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We've always played it that hindering in your starting area doesn't restrict movement, but I dunno if that's in the rulebook or FAQ or what. I'll be able to look it up later this afternoon.
Free action - OMAC perplexes range on Emerald Empress.
2. Emerald Empress does a Running Shot to M1 for a Pulse Wave. The perplex to range will give her a 9 range, cut to 5 for the PW. Doombot is the only one in range of the shot, which ignores his Stealth. 10 AV vs. 16 DV (hindering). The roll is 4,1 for a miss.
1. Validus charges Promethus, moving to K3 and using giant close combat advantage. He'll also snag the light object in K4. 9 AV on a 17 DV. The roll is 4,2 for a miss. Object is destroyed.
2. Killer Frost (pushing) puts up a new barrier. K2, L3, L4, K4
-----------------
Fatal Five (home)
V Emerald Empress* (7/7) 102 pts M1 -PW outwitted
* w/ Nova Blast 10 pts
V Validus (10/10) 152 pts K3@
R Omac (6/6) 59 pts O3
R Killer Frost (6/6) 32 pts O6@@
R Lexcorp Battlesuit (4/4) 27 pts Q3
R Intergang Agent (3/3) 18 pts (INJURED) U7
Remaining: 400
Kills: 0
Total Score: 400
vs
Batman Enemies (visitor)
U Prometheus* (8/8) 107 pts - L-1 (stealth) @
* w/ Protected 8 pts
E Joker** (IO) (6/6) 88 pts - B6
** w/ Armor Piercing 10 pts
R Doom-Bot (5/5) 27 pts - H6 (stealth)
E Clayface (8/8) 69 pts - F2 w/ HO
R Man-Bat (6/6) 23 pts - H7 @
V Azrael (8/8) 65 pts - F3