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Yes he does, you can use the LoF tool in the program to see.
Didn't get your roll this time, lol...no worries though.
Also, overdrive must be the pilot of charged up for charged up to do anything. Sorry I missed that before. So free action make charged up, then power action pilot. Now charged up moved first turn and then moved this turn. This would push charged up to death and eject overdrive. This deals overdrive 1 or 2 unavoidable damage based on a d6 roll. 1-3 is 2 damage, 4-6 is 1 damage. Also overdrive can't carry anyone, only charged up.
That's fine, but you said overdrive who is different. It also doesn't change that overdrive can't carry anyone and is the pilot of charged up so he can't sidestep either.
I'm sorry. I keep typing Overdrive instead of Charged Up. On my first turn you can see I gave a token to Overdrive and Charged Up. I just didn't type it in correctly. Charged Up has a token and is the one who carried on my first turn. He also has sidestep on his dial. Then I hit leadership on my second turn and removed the token from Charged Up. I'm sorry I'm still getting used to typing out my actions as I have never played Fantasy Clix before. Overdrive is the #5 token and Charged Up is #6. I switched them on the first turn.
I'm sorry. I keep typing Overdrive instead of Charged Up. On my first turn you can see I gave a token to Overdrive and Charged Up. I just didn't type it in correctly. Charged Up has a token and is the one who carried on my first turn. He also has sidestep on his dial. Then I hit leadership on my second turn and removed the token from Charged Up. I'm sorry I'm still getting used to typing out my actions as I have never played Fantasy Clix before. Overdrive is the #5 token and Charged Up is #6. I switched them on the first turn.
Ah gotcha, okay, we good. Sorry for not catching onto that! No worries either, it takes some getting use to. Also, I could be handling this with a kinder tone so I am sorry that I have been in a "mood". Turn coming!
2b) Did you get my rolls this time, lol? Don't forget to add my email to the rolls either ha ha!
Free) D20 roll is 2: Winds of Watoomb: When Doctor Strange makes an attack against a single opposing character and hits, after actions resolve, you may place the hit character in their starting area.
1) Black panther attempts a close destroy on the wall between H/I 18. Blades roll is 2
2) I guess Strange will blow it out instead and hides in stealth!
-----------------------------------
Illuminati (home)
1) 30 ADW007 Black Panther (1/4) H17 @
-- 8 CRF102 Maneuver
2) 100 CL1-07 Mr. Fantastic (1/7) H19
3) 150 WKM-028 Doctor Strange (1/8) H18 @@
-- 4 ATA088 Midnight Sons
-- 8 MUF102 Protected
300
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.
2) Doc Ock sidesteps into C-12 and Mysterio takes a power action and drops a Illusion token into C-11
3) Charged Up sidesteps into B-12 carrying Mysterio into C-13 and Kingpin into B-13
4) Kingpin outwits Mr. Fantastic's damage special and Mysterio perplexes up Doc Ock's range to 5
5) Illusion token A moves to D-14 and Illusion token B moves into C-14
6) Doc Ock uses the SS TA to use Kingpin's attack. Doc will range attack targeting Black Panther
Doc Ock vs Black Panther 11 vs 16
Roll = 4 miss
Mysterio will TTPC
Roll = 4,3 hit for 3
2) Doc Ock sidesteps into C-12 and Mysterio takes a power action and drops a Illusion token into C-11
3) Charged Up sidesteps into B-12 carrying Mysterio into C-13 and Kingpin into B-13
4) Kingpin outwits Mr. Fantastic's damage special and Mysterio perplexes up Doc Ock's range to 5
5) Illusion token A moves to D-14 and Illusion token B moves into C-14
6) Doc Ock uses the SS TA to use Kingpin's attack. Doc will range attack targeting Black Panther
Doc Ock vs Black Panther 11 vs 16
Roll = 4 miss
Mysterio will TTPC
Roll = 4,3 hit for 3
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.
Free) Strange roll is 10: Give Doctor Strange a ranged combat action. Choose a square and make a ranged combat attack targeting all characters within 5 squares of the chosen square. Hit characters are each dealt 3 damage.
Free) Shift Panther into Stealthy/Outwit
Free) Panther outwits Doc Ock outwit
1) Fantastic moves to I18
-----------------------------------
Illuminati (home)
1) 30 ADW007 Black Panther (4/4) H17
-- 8 CRF102 Maneuver
2) 100 CL1-07 Mr. Fantastic (1/7) H19 @
3) 150 WKM-028 Doctor Strange (1/8) H18
-- 4 ATA088 Midnight Sons
-- 8 MUF102 Protected
300
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.
1) Kingpin roll for leadership
Roll = 6 and remove token from Doc Ock
2) Speed Demon attempt to pick up the Doc Ock arms
Roll = 1 miss
3) Mysterio perplexes up Doc Ock's range and Doc Ock takes uses the SS TA to use Kingpin's attack value
Doc Ock vs Black Panther 11 vs 16
Roll = 2,2 miss
4) Charged Up moves into M-13 carrying Kingpin L-14 Mysterio M-12 Speed Demon N-11 and Doc Ock N-12
5) Kingpin outwits Mr. Fantastic's damage special
6) Charged Up sidesteps into M-11 carrying Kingpin L-10 Mysterio L-11 Speed Demon M-12 and Doc Ock in N-11 and he sidesteps into L-9
7) Both Illusion Tokens move and push to return to Mysterio
Clearing
-----------------
Illuminati (home)
1) 30 ADW007 Black Panther (4/4) H17
-- 8 CRF102 Maneuver
2) 100 CL1-07 Mr. Fantastic (1/7) I18 @
3) 150 WKM-028 Doctor Strange (1/8) H18
-- 4 ATA088 Midnight Sons
-- 8 MUF102 Protected
300
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.
4b) Remember to put the attack an defense values when you submit the roll so there is a clear number that needs to be rolled
Free) Doc rolls his d20 again. 10, same as last! that's cool!
1) Doc will running shot and carry Fantastic. Doc runs to D18 and places Fantastic into E19 and uses his Yellow Power he just rolled. Targets L9 and all characters within 5 squares so your whole team. 11 atk vs 17s, 18s, 19s. Need an 8 to hit everyone. Roll is 3,6 for a hit on all. Super senses for Mysterio is 3, Speed Demon super senses is 5. So it hits all except SD for 3 damage, Kingpin reduces to 2 damage. KOs Mysterio and Charged Up. Overdrive ejected into whatever square you want. Ejection roll is 1 so he takes 2 unavoidable. 1 SA 2 KO Strange
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.