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Oh damn, it's the beginning of the end.
By the way, how did you find the AE dial? I can't seem to find it from just the orange line (I don't even know where the orange lines are...)
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1) Deathstroke Outwit's Iron Patriot's Toughness.
Deathstroke attacks Iron Patriot.
8 vs 17. Need a 9.
Roll: 1,2. Miss.
2) Clayface attacks Iron Patriot.
6 vs 16. Need a 10.
Roll: 1,4. Miss.
Clayface takes one for the push.
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Injustice Gang
1) R The Joker 72 pts KOKOKO
2) R Dr. Light 57 pts KOKOKO
3) R Clayface* 57 pts (1/7) - H17 @@
* Infiltrate 2 pts
4) R Deathstroke* 40 pts (6/6) - I16 @
* Loner 5 pts
5) R Cheetah 37 pts KOKOKO
6) Harley Quinn 30 pts KOKOKO
300 pts
Cheetah: 1 SA
Harley Quinn: 4 SA, 3 KO
Dr. Light: 1 SA, 1 KO
Deathstroke: 2 SA
VS
Thunderbolts (Home)
1) AE Iron Patriot* 66 pts (3/3) - G-16 @
*w/ T-Bolts 8 pts (Sinister Syndicate) [Has sanity token]
2) R Songbird* 44 pts KOKOKO
*w/ T-Bolts 8 pts (Sinister Syndicate)
3) R Ult. Doctor Octopus* 39 pts KOKOKO
*w/ T-Bolts 8 pts (Sinister Syndicate)
4) R Taskmaster 39 pts KOKOKO
5) R Bullseye 34 pts (6/6) - F-17 @
6) R Scorpion 29 pts KOKOKO
7) R A.I.M. Medic 14 pts KOKOKO
289 pts
Norman Osborn: 2 SA, 2 AST, 2 KO
Songbird: 1 SA, 1 AST
Doctor Octopus: 2 SA
Taskmaster: 3 SA, 2 AST, 1 KO
Bullseye: 4 SA, 1 KO
i know where the orange line is for norman because i saw the dial preview on the wizkids site. unfortunately right now, there isnt a way (that i know of) to see the orange line on hcrealms. for norman, if he switches to iron patriot he gets the last 3 clix of the dial, and if he switches to goblin, he gets the last 4 clix of that dial.
to get the dial, i just looked at the full iron patriot dial, and deleted everything until the last 3 clix. you just have to look for it in the full dial, by looking for the string that starts: purple 8, blue 9, orange 16, black 3
1) Deathstroke Outwits Norman's Toughness then attacks.
8 vs 17. Need a 9.
Roll: 6,3. Hits!
Iron Patriot is KO'ed, and Deathstroke only just wins it.
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ct079 R White Queen *
Team: No Affiliation
Range: 8
Points: 61
Keywords: Hellfire Club, Psychic
6
9
15
2
6
8
15
2
5
7
14
2
5
6
13
1
4
5
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
* Compel
Prerequisites: Mind Control
Choose a character.
When the character uses Mind Control, it can target a single friendly character that has already been given an action this turn. If the attack succeeds, after the action is resolved deal 1 unavoidable damage to the target.
(Speed) Concussive Blast: When Cyclops makes a ranged combat attack and deals damage to an opposing character, the character is knocked back equal to the damage dealt.
mm079 R Wolverine
Team: X-Men
Range: 0
Points: 49
Keywords: Alpha Flight, Martial Artist, Team X, Weapon X
(Speed) Coordination: Cuckoo can use Mind Control. When Cuckoo is given a move action, she can carry up to two other adjacent Cuckoos.
(Defense) Hive Mind: When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her.
(Speed) Coordination: Cuckoo can use Mind Control. When Cuckoo is given a move action, she can carry up to two other adjacent Cuckoos.
(Defense) Hive Mind: When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her.
ui073 R Jean Grey
Team: X-Men
Range: 0
Points: 31
Keywords: Psychic, X-Men