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Gamma Bomb: Immobile. Would Nightcrawler do something else?...
and yes, of course, Beast may move...
Nightcrawler wasn't actually trying to carry it for game purposes. That was just my story excuse for him trying to disarm the bomb. He's no scientist, so I figured he could try and teleport it instead of succeeding to disarm it where beast failed, but he failed too so it really is immobile lol
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Magneto shouted orders: "Pyro! Burn them! Burn them all!"
The pyromaniac mutant was only too eager to oblige. Twin columns of flame issued from each extended arm's flamethrower. The flames took on remarkable shapes as Pyro's mutant ability to control fire manifested itself.
Storm cried in pain when the flames struck her, as did Betsy Braddock. The trees they were hiding in offered only a little cover.
The Brotherhood was, however, outnumbered now, and Magneto seethed with rage. "Attack them!" he cried.
In response, Mimic blasted Colossus with red eye beams that greatly resembled those from Cyclops. Colossus was hit from behind and took a heavy shot. He was staggered.
Avalanche used his fearsome powers to generate a wall of earth and stones. It blocked some of the X-Men's avenues of attack, but it would probably only buy Magneto and his band a few more seconds.
- Gamma Bomb ticks (-7!).
- Phantazia/Scarlet Witch moves to N14.
- Pyro uses Energy Explosion, double-targeting Lockheed and Storm > 10 vs 18 +1 (Lockheed)(hindering) and/or 14 +2 (Energy Shield Deflection) +1 (hindering) > roll: 6+1=7 HIT only on Storm - and it's enough to hit Domino and Betsy Braddock, as well; but Domino has Super Senses > roll: 5 EVADES; Storm and Betsy Braddock take 2 damage each.
- Mimic uses Ranged Combat Expert and attacks Colossus > 8 +1 (RCE) vs 16 > roll: 4+3=7 HIT; Colossus takes 2 (+1 (RCE) -1 (Toughness)) damage.
- Avalanche uses Barrier, placing blocking terrain in J17-I16-I15-I14.
Scarlet Witch will use PC on the first successful attack, to which she has LoFire.
Mastermind will shunt damage to Blob.
The Brotherhood of Evil Mutants 1.) m10a015 Magneto (3/6) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob K17 (3/7)
5.) gx034 Pyro J15
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) L16
8.) "Phantazia" (av026 Scarlet Witch) N14 @
9.) mm086 Mimic (5/6) P23 @
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9 @
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [23] UL063 Cyclops (4/6) [C15] @@ *Ult X TA against BoM*
2.) [11] DR002 Colossus (3/8) [K18] @
3.) CT068 Logan [B13]
w/ Automatic Regeneration
4.) GX039 Lockheed [F19]
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (5/6) [P13]
w/ vault
7.) FF083 Nightcrawler (5/6) [H13] @
w/ Passenger
8.) xp071 Gambit [A17]
9.) [4] mm039 Havok [O18]
A.) mm031 Polaris [M24]
B.) dr004 Jean Grey [L2]
C.) [6] ul093 Phoenix (2/7) [C17] @@
Red A.) [2] xp220 Betsy Braddock (-2) [F11] @
Red B.) [8] xp084 Storm (3/6) [E12] @
Red C.) av025 Quicksilver [M1]
Yellow A.) aw061 Dazzler [K23]
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) "Xorn" (ul200 Magneto) (-4) [B16]
Barrier: J17-I16-I15-I14 HOs: H20 LOs: K9, SO: Gamma Bomb (-7) H13
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.
Story:
Beast flipped on his communicator again, "Scott, we have to do something about that bomb. I bought some time, but we're running out fast." Quicksilver heard the communication, and an idea - a crazy idea - came to him.
"Hey, Jean. Toss me out onto the lawn, I have an idea." Jean didn't need to ask what he was planning, with her mind opened up for the battle she heard his thoughts, and she knew it might just be their best bet to get rid of the bomb. Without any hesitation she lifted the speedster and pushed him out over the rubble of the Eastern wall and onto the lawn. As soon as Quicksilver's feet hit the grass he took off in a white and blue blur.
Pietro made his way around the wing of the mansion in no time, and closed in on the bomb. He to a half second to inspect the thing and saw that the timer had ticked below a minute. Plenty of time. He grabbed each side of the bomb, and began to vibrate the thing just slightly. He had to match the ultrasonic rhythm of the metal, and.... now! Pietro took off as hard and fast as he could! After altering the molecular structure of the metal in the bomb to match the frequency of his own body, he was able to lift it as easily as his own arm. Quicksilver covered a 20 mile distance in only a few seconds and dropped the bomb off of a cliff where it fell a few hundred feet to a dried out river bed. He sped back to the battle, and no one even knew he had gone.
"Took care of the bomb. Back to business!"
Cyclops heard the news and turned his focus back to the fight, "Colossus you still have a ranged attacker south of your position, but I don't think you'll be able to disengage from the Blob and get away. Hold out as long as you can and try to do some damage!"
Pietr Rasputin knew his role here. He was the road block for the Brotherhood advance. He had done well so far, but he knew his mission was incomplete. "Come hier fat boy, let's see what you're made of, nah?!" Colossus shoved the Blob back with a short jab, and used the space to step into a right cross that staggered the big man. He looked like he was getting to the end of his rope, but there was definitely still some fight left in his eyes.
Actions:
Free: Havok, Leadership: 4, fail.
1.) Nightcrawler will move to C7.
2.) Jean Grey TKs Quicksilver to B8.
3.) Quicksilver will move to H13 onto the Gamma Bomb.
Free: Quicksilver rolls for the Gamma Bomb, roll: 6! It is disarmed!
4.) Polaris moves to C21
5.) Colossus will push to attack Blob. 8 on a 15, needs a 7 to hit, rolls: 4,4= 8 and he gets the hit for 1 after Blob's SP. 1xp
Free: Gambit perplex Xorn's defense +1
Domino PC case by case still
The Brotherhood of Evil Mutants 1.) m10a015 Magneto (3/6) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob K17 (2/7)
5.) gx034 Pyro J15
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) L16
8.) "Phantazia" (av026 Scarlet Witch) N14 @
9.) mm086 Mimic (5/6) P23 @
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9 @
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [23] UL063 Cyclops (4/6) [C15] *Ult X TA against BoM*
2.) [11] DR002 Colossus (2/8) [K18] @@
3.) CT068 Logan [B13]
w/ Automatic Regeneration
4.) GX039 Lockheed [F19]
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (5/6) [P13]
w/ vault
7.) FF083 Nightcrawler (4/6) [C7] @@
w/ Passenger
8.) xp071 Gambit [A17]
9.) [4] mm039 Havok [O18]
A.) mm031 Polaris [C21] @
B.) dr004 Jean Grey [L2] @
C.) [6] ul093 Phoenix (1/7) [C17]
Red A.) [2] xp220 Betsy Braddock (-2) [F11]
Red B.) [8] xp084 Storm (3/6) [E12]
Red C.) av025 Quicksilver [H13] @
Yellow A.) aw061 Dazzler [K23]
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) "Xorn" (ul200 Magneto) (-4) [B16]
Barrier: J17-I16-I15-I14 HOs: H20 LOs: K9, SO: Gamma Bomb (-7) H13
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
( ...and that was a push for Nightcrawler... does the immobile disarmed Gamma Bomb stay on the map?... )
Magneto's Brotherhood turn 7a
Magneto's fury raged. His amazing powers perceived every bit of scrap metal on the school grounds, and his anger was directed at Colossus. Wheelbarrows, lawn mowers, hedge shears, patio furniture -- anything he could move was hurled with extreme magnetic force at the powerhouse Russian.
Even Colossus could only take so much punishment. He succumbed to the barrage and fell to the ground unconscious.
Pyro, too, would not let up. He pushed himself to incinerate Storm and her allies, hiding so cravenly in the bushes. The African weather goddess might possess some resistance to the elements, but these flames were not natural. She cried out in pain and only barely remained on her feet.
Storm was not the only one to suffer from Pyro's wrath. The strange little dragon dubbed Lockheed was engulfed by the cloud of fire. It (he/she?) yelped - in a strange other-worldly reptilian way - and collapsed into unconsciousness.
Barrier comes down.
- Magneto attacks Colossus > 9 vs 13 > roll: 4+6=10 HIT; Colossus takes 2 damage and is KOd. Magneto gets a Promotion token.
- Pyro pushes and - using Energy Explosion - targets Lockheed and Storm > 10 vs 18 +1 (hindering) and 13 +2 (Energy Shield/Deflection) +1 (hindering) > roll: 5+5=10 HIT on both/either; (if I understand this correctly, I'd have to give both of the printed 2 damage to Lockheed to get through the little dragon's Toughness and then Storm and her group of women there would take no damage, so...) > Storm takes 2 damage and... Domino has Super Senses > roll: 6 Evades (again!) Betsy Braddock takes 2 damage. Pyro takes 1 from the push.
- Blob moves to M15.
- ('free') Mastermind uses Outwit to counter Lockheed's Ranged Combat Expert.
- Mastermind moves to R15.
Phantazia/Scarlet Witch will use PC on the first successful attack, to which she has LoFire.
Mastermind will shunt damage to Magneto.
The Brotherhood of Evil Mutants 1.) m10a015 Magneto (3/6) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob (2/7) M15 @
5.) gx034 Pyro (-1) J15 @@
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) R15 @
8.) "Phantazia" (av026 Scarlet Witch) N14
9.) mm086 Mimic (5/6) P23
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [23] UL063 Cyclops (4/6) [C15] *Ult X TA against BoM*
2.) [11] DR002 Colossus (0/8) ""KO""
3.) CT068 Logan [B13]
w/ Automatic Regeneration
4.) GX039 Lockheed (0/1) ""KO""
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (5/6) [P13]
w/ vault
7.) FF083 Nightcrawler (4/6) [C7] @@
w/ Passenger
8.) xp071 Gambit [A17]
9.) [4] mm039 Havok [O18]
A.) mm031 Polaris [C21] @
B.) dr004 Jean Grey [L2] @
C.) [6] ul093 Phoenix (1/7) [C17]
Red A.) [2] xp220 Betsy Braddock (-4) [F11]
Red B.) [8] xp084 Storm (2/6) [E12]
Red C.) av025 Quicksilver [H13] @
Yellow A.) aw061 Dazzler [K23]
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) "Xorn" (ul200 Magneto) (-4) [B16]
Barrier: J17-I16-I15-I14 HOs: H20 LOs: K9, SO: Gamma Bomb H13 DISARMED!
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.[/quote]
I always forget to mark the push click in the recap.. :/
But I'm not sure about the bomb? I'll look it up and find out. I assumed it would be removed, but I could easily be wrong.
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Go ahead and play it that way anyway, since (in the narrative) Quicksilver sped it off the map. And it really doesn't serve any purpose now that it has been disarmed.
Oh, and Lockheed is the 16pt 1clicker from WXM. He has 17 ESD + hindering for 20, and you hit him. He doesn't have toughness.
He also doesn't have RCE for Mastermind's outwit. Would you like to change Tue damage allocation and outwit?
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Just for clarity. The way I have been marking damage to character, (6/6) would be at full dial. (0/6) is KO'ed. So (2/6) would have taken 4 clicks of damage. It's sort of backwards, but that's how it's kept in the HCFL and FLE, and that's just how I got used to doing it. If you prefer to use the (-3) format, I can change everything to that so that we are on the same page. I've done both ways, so it doesn't matter to me.
Story:
Xorn gazed upon the mutant pyromaniac. His body began to glow slightly, and a bright white glow emanated from his metal mask. In a sudden flash, Xorn sent out a blast of white hot light which blasted through Pyro's flame wards and knocked him from his feet.
Just as he began to regain his footing, Cyclops followed up with a concussive beam which caught Pyro square in the face. The force of the blast knocked him from his feet once again, to land several yards back where he lay unconscious.
"Pyro is down! Now we have to get rid of the Blob, Storm you're the only one in position for a shot. I know Pyro got you pretty bad, but see what you can do. Polaris, I need you to move Havok forward so he can get a shot off too. Between the two of you, you should be able to take this guy out!"
Storm had burns covering her entire body, and she was struggling to remain standing. She was still able to call forth the elements though. Just as storm was about to strike, Domino whispered in her ear, "A little to the left." Storm didn't question it. As soon as her lightning bolt started down Phantazia attempted to throw up a shield around herself and the Blob, and it would have protected them both from a direct strike. The bolt struck Blob on his right arm, just outside the edge of Phantazia's barrier, and just to the left of Storm's original target.
As Storm's lightning bolt was coming down, Polaris lifted Havok and moved him forward. As he passed, Havok threw her a wink.
"Scott, you know I was never one for great aim over distances like this. Right?"
"Just focus, you can do this!"
Havok felt the energy in his body begin to build, and he focused on the Blob. Havok released the force blast, but once again Phantazia brought up a barrier and deflected the attack.
"Damn... I was actually on target too!"
Actions:
Free: Hovok, Leadership: 5, success
1.) Xorn will target Pyro with RCE +2 to attack. Shooting 11 onto a 16 +2(ESD) for 3dmg. Needs a 7 to hit, rolls: 6,5= 11 for a hit. 3dmg to Pyro, 3xp to Xorn.
2.) Cyclops will follow that up with another shot at Pyro. RCE +2dmg. Shooting 8 on a 15 -1(Ult X TA) for 4dmg. Needs a 6 to hit, rolls: 3,5= 8 for the hit and KO. 4xp for damage, and 2 for the KO. Cyke gets another 6xp.
4.) Storm targets the Blob with EE. 6 +1(perplex) on a 15(Blob), and a 17(Phantazia). Needs a 10 for both, or an 8 for Blob alone, rolls: 5,1= 6 for a miss. PC from Domino, new roll: 5,4= 9 for a hit on Blob alone. Phantazia is able to dodge the lightning bolt! 1xp to Storm.
5.) Polaris will push to TK Havok to G18. She takes a click.
6.) Havok will target Blob with EE. 10 on a 15(Blob) and 17(Phantazia). Needs a 7 for both, or a 5 for Blob alone, rolls: 1,2= 3 for a miss on both!
The Brotherhood of Evil Mutants
1.) m10a015 Magneto (-3) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob (-6) M15 @
5.) gx034 Pyro (KO'ed!)
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) R15 @
8.) "Phantazia" (av026 Scarlet Witch) N14
9.) mm086 Mimic (-1) P23
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [29] UL063 Cyclops (-2) [C15] @ *Ult X TA against BoM*
2.) [11] DR002 Colossus (-8) ""KO""
3.) CT068 Logan [B13]
w/ Automatic Regeneration
4.) GX039 Lockheed (-1) ""KO""
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (-1) [P13]
w/ vault
7.) FF083 Nightcrawler (-2) [C7]
w/ Passenger
8.) xp071 Gambit [D14] @
9.) [4] mm039 Havok [G18] @
A.) mm031 Polaris (-1) [C21] @@
B.) dr004 Jean Grey [L2]
C.) [6] ul093 Phoenix (-6) [C17]
Red A.) [2] xp220 Betsy Braddock (-4) [F11]
Red B.) [8] xp084 Storm (-4) [E12] @
Red C.) av025 Quicksilver [H13]
Yellow A.) aw061 Dazzler [K23]
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) [3] "Xorn" (ul200 Magneto) (-4) [B16] @
Barrier: J17-I16-I15-I14 HOs: H20 LOs: K9, SO: Gamma Bomb H13 DISARMED!
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Just for clarity. The way I have been marking damage to character, (6/6) would be at full dial. (0/6) is KO'ed. So (2/6) would have taken 4 clicks of damage. It's sort of backwards, but that's how it's kept in the HCFL and FLE, and that's just how I got used to doing it. If you prefer to use the (-3) format, I can change everything to that so that we are on the same page. I've done both ways, so it doesn't matter to me.
when I mark damage taken by a figure as, for example, (-2), that signifies that I don't (want to) know how many clicks that figure has left before KO... I want these play-by-post games to resemble face-to-face as much as possible and I have memorized practically no figures' dials... I hold the position: I should not know how many clicks of damage I need to deal to knock out that figure... that's all... :-)
Brotherhood turn 8a
Phantazia looked over to the powerful mutant leader for guidance. His face was still drawn into a scowl of anger. He gestured and waved his arms, but the X-Men were wary of approaching him too rashly. Phantazia moved away from the approaching X-Men, hoping to curry some favor with Magneto by helping him defend himself.
"Mimic," Magneto yelled, "blast them!" His orders were only partially followed, as Mimic tried to reposition himself for a better vantage point.
Both Mimic and Avalanche stood near some weakened, injured mutants. They both wondered independently, looking at them on the ground, whether they might be used as hostages.
Magneto and his villainous bunch were now greatly outnumbered. It would likely be only a matter of time until they were defeated -- but it still mattered how.
- Phantazia/Scarlet Witch moves to T13.
- Mimic moves to Q21.
Phantazia/Scarlet Witch will use PC on the first successful attack of yours, to which she can draw LoFire.
Mastermind will use Willpower to shunt damage to Magneto
The Brotherhood of Evil Mutants
1.) m10a015 Magneto (-3) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob (-6) M15 @
5.) gx034 Pyro (KO'ed!)
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) R15 @
8.) "Phantazia" (av026 Scarlet Witch) N14
9.) mm086 Mimic (-1) P23
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [29] UL063 Cyclops (-2) [C15] @ *Ult X TA against BoM*
2.) [11] DR002 Colossus (-8) ""KO""
3.) CT068 Logan [B13]
w/ Automatic Regeneration
4.) GX039 Lockheed (-1) ""KO""
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (-1) [P13]
w/ vault
7.) FF083 Nightcrawler (-2) [C7]
w/ Passenger
8.) xp071 Gambit [D14] @
9.) [4] mm039 Havok [G18] @
A.) mm031 Polaris (-1) [C21] @@
B.) dr004 Jean Grey [L2]
C.) [6] ul093 Phoenix (-6) [C17]
Red A.) [2] xp220 Betsy Braddock (-4) [F11]
Red B.) [8] xp084 Storm (-4) [E12] @
Red C.) av025 Quicksilver [H13]
Yellow A.) aw061 Dazzler [K23]
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) [3] "Xorn" (ul200 Magneto) (-4) [B16] @
Barrier: J17-I16-I15-I14 HOs: H20 LOs: K9, SO: Gamma Bomb H13 DISARMED!
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.
I hold the position: I should not know how many clicks of damage I need to deal to knock out that figure... that's all... :-)
Gotcha, I'll keep it in the (-2) format from now on also, I kind of really want to push Phoenix into KO just to see what kinds of fun story stuff Garganis has in store.... but I just can't quite convince myself to do it! lol
Story:
Cyclops noted the retreat pattern for what it was. The Brotherhood had begun to go back, and circle up around Magneto. It was time to strike, "We have them on the retreat! Everyone move forward, and let's finish this now!"
The X-Men's reserve ranks all began moving forward with Wolverine leading the charge. "Hey elf, see if you can get fatso out of my way. I want a clean shot to Magneto. He's mine this time!"
"Logan, you remember what happened la.."
"SHUT IT ELF! I said get the fatso outta my way!"
"Alright, alright.. törichten alten Mann, werden Sie sich selbst getötet."
"What was that gibberish?"
"Nothing." Nightcrawler BAMFed ahead, right in front of the Blob. "Hey fatso, over here!" The Blob turned toward him, his face contorted with rage,
"Nobody... calls me.. FATSO!!" Blob lunged forward, and Kurt teleported behind him. The smaller fighter kicked out at Blob's knee and knocked him off balance. As the Blob turned, Kurt teleported again and again always a step ahead of the large man. With one final knee kick, Nightcrawler had the Blob down on the ground. "Just stay down big guy. I don't want to hurt you."
"GRAAHHHHHHH!!!!" The Blob lunged forward and swung a titanic right hook that would have decapitated his smaller opponent, but Kurt was too quick. He teleported immediately behind the Blob and finished him off with a sharp elbow to the back of the head. "Täuschen.. It did not have to come to this."
Actions:
Free: Havok Leadership, roll: 6, success again. Holy cows and horses.... How is this mathematically possible?
1.) Nightcrawler will HSS 9 squares to L15 targeting Blob with a close combat attack. 8 on a 15, needs a 7 to hit, roll: 4,5= 9 for 1 and the KO. 3xp for the attack. Ending the HSS in M14.
2.) Quicksilver moves to B12
3.) Jean Grey moves to N2
4.) Logan moves to J13. Getting LoF stealth from some well placed hindering terrain
5.) Beast moves to H13
6.) Dazzler moves to D22
The Brotherhood of Evil Mutants
1.) m10a015 Magneto (-3) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob (KO'ed!)
5.) gx034 Pyro (KO'ed!)
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) R15 @
8.) "Phantazia" (av026 Scarlet Witch) N14
9.) mm086 Mimic (-1) P23
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [29] UL063 Cyclops (-2) [C15] *Ult X TA against BoM*
2.) [11] DR002 Colossus (-8) ""KO""
3.) CT068 Logan [J13] @
w/ Automatic Regeneration
4.) GX039 Lockheed (-1) ""KO""
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (-1) [H13] @
w/ vault
7.) [3] FF083 Nightcrawler (-2) [M14] @
w/ Passenger
8.) xp071 Gambit [D14]
9.) [4] mm039 Havok [G18]
A.) mm031 Polaris (-1) [C21]
B.) dr004 Jean Grey [N2] @
C.) [6] ul093 Phoenix (-6) [C17]
Red A.) [2] xp220 Betsy Braddock (-4) [F11]
Red B.) [8] xp084 Storm (-4) [E12]
Red C.) av025 Quicksilver [B12] @
Yellow A.) aw061 Dazzler [D22] @
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) [3] "Xorn" (ul200 Magneto) (-4) [B16]
Barrier: J17-I16-I15-I14 HOs: H20 LOs: K9, SO: Gamma Bomb H13 DISARMED!
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Normally yes, but Quicksilver has the Ultimates TA so he ignores hindering terrain.
Last edited by msthomps1; 11/17/2013 at 20:12..
FLE's Stark Industries -Movie-
HCFL's Thunderbolts: Marvel's Most Wanted!
RPSC's M: Astonishing X-Men
DC: Deathstroke and the Secret Society of Superheroes
Normally yes, but Quicksilver has the Ultimates TA so he ignores hindering terrain.
ach, yes... of course...
Quote : Originally Posted by msthomps1
Gotcha, I'll keep it in the (-2) format from now on also, I kind of really want to push Phoenix into KO just to see what kinds of fun story stuff Garganis has in store.... but I just can't quite convince myself to do it! lol
Now that would be interesting, but...
By the way, I have a PhD in German so if you need any help with Nightcrawler's lines, let me know... Those online translation things keep me in business....
I have no real good options here... and more poor dice rolls... a gift for you:
Magneto's Brotherhood turn 9a
Phantazia watched with alarm as another of Magneto's followers succumbed to the righteous assault of the X-Men. When the Blob hit the ground unconscious, she looked to Magneto for guidance.
The master of magnetism focused his rage on Nightcrawler, who had knocked out Blob. The dark-skinned teleporting mutant with a tail tried to find some cover in a tree, but Magneto was relentless.
Phantazia noticed that Magneto's attacks did not hurt Nightcrawler at first, as the young man had retreated to decent hiding place. With her mutant energies, she helped Magneto's attack find its target.
"Meine Güte!" exclaimed Kurt, as he was buffeted violently back wards, landing painfully on his shoulder. He tried to regain his feet and did so just in time to avoid a wave of rocks and dirt thrown at him by Avalanche. Kurt thought to himself, 'Ein Gluck! Da muss ich aber besser aufpassen...'
- ('free') Mastermind uses Outwit to counter Super Senses on Nightcrawler.
- Magneto attacks Nightcrawler > 9 vs 16 +1 (hindering) > roll: 1+4=5 MISS; Phantazia/Scarlet Witch uses PC > re-roll: 5+5=10 HIT; Nightcrawler takes 2 damage and is knocked back to K14. Magneto gets a Promotion token. Promotion roll: 1.
- Avalanche attacks Nightcrawler > 8 vs 15 > roll: 5+1=6 MISS.
- Mastermind moves to N14.
The Brotherhood of Evil Mutants
1.) m10a015 Magneto (-3) R14 @
w/ Lazarus Pit
2.) wxm006 Toad (KO'ed!)
3.) ffgsx005 Rogue (KO'ed!)
4.) gx033 Blob (KO'ed!)
5.) gx034 Pyro (KO'ed!)
6.) mu042 Unus the Untouchable (KO'ed!)
7.) mu052 Mastermind (-1) R15 @
8.) "Phantazia" (av026 Scarlet Witch) N14
9.) mm086 Mimic (-1) P23
A.) "Mammomax" (ff064 Juggernaut) (KO'ed!)
w/ Unstoppable
B.) ct033 Avalanche P9 @
C.) ic167 Victor Creed (KO'ed!)
vs
X-Men
1.) [29] UL063 Cyclops (-2) [C15] *Ult X TA against BoM*
2.) [11] DR002 Colossus (-8) ""KO""
3.) CT068 Logan [J13] @
w/ Automatic Regeneration
4.) GX039 Lockheed (-1) ""KO""
5.) UI041 Shadowcat [B14]
6.) MU003 Beast (-1) [H13] @
w/ vault
7.) [3] FF083 Nightcrawler (-4) [K14] @
w/ Passenger
8.) xp071 Gambit [D14]
9.) [4] mm039 Havok [G18]
A.) mm031 Polaris (-1) [C21]
B.) dr004 Jean Grey [N2] @
C.) [6] ul093 Phoenix (-6) [C17]
Red A.) [2] xp220 Betsy Braddock (-4) [F11]
Red B.) [8] xp084 Storm (-4) [E12]
Red C.) av025 Quicksilver [B12] @
Yellow A.) aw061 Dazzler [D22] @
Yellow B.) mm028 Domino (-1) [E12] (Stealth)
Yellow C.) [3] "Xorn" (ul200 Magneto) (-4) [B16]
HOs: H20 LOs: K9, SO: Gamma Bomb H13 DISARMED!
Immobile: The Gamma Bomb can’t be destroyed and begins on the green starting line. At the beginning of each player’s turn, if it’s not disarmed, click the dial once to the right. Once per game per character, a character occupying this square can be given a free action to roll a d6. On a result of 4 or 5, click the dial 4 clicks to the left (12 is the maximum), and on a result of 6, disarm it. When the red line is crossed, deal 3 damage to each character and destroy each object, wall, and square of blocking terrain within 8 squares and then remove this object from the map.
Map:Xavier Institute
The "Danger Room" map on the far left is not used in this match. The X-Men use the three leftmost starting zones, while the Brotherhood use the three starting zones furthest to the right. Both players must place at least 200 points worth of characters in each of their available starting zones.
Special Markers: representing the wounded X-men, these markers do not affect gameplay (for movement, line of fire, being attacked, etc) with the exception that other characters cannot end their movement in the same square as a special marker, and special markers can be carried as if they were characters friendly to the X-men. If a special marker is brought to E8, F8, or G8 on the indoor map, they are removed from the game and the character that carried them scores 3 IXP for each. Note: due to a glitch in the map program, special markers will occasionally swap places with hindering terrain tokens when "update map" is pressed. When this happens, simply continue to press "update map" until they swap back to special markers.
Destroy the X-Mansion: If 10 or more walls are destroyed during this game, then the X-mansion has suffered complete loss of structural integrity and is considered demolished. Indoor terrain is considered outdoor terrain for the remainder of the game, and the X-men will have incurred story penalties and a -15 TXP loss.
Turning Point in History: If Xorn or Wolverine KO Magneto (or vice versa) they score double victory points. If Phoenix is KO'ed, immediately replace her with mm052 Bishop in the same location. If Jean Grey is KO'ed, immediately replace her with mm073 Cable in the same location. If Magneto moves to the X-men's indoor starting zone, they are considered to have completed the "Destroy the X-Mansion" condition above and the game ends immediately. When any of the above events occur, please contact GarganisScorpion for a story post update.