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I have placed a thread in the Rules forum, and received one brief response with no explanation that colossal figures may no longer 'fishtail' or 'creep' -- as rescinded for transporters in the Legion rulebook. Shall we wait for clarification before proceeding?
Up to you. The current Sinestro rules still read the same way as the Sentinel rules (updated about the same time as the latest version of the rulebook, much later than the LEGION rulebook was originally published). The entry for Colossal figures in the rule book does not have the notation that the Transporters figures have that all ocupied squares must be inside the movement range. So it looks like two square transporters definitely cannot 'creep' but nothing is said about Colossal figures.
This does make a big difference though as I will pick a different target if I can't Charge Iron Man.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Wow! That was worse rolling than my training game against the JLI with a Batman Enemies team.
Turn 6b:
1) V Kree Warrior (CM) moves to N19.
2) V Kree Colonel will try to shoot Mockingbird. Def. 16 + 1 Hindering - att 9 = need 8. Rolls 2,6=8 hit. Mockingbird takes 2 clicks.
3) E Kree Captain will try to hit Mockingbird. Def. 15 + 2 CR - att 8 = need 9. Rolled 1,4=5 miss.
4) R Kree Warrior (SN) will try to shoot Tigra. Def. 14 + 1 Hindering - att. 7 = need 8. Rolled 5,1=6 miss.
Doesn't look like my rolling is much better, but my one hit hurt more than your one hit.
WCAvengers:
1) [2] R Ant-Man (4/6) K8
2) [2] R Mockingbird* (2/4) J5 @
w /Vault 3
3) [ ] U Sersi (7/8) I16 @
4) [5] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [1] R Scarlet Witch (FForces) (1/5) J9
6) [2] E Tigra N11 (3/6) @@
7) [2] R Iron Man (Armor Wars) (5/7) J15 @
8) [11] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (7/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) K15-16, L15-16
3B) Kree Sentry C {Mark I Sentinel} 100p (4/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @6
5) E Kree Captain (SN) (2/4) J6 @6
6) R Kree Warrior (SN) (2/4) O9 @6
7) V Kree Warrior (CM) (1/5) N19 @6
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
*Quoted and paraphrased from Avengers I, 89 and 90.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
<THWAKT> Ant-Man and the Scarlet Witch were pounded by one of the Kree Sentries. Ant-Man reacted instinctively and fled, using his diminutive size to his advantage. He failed to notice Wanda, who was bloodied and coudl barely get back onto her feet. She tried to cast a hex bolt and barely perceived a fire blast from the Super Skrull, who had tried to attack the same formidable Sentry. "Accursed Kree constructs!" shouted the Super Skrull. The Scarlet Witch raised her eyes, saw the massive android's form, and caught a glimpse through its legs of Simon tearing a hand off a different Sentry.
Then the gigantic Kree Sentries paused in their assault, and the militaristic prowess of the Kree officers and warriors became more apparent. They fired at Mockingbird and Tigra, and only the feline Avenger's quickness saved her from harm. Mockingbird was not so lucky; she was concentrating so much on the Kree infront of her that she took a nasty blast from her flank.
- Wonder Man attacks Sentry C/Sentinel Mark I > 9 vs 15 > roll: 5+5=10 HIT. Sentry C/Sentinel Mark I takes 3 damage (no knockback to colossal figure).
- Super Skrull pushes and attacks Sentry A/Sentinel Mark III > 10 vs 17 > roll: 3+2=5 MISS (nooooooo!). Super Skrull takes 1 pushing damage.
- Ant-Man uses Leap/Climb, moving to Q6.
WCAvengers:
1) [2] R Ant-Man (4/6) Q6 @
2) [2] R Mockingbird* (2/4) J5
w /Vault 3
3) [ ] U Sersi (7/8) I16
4) [5] E Moon Knight (Cr.Mass) M19 (Stealthed)
5) [1] R Scarlet Witch (FForces) (1/5) J9
6) [2] E Tigra N11 (3/6)
7) [2] R Iron Man (Armor Wars) (5/7) J15
8) [14] E Wonder Man N12 (7/9) N13 @
9) [5] U Super Skrull (CTime) (6/9) G5 @@
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) K15-16, L15-16
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @6
5) E Kree Captain (SN) (2/4) J6 @6
6) R Kree Warrior (SN) (2/4) O9 @6
7) V Kree Warrior (CM) (1/5) N19 @6
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
By the way, A, don't worry about delays; i'm almost never in a rush.
Also, i've posted at the WizKids rules forum, too; it seems like colossal figures may still effectively move one square more than their Speed value with that maneuver.
Those cruddy rolls (another in my turn 7a!...) only get me a bit upset 'cause i only needed a 7 on several of them. That's a 58% chance... :disappoin
Turn 7b:
Kree Colonel Leadership Roll: 2 Dang actually might have needed that extra action.
1) R Kree Warrior (SN) will push (Willpower) to try to shoot Tigra. Def. 14 + 1 Hindering - att. 7 = need 8. Rolled 2,4=4 miss.
2) E Kree Captain will push (Willpower) to try to hit Mockingbird. Def. 15 + 2 CR - att 8 = need 9. Rolled 3,1=4.
3) Kree Sentry A {Mark III Sentinel} will try to shoot Super Skrull. Skrull Roll 6 nuts can't attack him. He will instead do a Multi-Attack. The first attack is against Scarlet Witch. Def. 12 - att 11 = need to not roll 1,1. Rolled 4,4=8 hit. She takes 2 and is Koed. His second attack will be against Sersi. Def. 14 - att 11 = need 3. Rolled 3,1=4 hit (barely! What is with these 4s?!?)
4) Kree Sentry B {Alpha-3 Advanced Sentinel} will Attack Iron Man. Def. 16 - att. 8 = need 8. Rolled 2,2=4.
Well I guess everyone but the Sentinels were issued Nerf weapons to go fight with!
WCAvengers:
1) [2] R Ant-Man (4/6) Q6 @
2) [2] R Mockingbird* (2/4) J5
w /Vault 3
3) [ ] U Sersi (5/8) I16
4) [5] E Moon Knight (Cr.Mass) M19 (Stealthed)
5) [1] R Scarlet Witch (FForces) Koed
6) [2] E Tigra N11 (3/6)
7) [2] R Iron Man (Armor Wars) (5/7) J15
8) [14] E Wonder Man N12 (7/9) N13 @
9) [5] U Super Skrull (CTime) (6/9) G5 @@
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10 @7
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) K15-16, L15-16 @7
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6
5) E Kree Captain (SN) (2/4) J6 @6@7
6) R Kree Warrior (SN) (2/4) O9 @6@7
7) V Kree Warrior (CM) (1/5) N19
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
- Mockingbird attacks E Kree Captain > 7 vs 14 > roll: 4+4=8 HIT. E Kree Captain takes 1 damage and is knocked back to J7.
- Tigra attacks Sentry C/Sentinel Mark I > 7 vs 15 > roll: 5+1=6 MISS.
- Iron Man attacks Sentry B/Sentinel Alpha 3 using RCE > 8 vs 15 > roll: 4+2=6 MISS. ( aaargh!... )
- Moon Knight attacks V Kree Warrior > 9 vs 12 > roll: 6+1=7 HIT. V Kree Warrior takes 2 damage and is KOd.
- Sersi moves to M20, picking up the LO in K21 on the way.
WCAvengers:
1) [2] R Ant-Man (4/6) Q6
2) [3] R Mockingbird* (2/4) J5 @
w /Vault 3
3) [ ] U Sersi (5/8) M20 w/LO @
4) [9] E Moon Knight (Cr.Mass) M19 (Stealthed) @
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6) @
7) [2] R Iron Man (Armor Wars) (5/7) J15 @
8) [14] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (6/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10 @7
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) K15-16, L15-16 @7
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6
5) E Kree Captain (SN) (1/4) J7 @6@7
6) R Kree Warrior (SN) (2/4) O9 @6@7
7) V Kree Warrior (CM) ""KO""
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: w/Sersi in M20, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( no narrative for me tonight; i had a chance to win today's tourney (real life), but my dice failed me in the final game.... )
The man inside the Iron Man armor did all he could. He had reacted as well as he could to the massive Kree sentry threatening him. He fired his repulsors -- and again -- to no avail. The Sentry shrugged off the powerful blasts.
"If I were an emotional creature, Earthling, I would find this pitiable display -- disappointing," the Sentry said with its fearsome mechanical voice. "You still underestimate my power, while I have analyzed yours to the nearest decimal point."
Only on the level of the small ball, to used a basketball analogy, were the Avengers having success, as both Mockingbird and Moon Knight managed to land numbing punches against their assailants. Moon Knight noted with satisfaction that his opponent remained on the ground -- unconscious.
Ant-Man had regained more of his composure and paused to catch his breath, scanning the battlefield once again. 'If the Super Skrull doesn't turn up the heat,' thought the tiny hero, grinning inwardly at his own pun, 'we -- and the whole world -- are in trouble...'
Suddenly the three Kree Sentries stopped and blaring from their speaker grills comes a strange music:
"We wish you a Merry Kree's mass,
We wish you a Merry Kree's mass,
We wish you a Merry Kree's mass and a Happy New Year!"
[Feel free to ignore this RPSC wise. Just couldn't help myself though!]
Turn 8b:
1) V Kree Colonel shoots at Mockingbird. Def. 15 + 1 Hindering - 9 att. = need 7. Rolled 1,4=5 miss.
The rest clear.
WCAvengers:
1) [2] R Ant-Man (4/6) Q6
2) [3] R Mockingbird* (2/4) J5 @
w /Vault 3
3) [ ] U Sersi (5/8) M20 w/LO @
4) [9] E Moon Knight (Cr.Mass) M19 (Stealthed) @
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6) @
7) [2] R Iron Man (Armor Wars) (5/7) J15 @
8) [14] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (6/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) K15-16, L15-16
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @8
5) E Kree Captain (SN) (1/4) J7
6) R Kree Warrior (SN) (2/4) O9
7) V Kree Warrior (CM) ""KO""
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: w/Sersi in M20, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( no narrative for me tonight; i had a chance to win today's tourney (real life), but my dice failed me in the final game.... )[/quote]
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Fire from the Super Skrull rained down on the Sentry that had knocked out the Scarlet Witch, but the giant android ignored it. Similarly, Wonder Man's ionically powered fists bounced off the alien alloy skin of another Sentry. Iron Man knew desperate measures were needed: He overrode the failsafes in his armor's subroutines and pushed the circuitry beyond their normal parameters. <SKRAAAK> Finally, the Sentry was damaged!
Iron Man fell to the ground, his suit drained. The amazingly sophisticated armor struggled rapidly to reroute subroutines so that its sensors and power grid could be restored. 'C'mon, armor,' thought Rhodes, 'hurry up -- before I get blasted to smithereens!'
Across the cavernous room, Ant-Man also had some success. He had recoverd from the Sentry's awesome blow and taken a moment to summon some insect friends, which he sent at one of the Kree soldiers. Amazingly, as some of the insects found gaps in the soldier's uniform and began biting, the soldier's skin shifted quickly from its characteristic light blue to a sickeing purple. His eyes swelled shut and he started writhing in pain and disconfort. 'Well, whaddaya know,' thought Hank to himself. 'Aliens can have allergic reactions to insect bites, too.'
- Super Skrull attacks Sentry A/Sentinel Mark III > 10 vs 17 > roll: 4+2=6 MISS ( aaargh! )
- Ant-Man attacks R Kree Warrior > 8 vs 14 > roll: 6+6=12 CRITICAL HIT ( oh sure, now i get one... ) R Kree Warrior takes 2 damage and is KOd.
- Wonder Man attacks Sentry C/Sentinel Mark I > 9 vs 15 > roll: 3+2=5 MISS ( this is getting ridiculous!... )
- Moon Knight pushes (using Willpower) and attacks Sentry B/Sentinel Alpha 3 > 9 vs 15 > roll: 5+6=11 HIT. Sentry B/Sentinel Alpha 3 takes 1 damage after Toughness.
- Iron Man pushes and attacks Sentry B/Sentinel Alpha 3 using RCE > 8 vs 14 > roll: 6+3=9 HIT. Sentry B/Sentinel Alpha 3 takes 3 damage after Toughness. Iron Man takes 1 pushing damage.
WCAvengers:
1) [6] R Ant-Man (4/6) Q6 @
2) [3] R Mockingbird* (2/4) J5
w /Vault 3
3) [ ] U Sersi (5/8) M20 w/LO
4) [10] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6)
7) [2] R Iron Man (Armor Wars) (4/7) J15 @@
8) [14] E Wonder Man N12 (7/9) N13 @
9) [5] U Super Skrull (CTime) (6/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (6/11) K15-16, L15-16
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @8
5) E Kree Captain (SN) (1/4) J7
6) R Kree Warrior (SN) ""KO""
7) V Kree Warrior (CM) ""KO""
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: w/Sersi in M20, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
Turn 9b:
1) E Kree Captain (SN) will shoot at Mockingbird. Def. 15 + 1 hindering - 8 att. = need 8. Rolls 5,1=6 miss.
2) Kree Sentry B will Multi-Attack Iron Man. First Attack. Def. 15 - att. 8 = need 7. Rolls 1,1=2 Critical miss! Second Attack Def. 15 - att. 8 = need 7. Rolls 1,1=2 ANOTHER CRITICAL MISS!! Kree Sentry B takes 2 clicks for the critical misses. Ouch! Owie! Owie! Owie! Couldn't belive it when I saw the result from PBEgames.
3) Will try to shoot Super Skrull. Skrull roll 1. Def. 16 - att 11 = need 5. Rolled 4,4= 8 hit. Super Skrull takes 3 - 2 Inv = 1 click. He is knocked into the wall but has toughness so takes no damage.
(What am I supposed to do with that last Sentinel?!? 0 damage and no Incap!?! guess he will sit there till you manage to hit him one last time.)
WCAvengers:
1) [6] R Ant-Man (4/6) Q6 @
2) [3] R Mockingbird* (2/4) J5
w /Vault 3
3) [ ] U Sersi (5/8) M20 w/LO
4) [10] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6)
7) [2] R Iron Man (Armor Wars) (4/7) J15 @@
8) [14] E Wonder Man N12 (7/9) N13 @
9) [5] U Super Skrull (CTime) (5/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10 @9
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (4/11) K15-16, L15-16 @9
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6
5) E Kree Captain (SN) (1/4) J7 @9
6) R Kree Warrior (SN) ""KO""
7) V Kree Warrior (CM) ""KO""
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: w/Sersi in M20, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
Last edited by ALC Marauder; 12/26/2007 at 00:47..
Reason: Super Skrull result.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Iron Man slowly felt his armor regaining power and was able to gaze upward at the gigantic form of the Kree Sentry. He was expecting a fierce attack but instead noticed that his risky gambit had paid unanticipated benefits. The Sentry aimed an arm at the Golden Avenger, apparently unaware that Iron Man's last desperate repulsor ray attack had severed two of its fingers. <ZZZKKKOOOOM> The blast intended for Iron Man backfired; and still the computerized mind of the Sentry did not comprehend the danger. It tried to blast Iron Man again. With a horrible sound of exploding alloy, the Sentry's entire hand flew off. 'Waddaya know,' he thought, 'I got lucky.'
Sersi suddenly flew into the midst of the fray, wielding some sort of equipment as a weapon. "Well done, Iron Man," she said. "These automated creatures shall soon fall before our might."
Tigra, whose claws again failed to penetrate another Sentry's metal skin, said, "I sure hope so, Sersi. My claws aren't doing much to this one..."
- Mockingbird moves (Speed halved) to N5.
- Sersi moves to N15.
- Tigra attacks Sentry C/Sentinel Mark I > 7 vs 15 > roll: 2+1=3 MISS. <sigh>
WCAvengers:
1) [6] R Ant-Man (4/6) Q6
2) [3] R Mockingbird* (2/4) N5 @
w /Vault 3
3) [ ] U Sersi (5/8) N15 w/LO @
4) [10] E Moon Knight (Cr.Mass) M19 (Stealthed)
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6)
7) [2] R Iron Man (Armor Wars) (4/7) J15
8) [14] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (5/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10 @9
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (4/11) K15-16, L15-16 @9
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6
5) E Kree Captain (SN) (1/4) J7 @9
6) R Kree Warrior (SN) ""KO""
7) V Kree Warrior (CM) ""KO""
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: w/Sersi in N15, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( yeah, i don't know what the thinking was/is behind that last click on the Sentinel; would he -- under normal conditions -- still be able to capture? )
2) Kree Colonel tries to hit Mockingbird. Def. 15 + 2 CR - att. 9 = need 8. Rolled 3,3=6 miss.
WCAvengers:
1) [6] R Ant-Man (4/6) Q6
2) [3] R Mockingbird* (2/4) N5 @
w /Vault 3
3) [ ] U Sersi (5/8) N15 w/LO @
4) [10] E Moon Knight (Cr.Mass) M19 (Stealthed)
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6)
7) [2] R Iron Man (Armor Wars) (4/7) J15
8) [14] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (5/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (4/11) K15-16, L15-16
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @10
5) E Kree Captain (SN) (1/4) J7 @9@10
Koed:
R Kree Warrior (SN) ""KO""
V Kree Warrior (CM) ""KO""
E Kree Warrior ""KO""
HOs: R21, S22 LOs: w/Sersi in N15, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
- Super Skrull attacks Sentry A/Sentinel Mark III > 9 vs 17 > roll: 3+3=6 MISS.
- Iron Man attacks Sentry B/Sentinel Alpha 3 using RCE > 8 vs 12 > roll: 2+5=7 HIT. Sentry B/Sentinel Alpha 3 takes 4 damage and is KOd.
- Moon Knight moves (Speed halved) to R20.
- Ant-Man leaps to N12.
- Sersi pushes and destroys the power cell/blocking terrain at N16. LO destroyed, and Sersi takes 1 pushing damage.
WCAvengers:
1) [6] R Ant-Man (4/6) N12 @
2) [3] R Mockingbird* (2/4) N5
w /Vault 3
3) [ ] U Sersi (4/8) N15 @@
4) [10] E Moon Knight (Cr.Mass) R20 @
5) [1] R Scarlet Witch (FForces) (-1) KO
6) [2] E Tigra N11 (3/6)
7) [8] R Iron Man (Armor Wars) (4/7) J15 @
8) [14] E Wonder Man N12 (7/9) N13
9) [5] U Super Skrull (CTime) (5/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p (9/15) K9-10, L9-10
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p ""KO""
3B) Kree Sentry C {Mark I Sentinel} 100p (1/12) O12-13, P12,13
4) V Kree Colonel (SN) N6 @10
5) E Kree Captain (SN) (1/4) J7 @9@10
Koed:
R Kree Warrior (SN) ""KO""
V Kree Warrior (CM) ""KO""
E Kree Warrior ""KO""
HOs: R21, S22 LOs: K8, J15
Rubble: J9, N16
Map: Indy B (The Secret HQ)
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( yay! finally took out a Sentinel/Sentry!.... narrative tomorrow; i really have to get to sleep.... )