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I think I see. 12 'becomes a hit' which imperv can reduce. Let's hope I remember.
Back to the attack, so clearly Magneto will just ko Nightcrawler.
Before I forget: Magneto leads: 1. Immortus gets to hold onto a single die: 6. Useful. He'll also move to L22.
Iceman wp: 1, he gives WW wp and + 1 to her cvs, forgot to reiterate that last turn but your rolls still would've worked. 6.
Ok, her sad 10 av to Juggy's 19 plus all your pcing dudes to assist, I don't like my luck. Gets 8. Immortus makes the 3 a 6. Longshot: 6. Immortus PC: 5. So much for that.
Iceman hss to J19 on Juggy. Gets 4. 11 for Gambit. Imperv is 2. Dunno if RCE and HSS work together, I think not although it does with RS. I think it's 1 to Juggy. He ends in E20 to block Kurt. Sides to F21.
Kurt koed and blocked. Juggy takes 1 or 3, the 3 depending on whether HSS and RCE work together.
RCE has been changed to an "always on" power, so yes, it would work with HSS. But it is an always on +1/+1, so he'd have a 13AV and 4 Damage. With the 4 Damage, he'd do 2 to Juggernaut.
Sorry I forgot to look at that Iceman last turn. And sadly, I think you're missing a crucial clause on his Trait: "If all non-bystander characters on your force are the same point value, Iceman can use the following effect matching that point value:" He can be amazing but you really have to build around him and have all 100 point figures, or all 75 point figures. That last part of the Trait doesn't kick in if your team's a mishmash of point values.
Juggernaut on her, AV11 on DV17. Gets 11. 8 for Immortus. KOs her.
Moonstar on the Henchmen, AV10 on DV16. Gets 9. Both are KOd.
Deadpool Perplexes Cable's Range to 8. Cable on Penguin, AV11 on DV17 +2. Gets 9. Wow. Don't even need to call on my PC. That'll hit for 4, another KO.
WKMP19 Doop's in. Xorn TKs him to D11/D12
Doop just moves to F17/G16 to block Wonder Woman.
Wonder Woman KOd and blocked. Penguin and his Henchmen KOd
Any power that starts with the words CLOSE or RANGE in capitals is going to require its own dedicated action to use. (Also attacking with an Object requires a dedicated action so you can't use an object in a HSS attack any more either.)
No surprise on either loss but both were offering something important.
Magneto leads. 3.
Immortus rolls to carry a number. 6. Maybe I should've rolled him first.
Glad you pointed out the Iceman stuff. I probably wouldn't have drafted him but so be it.
Dilemma. Your better targets are not what you're giving me but clearly extending myself is not helping at all.
Polaris outwits Doop's toughness.
There's as lot of interesting Kingpins lately. I had the MSNP on my mind but SBA037 is a good Penguin replacement. Rolls 6, gets a police officer. That's really nice stuff.
PO rce on Doop. Gets 8. Nice. Does 3.
Gambit rolls for his trait. 1. I'll take it. Moves to L21 on Doop. The ee won't help with Juggy behind Doop so straight up attack on Doop. 7. He's on his stop click now.
Magneto on Doop. Gets 6, good enough to put him on his last stop click.
Blob makes sense now. Doug tks him to G18.
Blob on Doop. Gets 5. Gambit can PC: 10. Doop is koed.
Polaris tks Blob to F17 to block.
Kingpin moves to J20.
Doop koed and blocked but it took everybody to do it.
Juggernaut duked it out with the Blob. As Kingpin predicted, the Juggernaut was winning, but against Blob, it was slow going.
"This it taking too long. Help him," Cable ordered.
"Never thought the day would come I'd be helping Juggernaut, but I suppose between him and Blob, it's a pretty clear choice," Boom Boom said, joining the others in bringing the Blob down.
Magneto leads. 2. Hmmm. For my leader, he’s done kind of a crap job.
Polaris outwits toughness on DP.
Iceman hss to A20, rce on Juggy. Gets 4. 7 for Immortus. Does 2 to Juggy.
He sides back to C21.
Gambit rolls for his trait. 6. He’ll take ee and av +1 again. Attacks 1776. 6. 7 for Immortus. SS is 6. 1 to Juggy and 2 to DP.
Kingpin leads. 2.
You played Kong, I’ll try him myself, he shares deity with Mags. Doug boosts his av and tks him to FG18,19.
Kong quakes. 7. Longshot: 9. Cable: 2. Immortus uses his 7 to make it a 6 and a hit. Now he’s a giant so his quake affects DP, Juggy and 1776 potentially. Also, he’s on elevated so damage is 3 and penetrating. 1776 rolls 2, so he’s hit. 1 to him kb to G15. 3 to DP and Juggy hits his stop click.
Juggy’s on his stop. 5 to DP. 1 to 1776, now in G15. Oh, I guess the quake kb damage would knock DP and Juggy off the roof into EF15, I guess. DP would take 1 more.
Iceman hss to C18 on Juggy. 12. It means nothing with imperv. Imperv is 2. Now it means something. He'll end in F17 to block. I know it's putting him in line of fire but he's got a long dial with stop clicks AND since he's not the guy I thought, I'm ok with it.
Immortus rolls a 5.
Kingpin leads. 3.
Gambit rolls 1, + 1 ee stuff. Doug boosts his range, RS to J19 ee on Boom. 10, 2 5s. 2 to Boom, kb to J12 for 1 more. 1 to Dani, kb to H12 for 1 more.