You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Character roll: 1 - Fate. Event: 5 - Possession. He'll have a shot at Nightmare. AV7 on DV15 +1. Gets 11. Sweet. Unexpected, but sweet.
Nightmare will turn on Colonel Americam his only choice. AV11 on DV16. Gets 6. Does 2 to the Colonel. He's already got two tokens, so his Incapacitate doesn't help.
Okay, onto the real turn. Ragman on the Colonel, AV9 on DV15. Gets 7. 2 more to the Colonel is a KO.
Strange uses the Wand on his AV. Gets 6. +2 makes it 11. Strange on Shadow Thief? Shape Change 4. AV11 on DV17. Gets 9. Super Senses - 4. Shadow Thief takes 3. Strange takes 1 from Damage Shield.
Zatanna on Nightmare, AV8 on DV15 +1. Gets 6. Fate hasn't used his PC yet this turn. Gets 9. 1 to Nightmare.
This really kind of has been my game I suppose. Still a bit nervous about some of those guys in your reserves, but yeah, it is kind of funny how luck does seem to have gone the way of the heroes in all of these Avengers/JLA games. And I'm hoping I haven't just jinxed myself by saying so.
Dr. Fate (Force Field) L14 (7!)
Zatanna (JL - Armor Piercing) @ J10 (5!)
Dr. Strange (SI-Force Field) @ J13 (5!)
Mento (TK Reach) M14 (2!)
Moon Knight (AV-Rip It Up) M10 (1!)
V Ragman (LMD) @ L9 (1!)
"You die!" Nightmare said swiping at Colonel America. Nightmare then did an odd little dance as he struggled to eject the forces that were controlling him.
"This would seem a good opportunity to attack," Zatanna decided, hexing the still-fighting Nightmare. The attack did seem to have the effect of shaking off the last vestiges of possession.
"Gah!" Nightmtare raged. "How appaling!"
"Isn't so nice when others do it to you, is it?" Dr. Strange asked Nightmare. "Now you know what it's like when you invade the minds of others. But why do I fear that knowledge won't serve to deter you from returning to your old tricks?"
However, Strange was soon forced to turn his attention away from his old foe to the more immediate threat of the Shadow Thief, who tried to attack him, muttering something that sounded like a recipe. "I almost pity you, Shadow Thief," Strange said, calling upon the beams of the Mystic Moons of Munnopor to counter his foe's darkness, "if not for the fact that you brought it on yourself, meddling with forces best left alone."
Colonel America meanwhile was trying to recover from Nightmare's unexpected lashing out at him. "Can't let up on the pressure," Ragman told him. "The evil you've done as a zombie can't go unpunished." He brought both fists down on the zombie, putting him out of action momentarily. Before the creature could regenerate, Ragman absorbed his corrupted soul into his costume as a new patch. "Oh God!" he moaned.
"Ragman, are you all right?" Zatanna asked in concern.
"I will be," he said hunched over and clutching his stomach. "That was something like eating a piece of putrid meat. Remind me never to do that to a zombie again."
Correction, Catwoman should be at L7 for GW to have tried a healing. As for how well you're doing this turn, all that pc (usually a forte of mine) really helps you.
Character roll is 6: Shadow Thief. Event roll: 5, Possession. All right! Needs 8, rolls 9. Fate rerolls 9. Nice. SS is 3. So, Strange rolls to perplex his own attack gets a 4 so perplex is normal. Stephen on Fate. Needs 4, rolls 6. 1 to Stephen and Fate is koed. Probably the most useful Fate has been in awhile. NOW Shadow Thief can attack Strange. Needs 8, rolls 9. 2 to Strange, 1 to Thief.
Nightmare to K7.
In comes Man-Bat Icons version w/drag. He'll attack Ragman. Needs 7, rolls 9 again. BCF is 3, so 2 to Ragman after lmd. 1 to Man-Bat.
By my count, you took down not only Fate but Strange too. So, two replacements for me. I'll put in Blue Devil and Swamp Thing. Protected on Swamp Thing. Swamp Thing takes over Fate's spot. BD covers Strange.
Character roll is 5. Gets 3 - attacked by ghosts. Attack roll is 5. Not even Swamp Thing is hit by that one.
Swamp Thing grabs the LO from K8 on his way to J6
Blue Devil on Shadow Thief, AV9 on DV15. Gets 9. Super Senses is 1. Shadow Thief takes 3 for the KO.
Mento TKs Moon Knight to K9
Moon Knight on Nightmare. AV9 on DV15. Gest 3. Rerolls for BD and gets 11. 2 to Nightmare
Zatanna (JL - Armor Piercing) J10 (5!)
Mento (TK Reach) @ M14 (2!)
Moon Knight (AV-Rip It Up) @ K9 (1!)
V Ragman (LMD) L9 (3!)
E Blue Devil @ J13
V Swamp Thing (Protected) @ J6 w/LO
"Hey guys," Blue Devil called out to the rest. "Whoa," he added as Shadow Thief made a lunge for him. "Now that's right unneighborly. You need a lesson in manners. Courtesy of my trident." The flames from his trident brought down Shadow Thief.
"Well done, Dan," Zatanna said.
"Z! Great to see you!" Blue Devil called out.
"There is a great threat behind their lines," Swamp Thing said. His whole body fell to pieces, crumbling and melting into a pile of muck on the floor.
"I'm not cleaning that up," Blue Devil pointed out.
In the other room, Swamp Thing reformed a new body for himself, just near Ghost Widow. "You should not be here, Ghost Widow," he said.
"If my presence bothers you so much, I'll be happy to kill you, then you won't have to worry about it." she replied.
"I don't belive we've met. I'm Moon Knight," the hero told Nightmare. "I just thought you should know who it is who's punching your teeth in." He hit Nightmare in the jaw.
"Idiot! I am no mere street thug! I am Nightmare! Master of the Dream Dimension!"
"You've got teeth to knock out just like anyone else," Moon Knight shrugged.
Character roll: 1, Catwoman. Event roll: 4, teleporting to the nearest door which puts her at M6. Basically a non-event ---she'll outwit Mento's and moves to N7.
Ghost phases to O6.
Psimon rolls to mc Swamp Thing. Needs 4, rolls 4. Swamp Thing phases to B13.
I guess it's time for a big gun. Enter Crisis Mordru w/protected. He'll outwit B.D.'s pc and attack. Needs 6, rolls 9. 2 to Devil after toughness.
You may be misreading the event. It's not teleporting to the nearest door, it's teleporting to the nearest outdoor space. (The intention being that you're stuck outside and have to get back in or suffer the damage from being outdoors) Given where you had her before (L7), that'd be L5.
You could still move her to N7. But neither in the start of her move in L5 nor at the end of it in N7 would she have LOF to Mento.
Giving you the opportunity to reposition her if you want to.