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The Fantastic Four. What the hell were they doing here. Wizard had planned and planned this break in to free his associates for monthes. But one of the variables he had never even considered was the appearance of the Fantastic freaking Four. He flew around the corner in an attempt to catch up with Klaw just in time to see the man striking hard at one of the allies of his hated enemies. He glided up next to Klaw and adjusted his armor in an attempt to secure their defenses.
9B:
1) Klaw attacks Gorgon, 10 vs 17, roll is 4,6=10, hit for 4-1=3
2) Wizard flies to A-15
Free: Wizard perplex up Klaw DV +1
9A:
"I'll handle this one! You guys go on and find Medusa." Gorgon still clutching his back in minor pain from Klaws last sound blast. He Spins and runs right at Klaw. The rest of the team nodded and moved down the hall.
Mr. Fantastic was now limping forward to catch up with everyone and noticed Gorgon moving in for an assualt on the unexpected guests.
"Be careful Gorgon, Klaw is formidable!"
"Ya ya lets see what he's got!" Gorgon huffed.
Meanwhile Ben saw Sussan was still trying to handle one of the guards, when the guard turns to him and bashes a stun baton over the left shoulder of Ben sending sparks flying around his torso.
1)Crystal flies to E-12
2)Gorgon to A-13
3)Sue attacks Guard5 7 vs 16 needs a 9 and rolls 3,2=5 Miss as expected.
4) Ben moves to D-12.
Guard (1-2 Sussan, 3-4 Ben, 5-6 Crystal) roll is 3 he targets Ben
Guard5 perplexes his damage up one and swings at Thing Hits with a roll of 7 for 3 clicks of damage minus invulnrable for a total of 1 clix.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-11
2) R FF-073 Invisible Woman 28 (4/5 ) C-12 @
3) (20) the Thing 83 (5/8) D-12 @
4) R CT-049 Human Torch 40 ( ) E-18
5) MU022 Gorgon (2/9) 110 A-13@
6) AW085 Crystal (4/7) 62 E-12@
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14@ (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) A-15@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Guard8 perplex's his At modifier up 1 and shoots at Torch. Hits with a roll of 7 for 2 clix of damage (yeeeesh torchy sux lol)
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) C-12
3) (20) the Thing 83 (6/8) D-12
4) R CT-049 Human Torch 40 (2/4) E-18@
5) MU022 Gorgon (2/9) 110 A-13
6) AW085 Crystal (4/7) 62 E-12
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14@ (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) A-15@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Guard8 perplex's his At modifier up 1 and shoots at Torch. Hits with a roll of 7 for 2 clix of damage (yeeeesh torchy sux lol)
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) C-12
3) (20) the Thing 83 (5/8) D-12
4) R CT-049 Human Torch 40 (2/4) E-18@
5) MU022 Gorgon (2/9) 110 A-13
6) AW085 Crystal (4/7) 62 E-12
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14 (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) A-15
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
"Okay, Its a good ole Turkish delight Clobberin Time!" Ben yells out as he notices one of the force fields down and Johnny wizzing around trying to avoid more gun fire. Ben brings up his fist and sends it at the Guard next to him. Thud the orange fist finds it's mark just enough to allow for Crystal to hit him with her boot sending the guard down to the ground.
Gorgon stomps his foot on the ground sending a shockwave at Klaw, Gorgons eyes widens when the dust settles as the Klaw was safe behind a crimson force field.
"Johnny!??" Ben notices his friend knocked out on the ground infront of the main prison cells.
"Okay its like that is it? Now its truely Clobberin Time!"
1) Ben attacks Guard5 8 vs 16, rolls a 3,6=9 Hits for 3 clix of damage.
2) Gorgon attacks Klaw 8 vs 18+1 he rolls a 4,6=10 Miss wow thats close lol. but this aint horse shoes or hand grenades so ouch thats going to hurt.
3) Invisible woman Tries a break away roll of 2 Fails.
4) Crystal attacks Guard5 8 vs 15+2, she rolls a 5,6=11 Hit for 2 clix of damage thats KO
Guard 8 shoots at johnny again and rolls a hit again for 2 clicks of damage Koing Johnny.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) C-12 @
3) (23) the Thing 83 (6/8) D-12 @
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (2/9) 110 A-13 @
6) AW085 Crystal (4/7) 62 E-12@
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) A-14 (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) A-15
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
11B:
Klaw grinned, if you could call it that, at Gorgon. “You are a failure.” he sneered as he shoved his hand cannon strait into the mans face blasting him with a sonic burst that slammed his head backwards knocking the man unconscious.
“This distraction is unacceptable,” Wizard announced grabbing Klaw and flying past the Fantastic Four into the inner guard room. The two landed next to a surprised guard.
The guard yelled out, calling to another hidden guard who fired from the shadows. Klaw was unprepared for the last hidden guard and the bullet grazed across his head stunning him for a moment.
1) Klaw attacks Gorgon 10 vs. 15+2=17, roll is 5,5=10, hit for 4 and KO.
Free: Wizard perplex up his Movement +1.
2) Wizard grabs Klaw and flies to H-15 putting Klaw in I-14
Guard 7 perplex’s up his AV +1, Guard 8 Perplexes up Guard 7 AV +1
Guard 7 attacks Klaw, 9+2 = 11 vs. 18+1=19, roll is 3,6=9, hit, Super Senses roll is 4, hit for 2-1=1. Wow I didn’t expect that, I guess my dice are too hot!
11A:
"Okay, Its a good ole Turkish delight Clobberin Time!" Ben yells out as he notices one of the force fields down and Johnny wizzing around trying to avoid more gun fire. Ben brings up his fist and sends it at the Guard next to him. Thud the orange fist finds it's mark just enough to allow for Crystal to hit him with her boot sending the guard down to the ground.
Gorgon stomps his foot on the ground sending a shockwave at Klaw, Gorgons eyes widens when the dust settles as the Klaw was safe behind a crimson force field.
"Johnny!??" Ben notices his friend knocked out on the ground infront of the main prison cells.
"Okay its like that is it? Now its truely Clobberin Time!"
1) Ben attacks Guard5 8 vs 16, rolls a 3,6=9 Hits for 3 clix of damage.
2) Gorgon attacks Klaw 8 vs 18+1 he rolls a 4,6=10 Miss wow thats close lol. but this aint horse shoes or hand grenades so ouch thats going to hurt.
3) Invisible woman Tries a break away roll of 2 Fails.
4) Crystal attacks Guard5 8 vs 15+2, she rolls a 5,6=11 Hit for 2 clix of damage thats KO
Guard 8 shoots at johnny again and rolls a hit again for 2 clicks of damage Koing Johnny.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) C-12 @
3) (23) the Thing 83 (5/8) D-12 @
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 E-12@
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) I-14@
C) Blue C) 74 SN026 E Wizard (6/6) H-15@ (MV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
"I should have known you guys would be here, however I didn't expect you to be here at the same time we came?!?" Reed displayed his his usual concentration only this time it was just to stay upright.
"Wizard, .... Klaw,.... I can't let you go any further!" Reed limped his way threw gun fire then next to one of the guards and the Wizard hoping to distract them long enough for the rest of the team to move in.
1) Reed moves to G-14.
Guard 8 will perplex up guard7s AV up 1 and guard7 will also perplex up his AV up by another 1
Guard7 (odd shoots Reed, even shoots Klaw) the roll is 6 Even shoots at klaw.
Av 9+2=11 vs Def 17+1 rolls a 5,1=6 Miss
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9 @
2) R FF-073 Invisible Woman 28 (4/5 ) C-12
3) (23) the Thing 83 (6/8) D-12
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 E-12
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) I-14@
C) Blue C) 74 SN026 E Wizard (6/6) H-15@ (MV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
12B:
Clear
Free: Wizard will perplex down Guard 8 Damage -1
Guard 8 to attack, 1-2 attack Reed, 3-4 attack Wizard, 5-6, attack Klaw, roll is 1, reed.
Guard 7 will perplex up Guard 8 Damage +1
Guard 8 will perplex up his AV +1
Guard 8 will attack Reed 9+1 vs. 14, roll is 1,2=3, miss.
12A:
"I should have known you guys would be here, however I didn't expect you to be here at the same time we came?!?" Reed displayed his his usual concentration only this time it was just to stay upright.
"Wizard, .... Klaw,.... I can't let you go any further!" Reed limped his way threw gun fire then next to one of the guards and the Wizard hoping to distract them long enough for the rest of the team to move in.
1) Reed moves to G-14.
Guard 8 will perplex up guard7s AV up 1 and guard7 will also perplex up his AV up by another 1
Guard7 (odd shoots Reed, even shoots Klaw) the roll is 6 Even shoots at klaw.
Av 9+2=11 vs Def 17+1 rolls a 5,1=6 Miss
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9 @
2) R FF-073 Invisible Woman 28 (4/5 ) C-12
3) (23) the Thing 83 (5/8) D-12
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 E-12
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) I-14
C) Blue C) 74 SN026 E Wizard (6/6) H-15 (MV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Guard8 decider 1-2 Reed, 3-4 Klaw, 5-6 Wizard. he rolls for Klaw.
Guard 7 perplexs Guard8's Damage up one.
Guard8 perplexs his AV up one.
Guard 8 attacks Klaw 9+1 vs 17+1. he rolls a 7 for a Miss.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) F-13.@
3) (23) the Thing 83 (6/8) G-12@ w/Lo
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 J-12@
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) I-14
C) Blue C) 74 SN026 E Wizard (6/6) H-15 (MV +1)
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Klaw growled in anger. How could a measly human guard have even thought about attacking him. He turned his focus to the other guard in front of him and blasted him in the chest sending him shuddering backwards into Reeds arms. Reed wrapped one arm around the man standing him back upright and sent a leg wrapping around the Wizard in an attempt to keep him locked down while Ben worked his way to the second force field.
The Wizard laughed. "You think you can keep us from our friends?" he asked snidley as he sent a jolt of electricity through Reeds leg. Reed's leg was stunned just long enough for Wizard to fly up grabbing Klaw and landing opposite the guard. He placed Klaw next to the shield and another device sent a signal to the guards weapon decreasing it's ability to fire off a full round.
13B:
1) Klaw attacks Guard #8, 10 vs. 16, roll is 3,5=8, hit for 3.
2) Wizard attempts a break away roll, roll is 5, Wizard grabs Klaw and flies to I-14 putting Klaw in J-13.
Free: Wizard will perplex down Guard #8 Damage -1.
3) Medusa moves to L-11.
Guard #7 will perplex his damage +1 and attack Thing, AV 9 vs. 16, roll is 4,5=9, hit for 3-1=2. Thing drops LO in G-12. (If you believe the guard would have perplexed up his AV please feel free to change his move, I’m not sure if my moves are accurate to storyline. )
13A:
1)Sue moves to F-13.
2) Crystal moves to J-12.
3) Ben picks up light object and moves to G-12.
Guard8 decider 1-2 Reed, 3-4 Klaw, 5-6 Wizard. he rolls for Klaw.
Guard 7 perplexs Guard8's Damage up one.
Guard8 perplexs his AV up one.
Guard 8 attacks Klaw 9+1 vs 17+1. he rolls a 7 for a Miss.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9
2) R FF-073 Invisible Woman 28 (4/5 ) F-13.@
3) (23) the Thing 83 (3/8) G-12@
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 J-12@
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) J-13@
C) Blue C) 74 SN026 E Wizard (6/6) I-14@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Before i take my next turn it looks like i goofed up on things hitpoints the Thing should still have super str. but i see in last page I must have displayed how much damage he has vs. the Thing model i have on my desk.
the entry second before last on page two of our wonderful battle he has taken one click then last he took another. I dont believe Thing took any more damage after this. Again my mistake i believe Thing damage should have read (6/8) not (5/8) again my mistake that wrecked it. should we just play as if he took damage some how?)
How to fix this? As i believe we are having a great game and i dont want to wreck it anymore then i have (giggles)
Also the map link is giving me issues when i copy and paste it gives me the link with a bunch of coding text so i have to edit the post everytime to give a proper link? any ideas?
Ok, that maplink should work now, it's been giving me trouble as well, usually I check right after posting move but I forgot this time. Sent you a PM, I think you should just adjust the damage and move along, if you want.
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
"Nooo, Johnnnnyyy!" Crystal notices Human Torch hunched over not moving. When sudenly the Wizard and Klaw shows up over the same area. She wondered who and what and why these men are here, no matter we must save princess Medusa.
Reed tries to push past the gaurd to get another grip on the Wizard but the guard had pushed him back with one arm and with the other swings at the Wizards feet above his head and struck him.
"You pathetic peon, did you think me unprepared?!?" the Wizard presses a control device on his wrist and a second later a force field around himself materialises.
Ben hears Crystals yell. looks over at the devolopment, then looks at the guard infront of him. "I have to do something quick!" He rips the computer banks out of the floor that the guard was hiding behind, the rivets give to the extreme strength the Thing produces. Cables and wires was still sparking from where they were once attached. Ben then swings the equipment at the guard sending the junk and him to the far end of the room behind the mess. Ben then dusts off his hands. "I told ya it was Cobberin Time!"
1) Reed tries to attack Guard 8 6 vs 15+2 needs an 11 lol. rolls a 5,5=10 still missed lol love the old dials eh!
2) Ben pushes for an attack with Lo on Guard 7 8 vs 16 needs an 8 and rolls a 4,4=8 Hit for 3 + 1 for Lo and Knock back to I-10 for an additional point of Damage. Yep me thinks he Koed.! Ben takes on damage for push.
Guard8 (odd Reed, Even Wizard.) roll is 2 Wizard gets attack from Guard8
8 vs 16 needs an 8 he rolls a 5,4=9 hit for 1 clix of damage minus Wizzy's Toughness for a grand total of 0 damage.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9 @
2) R FF-073 Invisible Woman 28 (4/5 ) F-13.
3) (30) the Thing 83 (4/8) G-12@@
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 J-12
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) J-13@
C) Blue C) 74 SN026 E Wizard (6/6) I-14@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
14B:
Clear
Wizard continues to perplex down Guards Damage -1.
Guard 8 rolls to choose who he attacks, odd is wizard, even is reed, roll is 2, reed.
Guard 8 attacks Reed, AV 8 vs 14, roll is 1,5=6, hit for 1.
Disregard this entire attack, I forgot that guard lost willpower so he wouldn't have pushed and would clear after your round I think.
Also The maplink didn't have medusa in L-11 from last turn so I placed her there and she would have cleared this round
14A
"Nooo, Johnnnnyyy!" Crystal notices Human Torch hunched over not moving. When sudenly the Wizard and Klaw shows up over the same area. She wondered who and what and why these men are here, no matter we must save princess Medusa.
Reed tries to push past the gaurd to get another grip on the Wizard but the guard had pushed him back with one arm and with the other swings at the Wizards feet above his head and struck him.
"You pathetic peon, did you think me unprepared?!?" the Wizard presses a control device on his wrist and a second later a force field around himself materialises.
Ben hears Crystals yell. looks over at the devolopment, then looks at the guard infront of him. "I have to do something quick!" He rips the computer banks out of the floor that the guard was hiding behind, the rivets give to the extreme strength the Thing produces. Cables and wires was still sparking from where they were once attached. Ben then swings the equipment at the guard sending the junk and him to the far end of the room behind the mess. Ben then dusts off his hands. "I told ya it was Cobberin Time!"
1) Reed tries to attack Guard 8 6 vs 15+2 needs an 11 lol. rolls a 5,5=10 still missed lol love the old dials eh!
2) Ben pushes for an attack with Lo on Guard 7 8 vs 16 needs an 8 and rolls a 4,4=8 Hit for 3 + 1 for Lo and Knock back to I-10 for an additional point of Damage. Yep me thinks he Koed.! Ben takes on damage for push.
Guard8 (odd Reed, Even Wizard.) roll is 2 Wizard gets attack from Guard8
8 vs 16 needs an 8 he rolls a 5,4=9 hit for 1 clix of damage minus Wizzy's Toughness for a grand total of 0 damage.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) D-9 @
2) R FF-073 Invisible Woman 28 (4/5 ) F-13.
3) (30) the Thing 83 (4/8) G-12@@
4) R CT-049 Human Torch 40 Koed
5) MU022 Gorgon (-2/9) KOed
6) AW085 Crystal (4/7) 62 J-12
Frightful Five:
B) Blue B) 127 CA029 V Klaw (7/8) J-13
C) Blue C) 74 SN026 E Wizard (6/6) I-14
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) L-11
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22, G-12
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.