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Flash and Batman roll JLU. Both rolls 6s. I won't complain, but getting those doubles on an attack would have been nice.
Kind of hate to do the picking on Deathbird thing, but she's the only one I can get to easily. But maybe I'll pick on someone else anyway. Arkillo can be my replacement, WOL110r.
Manchester TKs Arkillo to F15
Arkillo teleports to J9. Charges to L4 on Constantine. AV10 on DV16. Gets 5. Because of course.
Batman to F14, Outwits CR on Deathbird.
Flash HSS to L17 on Deathbird. AV10 on DV17. Gets 6. He PCs it to 8. That'll be 3 to Deathbird. Break? 5. Ends D22
Fancy Dan Sides to L17 on Deathbird. AV10 on DV16. Gets 7. 2 more to her.
I get me some new stuff. I'll five Flash Swingline. Save the rest.
SM028 Manchester Black @ D21 (1)
JLU005A Batman @ F14 (3)
EAX41 Fancy Dan @ L17 (ESD +3)(4)
FL Dr. Alchemy L16 (4)
EAX The Rose (Flunkies: 4) K17 (Stealth/SC)(1)
-Hired Flunky (Tommy) H20
-Hired Flunky (Benny) K18
-HIred Flunky (Chip) J18
WF7a Poison Ivy J17 (Stealth)(4)
BTAS38 Flash (Swingline) @ D22
WOL110r Arkillo @ L4
One ID Card
One Equipment
2062
"I'll teach you the meaning of the word fear," Arkillo said barrelling out of the teleporter at John Constantine.
"Mate, I've been to hell and back. Literally," Constantine said, summoning a magic shield. "Compared to that you're about as scary as a 6-year old going trick-or-treating."
I was hoping to push DB into a ko but she's not low enough on her dial. What an awesome dial it is, I'd forgotten.
She pushes on the Rose. SC is 2. CCEs her av to 12. Needs 7, rolls 6.
I had other ideas for Supergirl this turn, one that probably would've sacrificed her. That's not gonna happen now.
JC outwits Arkillo's invulnerable.
Supergirl hss to K4 attacking him. Needs 4, rolls 8. 4 to him. She gains a bombshell token. Now with two tokens she can use two bombshell tokens to attack Arkillo for free. Needs 5, rolls 9. He's out. Don't you hate it when you lose someone that fast? She ends in his spot to block.
Nemesis rolls to heal JC. Gets 9, it's done.
Penguin births a new pulse waving penguin baby. Nemesis makes it's av 10, Canary makes it 11. JC tks it to the porter and it pops out at G14. It waddles to J15 and pulses. Gets 7. Does a whole lotta damage. KOs Deathbird. KOs Dan, Ivy and Benny and Chip. 1 to Rose, Alchemy.
This is cheating a bit but well within the rules a trio of mermaids replace Deathbird.
One of the mermaids will try to incap Rose. SC is 2. Needs 6, rolls 7. He takes a token only.
John Constantine @ M4
HQ Supergirl (Bombshell-8) (2) @@ L4
JW Penguin (Bot-9) (2) @ P3
Penguin bot C @ J15
FFHQ Batgirl(1) I7 (stealthed)
SWB Nico Minoru N4
RE Black Canary (Wrath) (Bombshell-5) (1) M3
Dr. Nemesis @ O3
Mermaid (Annette) K16
Mermaid (Darlene) @ J17
Mermaid (Sharon) L17
"Arkillo, you're so yesterday's news," Supergirl says taking him out as Constantine keeps him in a hypnotic state.
"Good job, sweetheart, but look at the action out there," he points.
As Deathbird makes a last ferocious stand she's quickly taken out by her foes. Then three mermaids come out of nowhere taunting their foes with siren song.
"All things equal," says John, "I'd rather be here."
Wow. That was brutal. Arkillo I figured you would take out. Dan and Ivy were both perilously close to a KO, so none of that was unexpected. I just didn't quite expect it all at once.
Before I do anything else, a few rolls. Rose Leadership - 4
Batman, Flash JLU. 1/3. None of that helps at all.
Batman Charges I15 on the Robo-Penguin. AV10 on DV16. Gets 11. KOs him.
Well, let's see if I can deal with the Mermaids before you also bring in Lori and turn them into bombs. With three replacements I could go all theme-y. Or I could just do what makes sense.
Batman Outwits Toughness on Annette
Bele will be my next replacement, moves to J21, Outwits Toughess on Darlene
Katma Tui is #2. RS to H20, carrying Flash to G20. She shoots Sharon. AV11 on DV16. Gets 4. Glad I brought Flash with me. He makes it 6. 5 Penetrating is a KO for her.
Rattler in as my third. He will use the teleporter, Sides to J15, does his Giant Reach 3 Quake. Rolls 8. 2 to each of the remaining Mermaids. Darlene is knocked to J19.
Alchemy on Annette, AV8 on DV15. Gets 7. KOs here
Rose on Darlene, AV9 on DV15. I'm realizing I should be using 3 dice, because once again I've hit the "Gargantua needs help" rules. At least it took me 1/5 of the game to get there. Gets 6,1,4. KOs her too.
Rose Sides to J19 to block.
Tommy to I19
I'll give Katma the Iron Man Torso.
SM028 Manchester Black D21 (1)
JLU005A Batman @@ I15 (3)
FL Dr. Alchemy @ L16 (5)
EAX The Rose (Flunkies: 4) @ J19 (SC)(2)
-Hired Flunky (Tommy) @ I19
BTAS38 Flash (Swingline) G20
TREKOS Bele @ J21
WOL Katma Tui (Iron Man Torso) @ H20 (Invulnerable)
SFSM Rattler @ J15
One ID Card
2264
I'll make it easy. Bouncing Boy ports to J11. JC makes his av 10.
Charges to L13 but attacks Alc. Needs 5, rolls 5. KOs him. His ricochet allows him to move to J18. Can he attack Rose? SC is 4. Needs 7, rolls 7. KOs him, too.
Penguin makes another of 'those' bots. Nico tks it to
L12.
It moves to L16 to block.
Canary boosts her dv; Nemesis boosts JCs.
John Constantine M4
HQ Supergirl (Bombshell-8) (2) L4
JW Penguin (Bot-10) (2) @@ P3
Penguin bot C @ L16
FFHQ Batgirl (1) I7 (stealthed)
SWB Nico Minoru @ N4
RE Black Canary (Wrath) (Bombshell-5) (1) M3
Dr. Nemesis O3
Bouncing Boy @ K18
Skeets will be one replacement. Just flies to L17. Maybe it's silly, but I'll pay the full points for him and try to get some use out of his back dial later. For right now, he just flies to L17
Katma RS to M18 on BB, AV11 on DV16 -1 for Skeets' PDTA. Gets 11. 5 Penetrating is a KO.
Directly replacing Rose, I'll take a trio of Gunfighters. One will block Bouncing Boy.
The one in J18 uses RCE on the Penguin Bot for +1/+1. AV10 on DV16. Gets 3
One in J19. Same thing. Gets 10. A KO
Manchester TKs FLash to F15
Flash teleports to J9, moves to J8 on Batgirl. AV10 on DV18. Gets 9. PCs that to 9. Constatnine and Nico don't have LOF. SS is 6. Breakaway is 4. Ends C20
All the Gunfighters will sidestep up 1 from where I started them.
SM028 Manchester Black @ D21 (1)
JLU005A Batman I15 (3)
-Hired Flunky (Tommy) I19
BTAS38 Flash (Swingline) @ C20
TREKOS Bele J21
WOL Katma Tui (Iron Man Torso) @@ M18 (Invulnerable)
SFSM Rattler J15
WKD Skeets @ L17
EW Gunfighter (Jesse) @ J17
EW Gunfighter (Wyatt) @ J18
EW Gunfighter (Wild Bill) K19
One ID Card
2454
We're getting a serious point difference now. Don't forget the bonuses for that.
Canary ports to J13, rs to L15 making her av 11 and pulses removing a Bombshell token. Gets 8. That's fine. Each Gunfighter takes 1, so does Rattler, Batman, Katma. Skeets. Each get a token, too. She gets 1 bombshell for each hit. Canary sides to L13.
Accountable comes in. Moves to M7. Outwits Bat's indom.
JC and Nemesis boost Supergirl's movement and dv.
Supergirl hss to L16 on Skeets. Needs 5, rolls 6. It hits its stop click.
John Constantine M4
HQ Supergirl (Bombshell-9) (2) @ L16
JW Penguin (Bot-10) (2) P3
Penguin bot
FFHQ Batgirl (1) I7 (stealthed)
SWB Nico Minoru N4
RE Black Canary (Wrath) (Bombshell-10) (1) @ l15
Dr. Nemesis O3
Accountable (stealthed) @ M6