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One thing that I'll say I enjoy about the Sentinel. This much carnage on turn 3? Yes please every game.
Yeah, it all happens fast, one way or the other. Definitely needed Unspoken here to shut down power actions and throw out the Battle Fury. Even then, it'd still be a bloodbath.
Shriek: 1 AST
Doppelganger: 1 SA, 1 KO
Demogoblin: 1 SA, 1 KO
Mxy: 2 AST
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Free) Sentinel will Transform to Assault Mode: Charge, Blades, +1 vs Defend, Multiattack.
Free) Engineer will Sidestep to G-11.
Free) Poison on Myx and Shriek via Engineer.
Free) Poison on Myx, Mags and Shriek via Sentinel.
Free) Perplex up damage on Sentinel.
Free) Outwit the Radio power, letting me make ranged attacks again.
1) Sentinel will Multi-attack.
1.1) Sentinel will Ranged Combat Action on Shriek, Myx and Mags. AV 10 on DVs 17+1 (Myx), 16 (Shriek) and 15 (Mags). Rolls a 9 that hits everyone! Super Senses: Myx: 6! Evaded. Shriek: 4! Not Evaded! Magneto: 6! Evaded! Shriek takes 4 damage and is KOed.
1.2) Sentinel will Close Combat Action on Myx! Av 11 on DV 17, needs a 6! Rolls: a Crit Miss! Devastating! Sentinel takes 1 damage.
1 SA 1 KO to Sentinel, 1 AST Engineer
Free) Outwit Flurry on Doppleganger.
2) Lip moves to E-8.
3) Dwarf pushes to grab the HO and moves to C-13. Indom.
Shriek: 1 AST
Doppelganger: 1 SA, 1 KO
Demogoblin: 1 SA, 1 KO
Mxy: 2 AST
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ouch - forgot to account for all that poison. Nicely done!
4B)
1) Mxy magics up a Messing Around die: 1. Not what I was looking for, but I'll make do!
Free) Mxy makes Doppelganger a Colossal!
2) Doppelganger close combat attacks the Sentinel
-9 vs 16 - a (2,6) 8 hits.
-Doppelganger will try the blades: 1 - drat!
-Ground Zero roll: 6 - +1 damage - Sentinel takes 2 clicks
-SA to Doppel, AST to Mxy
3) Mags will punch the Sentinel
-9 vs 16 - (3,2) 5 is a miss!
Mxy will use his "1" on an SA from Engineer or Sentinel that hits Doppelganger or Mxy, assuming using the 1 would make it a miss. He will drop out the higher die.
Shriek: 1 AST
Doppelganger: 2 SA, 1 KO
Demogoblin: 1 SA, 1 KO
Mxy: 3 AST
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Aaaaand Sentinel ends 1 SA 1 KO away from an upgrade IN retrospect probably should have tried to draw out the Messing Around die from Engie, and not the Sentinel. Ah well.
5A
BoT) Sentinel Roll: 4! Same as before.
Free) Engineer will choose Flurry, Precision Strike, and Prob.
Free) Stark will Perplex Sentinel's AV to 11.
Free) Sentinel sidestep to 8/9-F/G
1) Sentinel will Multiattack
1.1) Ranged Combat Action to Energy Explosion on Mags and Dopple. AV 10+1 on DV 17 (Dopple) and 15 (Mags) Needs 6 or 4. Rolls: 5, which Engie won't Prob. Mags' Senses is 2 and Sentinel will take 3 from the splash and KO Mags.
1 SA 1 KO Sentinel.
1.2) Sentinel will Ranged Combat Action vanilla style on Myx and Dopple. AV 12 on DV 17 and Dv 17+1 Needs a 6 for both. Rolls 4, which Engineer probs into a 6,1....which Myx makes a crit miss....Sentinel KOs himself in a spectacular fashion.
I'll have to see if we can get a ruling on if Myx's Crits count for injuries, cause otherwise he's just a death machine. I already got a roll out of Nifty to avoid the last one, but I'm hoping that this will fall under 'Artificial Crits not causing injuries'. 1 huge DFD Myx, 1 KO Dopple
2) Engineer will attempt to Flurry on Myx. 10 on 17, needs 7. Rolls; 5 for the miss, 2nd attack is 8 for the hit and KO. Ground Zero: 3, nothing happens. No Senses thanks to Precision Strike.
Shriek: 1 AST
Doppelganger: 2 SA, 2 KO
Demogoblin: 1 SA, 1 KO
Mxy: 3 AST
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Maybe I missed something, but how is Sentinel KOd? Doppelganger hit him for 2 clicks, sending him onto Click 4, and then Mags missed. The crit miss would send him onto click 5 only - he'd still be kicking, by my count..
Shriek: 1 AST
Doppelganger: 2 SA, 2 KO
Demogoblin: 1 SA, 1 KO
Mxy: 3 AST, 1 DFD
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Free) Stark will Perplex down Dopple's defense to 16.
1) Engie will HSS to E-9 on Dopple, AV 10 on DV 17-1, needs a 6. Rolls: a crit hit! No need to cause injuries at this point, Engie will prob herself into a 7. That's 3+1 Enhancement damage for the KO.
Shriek: 1 AST
Doppelganger: 2 SA, 2 KO
Demogoblin: 1 SA, 1 KO
Mxy: 3 AST, 1 DFD
Magneto: 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.