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1) Kid Flash HSSs to F-20, swinging at Starfire. 9[-1 Injury] on a 16. 8+ for 2[-1 Toughness]. Roll is: 3,6 = 9. Starfire is hit for 1. Starfire is MANEUVERED to F-21. Kid Flash heads over to C-19. Kid Flash: SA [1]
2) Mister Miracle PHASES to G-22.
Perplex) Mister Miracle PERPLEXES his DEFENSE UP 1.
Clearing.
PC Instructions) Automatic in the event of Valor successfully attacking Sinestro. Case by case otherwise.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (7/7) H23 @
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (7/7) F23 @
3) E Starfire* (IC) 77 pts (6/7) F19 @
*Not So Special 3 pts
4) E Valor 160 pts (9/9) K17 w/HO
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18 [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera G-9
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna C-16
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22@ [DEF +1]
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19@ [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Considering you haven't posted in this thread for over a week but have been active on the board and in your FLE game, I'm calling a strike against the Outlaws.
"I've died before. It was boring, so I stood up."
HFCL: Teen Titans | FLE: New Mutants | TAK: Excalibur
1) Valor will swing on Sinestro with the HO. Attack is a 10 to a 19(+1 for Loner), needs a 10 or better. Roll: 1+3=4, miss. HO is destroyed.
Free Action) Red Hood will outwit Mr. Miracle's Phase/Teleport.
Clear.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (7/7) H23
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (7/7) F23
3) E Starfire* (IC) 77 pts (6/7) F19
*Not So Special 3 pts
4) E Valor 160 pts (9/9) K17@
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18 [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera G-9
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna C-16
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22@ [DEF +1]
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19@ [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
I should be around a lot this afternoon/evening if you've availible to hammer out turns.
-----
Sinestro: "My turn!"
Perplex) Mister Miracle PERPLEXES Sinestro's DAMAGE UP 1.
1) Sinestro uses EXPLOIT WEAKNESS ON Valor. 10 on a 16. 6+ for 3[+1 Perplex]. Roll is: 1,2 = 3. Miss. Zatanna PCs. Roll is: 4,1 = 5. Miss. (What an elusive 6!)
2) Zatanna PHASES to G-17.
Clearing.
PC Instructions) CbC.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (7/7) H23
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (7/7) F23
3) E Starfire* (IC) 77 pts (6/7) F19
*Not So Special 3 pts
4) E Valor 160 pts (9/9) K17@
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18@ [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera G-9
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17@
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19 [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
(Shouldn't be to far from the com, so we can probably get a bunch of turns in.)
Outlaws Turn 7(b)
Free Action) Red Hood will outwit Mr. Miracle's Super Senses.
1) Red Arrow will attack Mr. Miracle. Attack is a 10 to an 18, needs an 8 or better. Roll: 1+3=4, miss.
2) Red Hood will attack Mr. Miracle. Attack is a 10 to an 18, needs an 8 or better. Roll: 5+5=10, hit, Pause for PC Option.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (7/7) H23
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (7/7) F23@
3) E Starfire* (IC) 77 pts (6/7) F19
*Not So Special 3 pts
4) E Valor 160 pts (9/9) K17@
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18@ [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera G-9
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17@
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19 [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Free Action) Red Hood will outwit Mr. Miracle's Super Senses.
1) Red Arrow will attack Mr. Miracle. Attack is a 10 to an 18, needs an 8 or better. Roll: 1+3=4, miss.
2) Red Hood will attack Mr. Miracle. Attack is a 10 to an 18, needs an 8 or better. Roll: 5+5=10, hit. Zatanna PC Re-roll: 1+6=7, miss. DFD for Zatanna.
3) Starfire will attack Mr. Miracle. Attack is a 9 to an 18, needs a 9 or better Roll: 1+3=4, miss.
4) Valor will push to attack. Sinestro. Attack is a 10 to a 19(+1 for Loner), needs a 10 or better. Roll: 1+1=2, crit miss. Takes a click for pushing and another for the crit miss.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (7/7) H23@
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (7/7) F23@
3) E Starfire* (IC) 77 pts (6/7) F19@
*Not So Special 3 pts
4) E Valor 160 pts (7/9) K17@@ (Injured next game)
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18@ [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera G-9
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17@
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19 [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Sinestro: "Enough! You will not make a fool of me, boy!"
Perplex) Mister Miracle PERPLEXES Sinestro's DAMAGE UP 1.
1) Sinestro uses EXPLOIT WEAKNESS ON Valor. 10 on a 16. 6+ for 3[+1 Perplex]. Roll is: 1,5 = 6. Valor is hit for 4. Willpower.
Sinestro: SA [1]
Mister Miracle: AST [1]
2) Mister Miracle swings at Red Arrow. 9[+1 Not So Special] on a 16. 6+ for 2. Roll is: 1,5 = 6. Red Arrow is hit for 2.
Mister Miracle: SA [1]
3) Kid Flash HSSs to G-21, swinging at Starfire. 9[-1 Injury] on a 15. 7+ for 2 [-1 Toughness]. Roll is: 4,2 = 6. Miss. Zatanna PCs. Roll is: 1,5 = 6. Miss. KF MANEUVERS Starfire into H-21. KF heads back to C-19.
4) Mera PHASES to J-17.
Clearing.
PC Instructions) Zatanna will PC the first successful attack she sees. Anything else will be on a CbC basis.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (7/7) H23@
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (5/7) F23@
3) E Starfire* (IC) 77 pts (6/7) H-21@
*Not So Special 3 pts
4) E Valor 160 pts (3/9) K17@@ (Injured next game)
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18@@ [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera J-17@
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22@
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19@ [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Free Action) Red Hood will outwit Mr. Miracle's Super Senses.
1) Red Hood will push to attack Mr. Miracle. Attack is a 10 to an 18, needs an 8 or better. Roll: 3+1=4, miss. Hood takes a click for pushing.
2) Red Arrow will push to attack Mr. Miracle. Attack is a 9 to an 18, needs a 9 or better. Roll: 4+4=8, miss. No push damage due to willpower.
3) Starfire will roll breakaway. Roll: 4, successful. Pause for PC option.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (6/7) H23@@
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (5/7) F23@@
3) E Starfire* (IC) 77 pts (6/7) H-21@
*Not So Special 3 pts
4) E Valor 160 pts (3/9) K17@@ (Injured next game)
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18@@ [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera J-17@
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22@
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19@ [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Free Action) Red Hood will outwit Mr. Miracle's Super Senses.
1) Red Hood will push to attack Mr. Miracle. Attack is a 10 to an 18, needs an 8 or better. Roll: 3+1=4, miss. Hood takes a click for pushing.
2) Red Arrow will push to attack Mr. Miracle. Attack is a 9 to an 18, needs a 9 or better. Roll: 4+4=8, miss. No push damage due to willpower.
3) Starfire will roll breakaway. Roll: 4, successful. She will Running Shot to G20, aiming at Mera. Attack is a 9 to a 17(+1 for hindering), needs a 9 or better. Roll: 6+1=7, miss. She takes a click for pushing.
Clear Valor
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (6/7) H23@@
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (5/7) F23@@
3) E Starfire* (IC) 77 pts (5/7) G20@@
*Not So Special 3 pts
4) E Valor 160 pts (3/9) K17 (Injured next game)
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18@@ [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera J-17@
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22@
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19@ [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
HO: B-12, F-9, C12, Valor
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Mera: "While I truly understand your desire to harm my teammate, unfortunately I can not allow it."
1) Mera uses EXPLOIT WEAKNESS ON Valor. 10 on a 15. 5+ for 3. Roll is: 6,1 = 7. Hits for 3 and the KO. Mera takes 1 for pushing.
Mera: SA [1] KO [1]
2) Zatanna shoots at Starfire. 10 on a 15. 5+ for 2[-1 Toughness]. Roll is: 1,5 = 6. Hits for 1.
Zatanna: SA [1]
Clearing.
-----
H&C's Red Hood and the Outlaws
1) E Red Hood^,* 81 pts (6/7) H23@@
^Alias 3 pts
*Not So Special 3 pts
2) V Red Arrow 73 pts (5/7) F23@@
3) E Starfire* (IC) 77 pts (4/7) G20@@
*Not So Special 3 pts
4) E Valor 160 pts (0/9) KOKOKO (Injured next game)
=400 pts
VS.
Dai Hinorashi's Justice League Europe
1) 100 FFGL004 Sinestro J-18 [Loner: DEF +1]
+ 5 SIF004 Loner
2) 85 AN028 Mera (6/7) J-17 @@
+ 3 BBF003 Not So Special (Team Feat)
3) 72 JL028 Zatanna G-17 @
+ 10 AVF001 Stunning Blow
+ 3 BBF003 Not So Special
4) 64 OR070 Mister Miracle G-22
+ 3 BBF003 Not So Special (Team Feat)
5) 45 CR002 Kid Flash C-19 [injured]
+ 8 CRF102 Maneuver
Total: 398
2 HO, 1 LO
Kid Flash: SA [1]
Sinestro: SA [1]
Mister Miracle: SA [1] KO [1]
Zatanna: SA [1]
HO: B-12, F-9, C12,
LO:B-13, C13
BFC: DEFIANCE
When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.