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BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
Nightmare rolls 4,3
Constantine does not have range for PC.
Hits both Superboy and Green Arrow.
All 3 damage to Superboy.
Walt's Speed, Attack, and Damage increase by +1 via his Trait.
Nightmare gets 1 SA and takes 1 click for Mystics TA.
Mole Man gets 1 AST.
Duhg Leadership=3
Full Moon=5; Walt goes Heisenberg!
1. Mole Man MCs Nightmare
9+3 (SP) v 17
Roll=3,2
Hits.
Mole Man gets 1 SA.
Free) Nightmare phases to F-11.
2. Nightmare attacks Superboy and Green Arrow with PB.
10+3 (SP) v 17+1/16
Nightmare rolls 4,3
Constantine does not have range for PC.
Hits both Superboy and Green Arrow.
All 3 damage to Superboy.
Walt's Speed, Attack, and Damage increase by +1 via his Trait.
Nightmare gets 1 SA and takes 1 click for Mystics TA.
Mole Man gets 1 AST.
3. Alyosha moves to Q-10.
Free) Via Alyosha's SP, Walt moves to N-17 (taking the long way around the blocking terrain).
4. Walt attacks Batman with BCF.
10+1 v 16.
Roll=6,5
No LOF for PC by Constantine.
BCF roll=2
Hits for 2 damage.
Werewolves get 1 SA. No push damage to Walt because of Willpower.
Alyosha gets 1 AST, as Walt couldn't have gotten into position to make the attack without him.
5. Duhg moves to L-12.
Free) Duhg uses Sidestep to move to K-14.
Free) Nightmare outwits Green Arrow's RCE.
Walt returns to Click 2.
Nightmare's Trait: If someone takes pushing damage, Nightmare will heal at the first opportunity.
**********
Justice League (home)
1) SLH Superboy 100 [4/5] (Mystics) J15 @@
SA [1] AST [1]
2) TAB Wonder Woman 75 [1/5] L18
3) JL Green Lantern 72 [1/6] L23
4) OR Carter Hall 70 [1/8] M18
5) JL John Constantine 59 [1/4] (Batman TA) I20 @
AST [1]
6) JL Green Arrow 50 [1/6] J18 @
SA [1] KO [1]
7) IO Batman 47 [3/6] M16 @
AST [1]
8) HT Aquaman 27 [1/6] P13 @
500pts
vs.
Monster Island
1. V Duhg 125 pts (2/7) K-14 @
2. U Nightmare (ASM) 110 pts (2/5) F-11 @
3. E Demogoblin 85 pts (1/6) S-2
4. P Alyosha Kraven 70 pts (1/6) Q-10 @
5. R Mole Man (GG) 47 pts (1/5) S-1 @
6. Walt (R Werewolf) 31 pts (2/4) N-17 @@
7. Jesse (R Werewolf) 31 pts KO'd
8. Gulyadkin the Lion 0 pts Liberated
Objects: Kinetic Accelerator, HO, LO
Total 499 pts
Theme PC (Duhg's Army keyword): 4/4
Nightmare: 1 SA
Alyosha: 1 AST
Mole Man: 1 SA
Werewolves: 1 SA
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
Actually, on further thought, if anyone takes pushing damage, I will decide whether to heal Nightmare through his Trait on a case by case basis. Thanks.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
Duhg Leadership=3
Full Moon=4; Walt goes to Click 11
1. Duhg attacks Superboy
10 v 17
Roll=3,6
Constantine PCs, per instructions. Re-roll=2,5
Hits for 3 damage, reduced to 2 by Toughness
Superboy is KO'd.
Duhg gets 1 SA and 1 KO and takes a click for Mystics TA.
No push damage because of
Free) Duhg perplexes Nightmare's Attack by +1.
2. Nightmare uses Pulse Wave; only Wonder Woman is within range.
9+1 v 17
Roll=5,5
Hits for 3 damage
Nightmare gets 1 SA.
No push damage because of PC TA.
3. Mole Man pushes to MC Demogoblin.
9+3 v 16
Roll=1,3
Hits.
Mole Man gets 1 SA and takes a click.
Free) Demogoblin flies to O-10, carrying Mole Man to P-11.
4. Demogoblin uses RS to fly to J-15. From there, he attacks Wonder Woman and Constantine with EE.
10 v 16+1 (hindering) for both.
Roll=2,2
Miss.
Free) Mole Man outwits Aquaman's Super Strength.
Aquaman drops the HO.
Walt heals to Click 2.
**********
Justice League (home)
1) SLH Superboy 100 KOKOKO
SA [1] AST [1]
2) TAB Wonder Woman 75 [4/5] G15 @
SA [1]
3) JL Green Lantern 72 [1/6] L23 @
AST [1]
4) OR Carter Hall 70 [1/8] M18 @
5) JL John Constantine 59 [1/4] (Batman TA) J17 @@
AST [1]
6) JL Green Arrow 50 [1/6] J18
SA [1] KO [1]
7) IO Batman 47 [3/6] M16 @@
SA [1] AST [1]
8) HT Aquaman 27 [1/6] P13
500pts
vs.
Monster Island
1. V Duhg 125 pts (3/7) K-14 @@
2. U Nightmare (ASM) 110 pts (5/5) F-11 @@
3. E Demogoblin 85 pts (1/6) J-15 @
4. P Alyosha Kraven 70 pts (1/6) Q-10
5. R Mole Man (GG) 47 pts (4/5) P-11 @@
6. Walt (R Werewolf) 31 pts (2/4) N-17
7. Jesse (R Werewolf) 31 pts KO'd
8. Gulyadkin the Lion 0 pts Liberated
Objects: Kinetic Accelerator, HO, LO
Total 499 pts
Theme PC (Duhg's Army keyword): 4/4
Duhg: 1 SA, 1 KO
Nightmare: 2 SA
Alyosha: 1 AST
Mole Man: 2 SA, 1 AST (for getting Nightmare in place in Turn 3A)
Werewolves: 1 SA
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
Just caught it, I think Mole Man is on Click 2, not 4
Sorry about that. I defaulted to the old system out of habit.
**********
Monster Island Turn 5
1. Alyosha charges.
Kinetic Accelerator roll=4. Alyosha can move 9 (First replacement value: Speed 9 is halved and rounded up to 5; Second replacement value: 5+4 from KA)
Alyosha moves to N-18, where he attacks Carter.
11 v 17
Roll=3,5; Constantine does not have LOF for PC.
Hits for 3 damage
Alyosha gets 1 SA.
Free) Duhg perplexes Demogoblin's Attack by +1.
2. Demogoblin makes a RS to H-17, carrying Duhg to I-18.
He attacks Wonder Woman and Constantine with EE.
10+1 v 16 for both.
Roll=3,5
I assume Constantine will PC, as it's the last non-free action that I can take this turn.
Re-roll=1,4
Just enough to hit both.
All 2 damage to WW, and she is KO'd.
Demogoblin gets 1 SA and 1 KO; Duhg gets 1 AST for the Perplex.
Free) Mole Man outwits Aquaman's Super Strength.
**********
Justice League (home)
1) SLH Superboy 100 KOKOKO
SA [1] AST [1]
2) TAB Wonder Woman 75 KOKOKO
SA [2] KO [1]
3) JL Green Lantern 72 [1/6] M20 @@
SA [1] AST [1]
4) OR Carter Hall 70 [4/8] M18
5) JL John Constantine 59 [1/4] (Batman TA) J17
AST [1]
6) JL Green Arrow 50 [1/6] J18 @
SA [2] KO [2]
7) IO Batman 47 [3/6] M16
SA [1] AST [1]
8) HT Aquaman 27 [1/6] P13
500pts
vs.
Monster Island
1. V Duhg 125 pts (3/7) I-18
2. U Nightmare (ASM) 110 pts KO'd
3. E Demogoblin 85 pts (4/6) H-17 @@
4. P Alyosha Kraven 70 pts (1/6) N-18 @
5. R Mole Man (GG) 47 pts (2/5) P-11
6. Walt (R Werewolf) 31 pts KOKOKO
7. Jesse (R Werewolf) 31 pts KO'd
8. Gulyadkin the Lion 0 pts Liberated
Objects: Kinetic Accelerator, HO, LO
Total 499 pts
Theme PC (Duhg's Army keyword): 4/4
Duhg: 1 SA, 1 KO, 1 AST
Nightmare: 2 SA
Demogoblin: 1 SA, 1 KO
Alyosha: 1 SA, 1 AST
Mole Man: 2 SA, 1 AST
Werewolves: 1 SA
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
BFC: PROTECT THE INNOCENT Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.