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4) Demogoblin RS to H9 to Energy Explode B/S Robot
-(10+1Shriek) 11 vs (18+1Tony) 19 - a (6,5) 11 hits, and splashes Alexis, Tony, Sentinel, and Engie
-B/S Robot Impervious: 5/success, but Mxy replaces it with a 4, which fails
-B/S Robot takes 1/KO. Alexis and Sentinel each take 2. Tony and Engie have toughness, and take 1 apiece.
-All hit characters get a temporary -1 to Defense, and their Defense powers are Countered
-1 SA, 1 KO to Demogoblin, AST to Mxy and Mags
5) Mxy rolls to replace his Messing Around die: 1! Dangerous!
6) Doppleganger moves to J9
Shriek modifies Demogoblin's Defense +1
Destiny will PC the first SA she can see
Mxy's Messing Around die will be case-by-case, but only for the following scenarios:
-The potential to create a crit miss
-The potential to save Shriek from an SA
-The potential to save Mxy from an SA
*EDIT* - To clarify, if one of those 3 possibilities arises, I ask for a pause/decision point, not an automatic use.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
BoT) Sentinel roll will roll: 4. Charge, Blades, +1 AV vs Defend, Multiattack.
Free) Stark will Perplex up Damage on the Sentinel.
Free) Engineer will choose Probability Control, Hypersonic Speed, Precision Strike.
1) Splitlip will push to B-15.
2) Juston will activate the Sentinel.
Free) Sentinel will move as a free action to E/F-8/9 triple targeting Myx, Killian and Shriek. AV 10 on DVs 18+1 (Myx) 15 (Killian) and 17 (Shriek). Needs a 9 for everyone and a 5 for lil ol Killian. Rolls: 4,6 for 10 hitting everyone, and Destiny doesn't have LoF thanks to the Indoor Walls. (this was supposed to also say, Carrying Splitlip to D-8, but it missed transcription into the roll. Need that Enhancement boost )
I'm assuming you'll use the 1 you stored, but even if you use it I'm at least hitting Killian and I'll have the following question when you confirm my assumption or if you'll let Myx's Super Senses ride: When would I opt to use PC? Before or after you opt to use Myx's die roll? For instance had I rolled a 6,1, could I reroll that to avoid the possibility of the Injury machine that is Myx?
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Sentinel doesn't have range on Mxy from there - as soon as he enters Magneto's range, his Range and Speed are at -1 from Magneto's Force Barrier trait. If you want to move him closer to gain range on Mxy, go ahead. In any case, I will drop out the 6 for Mxy's "1." Just let me know your preference prior to any further re-rolls.
Mxy's replacement happens in the same "Chain" as PCs, so after Mxy replaces the roll (in this case giving him a (4,1) 5), you could THEN choose to PC that roll. In a similar vein, if you attacked and missed naturally, then PCd it, I could then use Mxy on the re-roll.
Got it on the PC rolls. I'll eat the 5, as the re-position puts me out of Alexis' range.
2A
Like I said, Yick
BoT) Sentinel roll will roll: 4. Charge, Blades, +1 AV vs Defend, Multiattack.
Free) Stark will Perplex up Damage on the Sentinel.
Free) Engineer will choose Probability Control, Hypersonic Speed, Precision Strike.
1) Splitlip will push to B-15.
2) Juston will activate the Sentinel.
Free) Sentinel will move as a free action to F-G-7/8, Splitlip in E-9 triple targeting Myx, Killian and Shriek. AV 10 on DVs 18+1 (Myx) 15 (Killian) and 17 (Shriek). Needs a 9 for everyone and a 5 for lil ol Killian. Rolls: 4,6 for 10 hitting everyone, and Destiny doesn't have LoF thanks to the Indoor Walls. Myx makes my 6 a 1, and Killian eats 6 damage to the face.
1 SA 1 KO Sentinel, 1 AST Juston.
Free) Engie to B-14, dropping Juston in B-13.
Free) Juston Outwit on Demogoblin's Toughness.
Free) Alexis Sidestep to B-12 dropping Stark in C-13.
3) Engineer HSS to E-10 on Demogoblin, AV 9 on DV 16+1, needs an 8. Rolls: 5 for the miss. Worth a shot. She'll end her move in A-13.
4) Alexis will push to attempt a shot on Demogoblin. AV 10 on DV 16+1. Rolls: 6 for the miss. She'll prob herself: 7 for the hit and 3 damage. Push to Alexis.
1 SA Alexis, 1 AST Juston.
Free) Alexis will Perplex up the AV of the big guy.
5) Big Guy will activate Multiattack.
5.1) Ranged Combat Action, targeting Myx, Demo and Magneto. AV 10+1 on DVs 18+1 (Myx) 16+1 (Demo) and 17 (Mags). Needs a 6 for Demo and Mags, a whole bunch for Myx. Rolls: 6 which will miss Myx and I won't risk probbing it. Of my 6-1 DDM damage, I will deal 3 to Demo and 2 to Mags.
1 SA 1 KO to Sentinel, 1 AST Splitlip, 1 AST Stark.
5.2) Sentinel will activate the Transporter Ability, and power action to HSS to G/H-7/8 on Destiny and Shriek. AV 10 - 2 +1 for 9 on DVs 13 (Destiny) and 17 (Shriek). Needs 8 for both and just a 4 for Destiny. Rolls: 7 which will hit Destiny. Not sure if you'd prob this one, as Destiny might make it a hit on Shriek.
PC by Destiny? It's only 3 damage, and she'll lose it otherwise. Could see this call either way
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
BoT) Sentinel roll will roll: 4. Charge, Blades, +1 AV vs Defend, Multiattack.
Free) Stark will Perplex up Damage on the Sentinel.
Free) Engineer will choose Probability Control, Hypersonic Speed, Precision Strike.
1) Splitlip will push to B-15.
2) Juston will activate the Sentinel.
Free) Sentinel will move as a free action to F-G-7/8, Splitlip in E-9 triple targeting Myx, Killian and Shriek. AV 10 on DVs 18+1 (Myx) 15 (Killian) and 17 (Shriek). Needs a 9 for everyone and a 5 for lil ol Killian. Rolls: 4,6 for 10 hitting everyone, and Destiny doesn't have LoF thanks to the Indoor Walls. Myx makes my 6 a 1, and Killian eats 6 damage to the face.
1 SA 1 KO Sentinel, 1 AST Juston.
Free) Engie to B-14, dropping Juston in B-13.
Free) Juston Outwit on Demogoblin's Toughness.
Free) Alexis Sidestep to B-12 dropping Stark in C-13.
3) Engineer HSS to E-10 on Demogoblin, AV 9 on DV 16+1, needs an 8. Rolls: 5 for the miss. Worth a shot. She'll end her move in A-13.
4) Alexis will push to attempt a shot on Demogoblin. AV 10 on DV 16+1. Rolls: 6 for the miss. She'll prob herself: 7 for the hit and 3 damage. Push to Alexis.
1 SA Alexis, 1 AST Juston.
Free) Alexis will Perplex up the AV of the big guy.
5) Big Guy will activate Multiattack.
5.1) Ranged Combat Action, targeting Myx, Demo and Magneto. AV 10+1 on DVs 18+1 (Myx) 16+1 (Demo) and 17 (Mags). Needs a 6 for Demo and Mags, a whole bunch for Myx. Rolls: 6 which will miss Myx and I won't risk probbing it. Of my 6-1 DDM damage, I will deal 3 to Demo and 2 to Mags.
1 SA 1 KO to Sentinel, 1 AST Splitlip, 1 AST Stark.
5.2) Sentinel will activate the Transporter Ability, and power action to HSS to G/H-7/8 on Destiny and Shriek. AV 10 - 2 +1 for 9 on DVs 13 (Destiny) and 17 (Shriek). Needs 8 for both and just a 4 for Destiny. Rolls: 7 which will hit Destiny. Super Senses is a 1, so Destiny takes 2. Sentinel will finish it's move in C/D-14/15, dropping Lip in D-13.
1 SA Sentinel 1 AST Stark.
Free) Sentinel will alternate to Defense Mode. Defense Mode Roll: 2. Engineer Re-Rolls: 6. You can't use HSS, I get Impervious and the Sentinel mook generation power.
Free) Sentinel will absorb the Light Object in C-16, healing back to full.
Alexis will share her 18 with all adjacent friendlies, and Stark will boost the Defense of the Sentinel and Alexis.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
1) Mxy rolls a Messing Around die: 3
-He opts to take a push click
2/Brotherhood) Destiny moves to E9, pushing
3) Magneto push to move to H8, carrying Mxy to G9
Free) Shriek sidestep to F10, carrying Tiny Mxy to F11
4) Shriek takes a power action, pushing to activate Mindless Pawn
-Free: Doppelganger L/C to E11
Free) Mxy uses Little Imp to make Doppelganger a Colossal
5) Doppelganger will flurry, using Giant Reach:3
-First target is Alexis - (11+Shriek) 12 vs (18+Tony) 19 - a (4,4) 8 would hit
-Engie can see the colossal for PC: (3,4) 7 hits
-Ground Zero roll: 2 - Doppel takes a click, Alexis takes (3+Empower) 4/KO - SA, KO to Doppel, AST to Shriek and Mxy
-Second Flurry on Juston - (10+Shriek) 11 vs 16 - (2,2) 4 would miss - Destiny PC to a 3, Mxy makes it a 5
-Super Senses: 6/success
-Doppel takes a push click
Destiny (as V has PC on all clicks) will PC the first SA she can see
Shriek is sending out Battle Fury waves to all characters except Dwarf (and Doppelganger)
Shriek is modifying Doppelganger's Defense +1
Magneto is modifying Speed and Range of all opponents within 9 squares by -2
Shriek: 1 AST
Doppelganger: 1 SA, 1 KO
Demogoblin: 1 SA, 1 KO
Mxy: 2 AST
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Hold up - bad at math. Re-looking at Doppel's second flurry, since the 4 would miss. Using Destiny's PC: (2,1) miss, which I would have made a 5 with Mxy, then the Super Senses would stand and work. Adjusting above.
BoT) Sentinel Roll: 5. Can't use RS to target Sentinel, can't take power actions within range, Invuln.
Free) Seyfert Outwit on Destiny's Super Senses.
Free) Engie Sidestep to C-11
1) Engineer will HSS to D-10 (3 squares) and attack Destiny. AV 9 on DV 11, needs a 2. Rolls: 8 for the hit, Destiny presumably PCs: 9 for the hit and KO. Ground Zero: 5 +1 damage. Heals a click, and ends move in I-10
1 SA 1 KO to Engineer, 1 AST Seyfert.
2) Seyfert will program the Sentinel, who will walk to G/H-9/10, dropping Stark in I-9. Push to Seyfert.
Shriek: 1 AST
Doppelganger: 1 SA, 1 KO
Demogoblin: 1 SA, 1 KO
Mxy: 2 AST
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.