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You seem to have forgotten to take Criminal #8 off your list... he's been off the map for two rounds.
With a bruised rib, bullets whistling past his head and a pugnacious opponent twice his weight, Robin is beginning to feel the strain of all his exertion. So when he sees a chance to end the engagement, he takes it immediately, knocking Lackey #5 on his back with a "don't try this at home" dropkick, then rolling to the side to avoid any gunshots coming his way.
Batman and Deathstroke size one another up, trading feints and signals. Deathstroke is looking for a shot at escape, Batman for a safe way to engage.
In this extended battle of wits, Batgirl is forgotten, leaving her all the time in the world to take aim and pitch a knockout gas bomb straight at Deathstoke's head. Batman knows enough to draw back and reach for a gas mask when it goes off, giving Deathstroke a chance to stagger away -but choking on the gas, he doesn't get far.
(Leadership roll: 4.
2 actions.
Batgirl perplexes up her attack and makes a ranged attack on Deathstroke: 6,6 (!) Critical hit for 3 and knockback. Not sure about the knockback path, you'll have to account for that.
Robin pushes to attack Lackey #5: 5,5+9= 19, hit for 2 and KO. Robin takes 1 pushing damage and is on click #4.
Batman clears.)
Oh goodness, you're right...I really should pay attention when I copy-paste, huh? Also, Deathstroke will not take any knockback, since he would have to stop when he hit Batman.
Anyways, Turn 12!
Criminal #6 starts putting shots into Batman, but the thug is too weakened to be much of a factor (needed a crit hit, rolled a 10).
Deathstroke is on the ground, choking and bleeding, and doesn't appear to have much left in him. Faintly though, you can hear him laughing... (clears).
Gas mask engaged, Batman falls on Deathstroke like the hammer of God, taking him out while he's still incapacitated by the gas.
(Leadership roll: 4
2 actions.
Batman attacks Deathstroke: 6,2 +10, hit for 3 and KO.
Batgirl Perplexes down Deathstroke's defense.
Batgirl and Robin clear.)
Technically, yes. However, I will tell you now that you will get more XP if you can take out all of the crooks before Turn 16 (doesn't look like it should be too hard).
Turn 13
Criminal #7 takes a pot shot, but fails to hit the Boy Wonder (needed a 10, rolled a 5).
So your mission will be to rescue your teammate! Which teammate you say? Why, Batgirl's been captured! It's time to go get your comrade back!
The captured team member will be placed in the deployment zone of the opposing force and cannot be given actions of any kind. To retain control of their captive, the capturing force must have a character in base to base contact with the prisoner. Any enemy characters may use the Carry ability to take the prisoner with them on their move, subtracting -2 from their movement as normal. Once the prisoner has been freed, they must move off the friendly starting area, or be carried across it. Your starting area will be the elevated in the lower left area of the map.
You only have 1 opponent, but unfortunately, it happens to be The Top (figure AA053). He is the blue #1. Your primary objective is to extract Batgirl, but if you can, take out the Top as well. You've got 12 turns.
By the way, I thought you said the Top must be adjacent to Batgirl to retain control of her. As placed, he isn't. Does that mean she's secretly gotten loose while he was distracted? Or did I misunderstand something?
Turn 2:
Spurred on by the deranged laughter, Batman rushes ahead, leaving Robin behind.
Behind the force-field wall, he finds himself face to face with the Top!
Thinking quickly, he throws down a flash-bang, dazzling the villain and buying a moment to ready himself.
(Leadership roll: 1. 2 actions.
Batman moves to M7 and Outwits the Top's Charge.
Robin clears.
Batman gets a Contingency Plan token.
Contingency Plan tokens: 2)
Robin catches up to his mentor.
Batman dodges around the whirling Top, blocking his movements and misdirecting him with his cape. He's trying to keep the villain from building up momentum while he looks for an opening to attack.
(Leadership roll: 3. 2 actions.
Robin Leap/Climbs to L5.
Batman continues to Outwit the Top's Charge and clears.
Batman gets a Contingency Plan token.
Contingency Plan tokens: 3)