
Ancient one [1 SA]
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 Copying Mystics -KO-
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (7/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
Ancient one [1 SA]
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 Copying Mystics -KO-
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (7/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
Cloak and Dagger [1 SA] [1 KO]
Ancient one [2 SA]
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
Shimmer's Poison causes Cloak and Dagger to take 1 click of damage.
1. Mammoth uses Flurry on Cloak and Dagger, 8 on 17...it's double 6s for 12. Dr. Druid uses Probability Control, and it's double 4s for 8, a miss. Mammoth goes in for the second attack...it's a 10. Ancient One uses Probability Control, and it's a 6, a miss. Mammoth takes 1 from pushing.
Everyone else clears. Jinx will use Prob Control on any attacks she sees.
Xewutwut's Runaways
1) E Spider-Girl* 77 M-4 Copying Mystics -KO-
*Stunning Blow 10
*Lunge 5
*Armor Piercing 10
2) si039 Cloak and Dagger (7/8) 109 L-4 @ Copying Mystics
3) V Doctor Druid 104 pts A-11 @
4) U Ancient One 78 pts D-12 @
Team object: Telephone Booth D-14
393
Cloak and Dagger [1 SA] [1 KO]
Ancient one [2 SA]
LO:B-5, E-5, B-8
HO:
BFC: PROXIMITY MINES
At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.