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Apologies for a couple quiet days. I'll try to catch up a bit here.
Talk about one of those very little to do turns. Most of my offense is pushed. Your guys are pretty far back and there's a Barrier in the way.
Melter Sides to G4
The Unseen will be my replacement. He Sides to H4
Terrific teleports to K11, makes a T-Sphere in J12.
Sphere Perplexes Terrific's AV to 11, moves to G17
Terrific Outwits Sentinel 2's Invincible. Through his T-Sphere, he can make a close attack on it. AV11 on DV18. Gets 9. Viv makes it 8. I guess I could have Perplexed Damage instead, but I can't trust my dice enough for that. 2 to that Sentinel.
I also don’t have much to do this turn. I need more tk to do much.
Forge to F19, heals Sentinel 2 for 1. Jean tks him back.
Kitty phases past the t-sphere and back. Doing so, she tries to incap. Rolls 9.
Done, if a bit of a waste of her efforts.
Sentinel 2 ee on Quill and Unseen. It perplexes it’s own range to 10. SC is 4 for Quill. Rolls 6. Longshot makes it 9. SS is 1. About time. 2 to Quill. 2 to Terrific. SS for Unseen:3, 2 to him. Rocket SS: 1. 2 to him plus his degeneration tokens kick in for a ko.
Going from one shock to another, Rocket finds himself hit by a ricochet when one of the Sentinels attacks.
"That got a lot of us," Star-Lord says.
"No kidding," Mr. Terrific replies, "Is everyone ok?".
"Well enough," the Unseen states.
"Rocket? Rocket?" Star-Lord asks as he reaches out to his friend. But Rocket is fallen and Quill fins himself the sole Guardian of the Galaxy member remaining.
I don't see where the Sentinels can see through Stealth to attack Unseen, unless I'm missing something. Also he's way back in I7 so without moving them, they don't have the range either.
Tri-Sentinel made his range + 1, so 10 range works. But I forgot that he's now stealthed. If Forge extends his range to 11 and targets Rocket, it all still works.
So only Enchantress boosts the Sentinel's dv by 1.
Rocket also gets SS - Gets 1. He takes 2 and 2 more from degenerate tokens and that KOs him.
So I lose PC in Rocket, but gain it with Terrific
Unseen moves to O10. Drops a Smoke Cloud
Star-Lord moves to I11, Perplexes the DV of Sentinel 2 back down to cancel Forge's
Terra TKs Deathstroke to L10
Deathstroke teleports to I15, HSS to G17 on Sentinel 2, using a Speed token to let him use EW with HSS, AV11 on DV18. Gets 4. Deathstroke makes it 8. Viv makes it 8. 4 to the Sentinel, puts him on his Stop Click. Breakaway? 6. Ends F6 with Sidestep
Terrific makes another T-SPhere. It Perpelxes his AV to 11. He sends it to the same place, attacks Sentinel 2 with it, AV11 on DV18. Gets 7. KOs it. And we're down to one Sentinel, which is much more manageable.
Here's something different. TMNT3028 Leonardo. First he can try to de-Equip your figures.:
you and that character's controller each roll 2d6 that can't be rerolled. If your result is higher, remove that equipment from the game.
Quasar's ring. I roll 4, you roll 8. He keeps it. Enchantress, I roll 5 she rolls 7. She keeps it too. Well that was a fizzle.
Leo RS to J11 on Quasar, AV11 on DV18 +1. Gets 7. Unseen makes it 9. 1 to Quasar. Which he'll heal right back I'm sure, but in the meantime he's doing 1 less damage.
No time to do a story
RE04 Terra @ L4
GOTG2M13 Star-Lord @ I11 (5)
EAX Jackal E3
IIM Melter G4 (2)
RE57 Deathstroke (Speed +2) @ F6 (+2DV at range)
RE Mr. Terrific @@ K11 (2)
-T-Sphere 1 @ G17
AI Unseen @@ O10 (Stealth)(2)
TMNT3028 Leonardo @ J11
5458
Let's start with Enchantress. Jean tks her to J15 and she moves your guys a square. Unseen to N11; Leonardo to I10; Quill to H11; Terrific to J11.
Enchantress ports back to E21.
Quasar on Leo. Needs 6, rolls 10. Terrific can pc that: 4. 9 for Longshot. 3 penetrating to him and, as you predicted, Quasar's back to full.
Forge boosts the av of the Sentinel. It sides to GH19,20.
Sadly, Leo isn't my real target. Sentinel on Unseen, Terrific, Quill. Rolls 3. Viv: 11. Unseen: 6. Unseen is safe. I hate to do it but Terrific is a bigger threat. He's out.
Quasar free barriers over him. (I'm using the special markers to differentiate between Quasar's barrier and Unseen's smoke).
Deathstroke HSS to J17 on Kitty, AV11 on DV18. Gets 9. Viv makes it 6. He himself makes it 7. 5 to Kitty puts her on her Stop click. Breakaway 6. Ends O10
Don't have any way to deliver the Coup De Grace on her. Or maybe I do.
Quill turns off Willpower, moves to K14, KOs himself.
Kind of hate to use her as a throwaway, but oh well. Lady Octopus in for him. Charges to J17, flurries on Kitty, AV11 on DV18. Gets 3, then 11. Longshot can't help. KOs Kitty.
Last T-sphere pushes to block and KOs itself.
RE04 Terra L4
EAX Jackal E3
IIM Melter G4 (2)
RE57 Deathstroke (Speed +3) @@ O10 (+3DV at range)
AI Unseen M12 (2)
TMNT3028 Leonardo I10 (3)
EAX Lady Octopus (Octopus Arms) @ J17
5508
"You may be desolidified, but if you can see, light obviously still affects you," Deathstroke said, blinding Kitty with a flare right in her face. Blinded, in shock and surprise, she lost control of her powers for a second. That was all the time Deathstroke needed to hit her.
"Just need a second to clear me head," Kitty said.
"You won't get it," Lady Octopus told her, finishing her off before she could regain her concentration.
Kitty? That was your ko? With all the sentinel shenanigans I really didn't get to do much with her.
Wolfsbane comes in and moves in place.
Forge makes the sentinel's av 11.
Sentinel on Lady D, Deathstroke, Unseen. SC is 6. Stifled by stupid sc again. Instead of Lady D, Leonardo. Rolls 7. Unseen: 3. Longshot: 9. Unseen rolls 4 so he's safe. And it's not enough to hit Slade either. KOs Leo which, you know, isn't really my real target.
Quasar on Lady D. Amora makes his av 12. SC is 4. Rolls 7. 3 to her. He barriers.
Viv charges to I18 needing 7 to finish off Lady Ock. Needs 7, rolls 3. PCs that to 3 again.
I KOd Star-Lord myself and replaced him last turn, but I didn't replace Terrific, so this turn I'll replace both him and Leo.
Lady Ock Perplexes her AV to 10, Flurries on Viv, DV17. Gets 9. Viv makes it 7. 1 to her after Invincible. Second attack, 3 and Unseen makes it 8. 1 more to her, 2 total so far.
I've been holding Melter back so far, but perhaps now is his opening. But first those replacements. Scarlet Witch, falling back on the classic FFCW. Just so useful in so many ways. And Spider-Ham.
Wanda and Ham Perplex Melter's AV to 11. (Overkill possibly, but I don't trust my dice.
Wanda moves to I5
Melter teleports and Sidesteps to J12 on Viv. AV9 +2 +1 more because she's a Robot on DV17 +1. Gets 11. No padding was necessary. 2 +1 because Robot, and Penetrating, KOs Viv.
Lady O Sidesteps to I18 for the block.
Unseen moves to K9, dropping a Smoke Cloud
RE04 Terra L4
EAX Jackal E3
IIM Melter @ J12 (2)
RE57 Deathstroke (Speed +3) O10 (+3DV at range)
AI Unseen @ K9 (2)(Stealth)
EAX Lady Octopus (Octopus Arms) @@ I18 (4)
WKM Spider-Ham J2 (SS on 4-6)
FFCW Scarlet Witch @ I5
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