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The Scarlet Witch looked wistfully out the window of the Avengers jet as it lifted off and began its flight southward. “I wish we could have done more,” she said quietly. The West Coast Avengers had spent the time waiting for the rest of their team to arrive effecting repairs to the damage canal’s locks and machinery as quickly as they could.
Wonder Man leaned over and said, “We did all we could in the short time we had, Wanda. Right now, our priority is to take out the field generator. At least we stopped the leaks.”
Wanda nodded, but the limits of her powers still bothered her. She wondered how she might have been able to extend herself if it meant less human suffering.
Hawkeye displayed his usual touch of cynicism: “You all seem to think we can trust this alien. I seem to remember he tried to take our heads off back there.”
Ant-Man was again piloting the craft at full human size. Sersi had joined the group, displaying no ill effects from the hits she had taken from the Skrulls. She looked out the window, watching the flame trail of the Super Skrull next to the jet, her facial expression of suspicion mirroring the critical attitude noticeable in Moon Knight’s furrowed brow.
“This field generator has got to have some sort of defenses,” Iron Man said. He sat in the jet, too, giving his suit’s automated subroutines more power and time to effect repairs.
“Yes, although Kl’rt didn’t seem to know exactly what we’d be facing,” Ant-Man replied. “He only provided us with the coordinates of the field generator: high in the Andes in a nearly inaccessible mountain valley. At least, he seems to think we’re as capable as his team of neutralizing the generator.” Hank hesitated in his thoughts, wondering if ‘he’ was the correct pronoun for such a species of shape-shifters.
True to her SHIELD training, Mockingbird tried to bring everyone’s focus back to the task at hand. “It doesn’t really matter whether we trust this alien,” she said. “We need to free the planet from this force field and make sure that no more of those super-powered inmates get sent to Earth.”
They next a river, and swam underwater to get as close to the facility as they could without being detected. Kl'rt led the group around to the side, and then gave one last piece of advice. "The Kree have a highly organized military structure. Take out their commanders, and they tend to fall to bits." With that, his left arm formed into a rocky Thing-like fist and he punched a huge hole in the wall of the building. Immediately, sirens wailed.
"So much for the stealthy approach." Muttered Iron Man. A large shadow fell over the group. The Super-Skrull grimaced as he looked up...and up. "Oh wonderful. They brought Sentries."
WCA:
R Ant-Man 48
R Mockingbird 19*
w /Vault 3
U Sersi 76
E Moon Knight (Cr.Mass) 27
R Scarlet Witch (FForces) 35
E Tigra 46
R Iron Man (Armor Wars) 89
E Wonder Man 112
Super Skrull (CT) 127 p
Total: 582 points
The Kree:
Kree Sentry A {Mark III Sentinel} 200p
Kree Sentry B {Alpha-3 Advanced Sentinel} 150p
Kree Sentry C {Mark I Sentinel} 100p
V Kree Colonel (SN) 41p
E Kree Captain (SN) 27p
R Kree Warrior (SN) 22p
V Kree Warrior (CM) 26p
E Kree Warrior (CM) 19p
Total: 585 points
Map: Indy B (The Secret HQ)
BC: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
Last edited by WakandaMan; 11/29/2007 at 18:19..
Christ did not come to condemn the world, but to save it.
Yay, new issue's up! :-) I think this is one of the few times, too, that i've had scenario conditions; cool.
Y'know, i don't have any older Sentinels unpacked but i do still have two old Sentinels in their original packaging. You are tempting me to open them for this game!...
Ok, now that my game is done I can pick up another.
Initiative: 1,5=6
Objects: 4,5=9
Sentinels! Fun! Since setup is dictated by the scenario I will go ahead and place. Go ahead and place and do turn 1.
WCA:
R Ant-Man 48
R Mockingbird 19*
w /Vault 3
U Sersi 76
E Moon Knight (Cr.Mass) 27
R Scarlet Witch (FForces) 35
E Tigra 46
R Iron Man (Armor Wars) 89
E Wonder Man 112
Super Skrull (CT) 127 p
Total: 582 points
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p W7-8, X7,8
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p W14-15, X14-15
3B) Kree Sentry C {Mark I Sentinel} 100p W17-18, X17-18
4) V Kree Colonel (SN) 41p W12
5) E Kree Captain (SN) 27p W10
6) R Kree Warrior (SN) 22p W11
7) V Kree Warrior (CM) 26p W13
8) E Kree Warrior (CM) 19p W9
Total: 585 points
HO: R21, S22
LO: K21
We Kree are neat!
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
WCAvengers:
R Ant-Man B15
R Mockingbird* B11
w /Vault 3
U Sersi B12
E Moon Knight (Cr.Mass) B18
R Scarlet Witch (FForces) B19
E Tigra B13
R Iron Man (Armor Wars) B17
E Wonder Man B14
U Super Skrull (CTime) B7
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p W7-8, X7,8
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p W14-15, X14-15
3B) Kree Sentry C {Mark I Sentinel} 100p W17-18, X17-18
4) V Kree Colonel (SN) 41p W12
5) E Kree Captain (SN) 27p W10
6) R Kree Warrior (SN) 22p W11
7) V Kree Warrior (CM) 26p W13
8) E Kree Warrior (CM) 19p W9
HOs: R21, S22, J10 LOs: K21, K8, J15
( Thank you for stepping up, ALC! It's harried here, as usual; i'll try to post a move tonight, but there's a lot on our plates right now... )
The Avengers advanced fearlessly yet cautiously into the building through the gaping hole wrought by the Super Skrull's fist. In concert, with flyers carrying their partners, the Avengers took up position. As Wonder Man alit with Ant-Man, a blast of fire came from Simon's right flank, destroying a glowing, pulsating pillar of equipment right in front of him.
"Hey!" shouted Wonder Man, as he turned to see the flaming arms of Super Skrull. "I was going to use that as cover for a second here. What do you think you're doing?"
"Those pulsating columns, ignorant human, are the power cells for the force shield generator," replied the Super Skrull. "They are our prime objective here. We must destroy them!"
Then one of the monstrous Sentry robots spoke: "I am Intergalactic Sentry 451 -- living instrument of the star-spanning Kree race. I am charged with the protection of this facility. Stand away from this place and I will have no business with you -- but persist in this foolish attack and you will perish."
- ('free' TA move) Wonder Man grabs Ant-Man and flies to I9, placing Ant-Man in I10.
- ('free' TA move) Sersi grabs Tigra and flies to I16, placing Tigra in J15 (where she is 'Stealthed').
- Iron Man grabs Moon Knight and flies to H19, placing Moon Knight in I19.
- Mockingbird leaps ahead to H16.
- Scarlet Witch moves to F13.
- Super Skrull uses Running Shot and Fearless Assault, moving to G5 and destroying the blocking terrain/pillar/power cell at J9.
WCAvengers:
R Ant-Man I10
R Mockingbird* B11
w /Vault 3
U Sersi I16 @
E Moon Knight (Cr.Mass) I19 (Stealthed)
R Scarlet Witch (FForces) F13 @
E Tigra J15 (Stealthed)
R Iron Man (Armor Wars) H19 @
E Wonder Man I9 @
U Super Skrull (CTime) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p W7-8, X7,8
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p W14-15, X14-15
3B) Kree Sentry C {Mark I Sentinel} 100p W17-18, X17-18
4) V Kree Colonel (SN) 41p W12
5) E Kree Captain (SN) 27p W10
6) R Kree Warrior (SN) 22p W11
7) V Kree Warrior (CM) 26p W13
8) E Kree Warrior (CM) 19p W9
HOs: R21, S22, J10 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
Turn 1b:
1) Kree Sentry A RS to Q12-13, R12-13 and shoots Super Skrull (Skrull Roll of 5), (Ant-Man if he makes his Skrull Roll or is a Sentinel immune to that?). Def. 16 + 1 Hindering - att 10 = need 7. [Just out of SW PC by the way!] Rolls 6,2=8 hit. Super Skrull takes 3 - 2 Inv = 1 click.
2) Kree Sentry C moves to O12-13, P12,13
3) Kree Sentry B moves to O17-18, P17-18
4) E Kree Captain (SN) moves to O5 (Fearless Assault)
5) R Kree Warrior (SN) moves to O9 (Fearless Assault)
WCAvengers:
1) R Ant-Man I10
2) R Mockingbird* H16 @
w /Vault 3
3) U Sersi I16 @
4) E Moon Knight (Cr.Mass) I19 (Stealthed)
5) R Scarlet Witch (FForces) F13 @
6) E Tigra J15 (Stealthed)
7) R Iron Man (Armor Wars) H19 @
8) E Wonder Man I9 @
9) U Super Skrull (CTime) (8/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p Q12-13, R12-13 @1
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p O17-18, P17-18 @1
3B) Kree Sentry C {Mark I Sentinel} 100p O12-13, P12,13 @1
4) V Kree Colonel (SN) 41p W12
5) E Kree Captain (SN) 27p O5 @1
6) R Kree Warrior (SN) 22p O9 @1
7) V Kree Warrior (CM) 26p W13
8) E Kree Warrior (CM) 19p W9
HOs: R21, S22, J10
LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
Sentinels ignore Shape Change, and I'm pretty sure that they also ignore "Team Abilities that are the same as Shape Change" as well, but since the Skrull TA is not quite the same (since it only works on a 6), then they do get to use that against the Sentinels.
Perhaps the only good thing about the Skrull TA.
Christ did not come to condemn the world, but to save it.
I know. I looked it up and didn't see anything that talked about it. Maybe I missed somethinging in the FAQ? It used to be the same as Shape Change and therefore was ignored, now Shape change changed (ha!) and Skrull didn't (a shame really).
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
<<ZZAKT>> One of the Sentries advanced and fired on the Super Skrull, representative of its eon-old nemeses. "You offend my space-spawned masters by intruding upon our refuge." The Super Skrull was hit hard, but seemed able to withstand most of the attack.
Tigra turned to Sersi. "Ready?" Sersi nodded, though she knew it would not be easy. The raven-haired eternal concentrated, and suddenly Tigra was flying through the air. She used her feline agility upon landing to strike, and her claws managed to do some damage to the leading robot. "Uh oh," Tigra said, "I only managed to scratch his ankles a little, guys. I could use some help."
Ant-Man was, as usual, trying to analyze the Avengers' adversaries and was able to distract another of the huge sentries. How long, though, could the Avengers last against such unexpected and mighty foes?
- Tigra 'turns off' her Stealth for this turn of mine.
- Sersi pushes and uses Telekinesis to send Tigra to N11. Sersi takes 1 pushing damage.
- Tigra attacks the Sentry C/Sentinel Mark I using BClawsF > 9 vs 15 > roll: 2+2=4 MISS. re-roll thanks to Scarlet Witch > 6+2=8 HIT. BClawsF roll: 2. (oh well, could have been worse... ) Sentry C/Sentinel Mark I takes 2 damage.
- Moon Knight moves (Speed halved) to M19 (where he is 'Stealthed').
- ('free') Ant-Man Outwits Charge on Sentry B/Sentinel Alpha-3.
- Ant-Man moves to K8.
Scarlet Witch will use her PC on the first successful attack of yours that needs a 7 or better to hit, unless you can only do a more probable attack (like on her!) -- then she'll use her PC.
WCAvengers:
1) R Ant-Man K8 @
2) R Mockingbird* H16
w /Vault 3
3) U Sersi (7/8) I16 @@
4) E Moon Knight (Cr.Mass) M19 (Stealthed) @
5) R Scarlet Witch (FForces) F13
6) E Tigra N11 (Stealthed) @
7) R Iron Man (Armor Wars) H19
8) E Wonder Man I9
9) U Super Skrull (CTime) (8/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p Q12-13, R12-13 @1
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p O17-18, P17-18 @1
3B) Kree Sentry C {Mark I Sentinel} 100p (10/12) O12-13, P12,13 @1
4) V Kree Colonel (SN) 41p W12
5) E Kree Captain (SN) 27p O5 @1
6) R Kree Warrior (SN) 22p O9 @1
7) V Kree Warrior (CM) 26p W13
8) E Kree Warrior (CM) 19p W9
HOs: R21, S22, J10 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( man, i've never played with or against Sentinels before!... is line of fire to them calculated to any of the four squares or to the center of the four squares? i hope i don't walk into any obvious bad situations because i'm unfamiliar with the rules... )
Sorry for the delay. Real Life has been crazy busy.
Yes the Sentinels LOS goes through any of the 4. Also other figures do not block LOS to or from them. You might check out the rules at WK how to play section. The big things are Multi-Attacks (see this turn) and that it can push continuously if it is willing to keep taking damage. Oh and it is immune to a ton of powers: Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape
Change, Steal Energy, Support, Exploit Weakness, and any team ability that reproduces those
powers Pretty big and nasty arn't they?
Turn 2b:
1) Kree Sentry C will push (I don't normaly do this in villianing but I don't see much other choice.) to do a Multi-Attack. His first attack is against Tigra. Def. 16 - att 9 = need 7. Rolled 2,2. Makes a second attack against her. Rolled 5,3=8 hit. PC that Rolled 1,3=4 well dang. Kree Sentry C takes a click for the push.
2) V Kree Warrior (CM) moves to O16 (Fearless Assault)
3) E Kree Warrior (CM) moves to N14 (Fearless Assault)
4) V Kree Colonel (SN) moves to R9.
WCAvengers:
1) R Ant-Man K8 @
2) R Mockingbird* H16
w /Vault 3
3) U Sersi (7/8) I16 @@
4) E Moon Knight (Cr.Mass) M19 (Stealthed) @
5) R Scarlet Witch (FForces) F13
6) E Tigra N11 (Stealthed) @
7) R Iron Man (Armor Wars) H19
8) E Wonder Man I9
9) U Super Skrull (CTime) (8/9) G5
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p Q12-13, R12-13
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p O17-18, P17-18
3B) Kree Sentry C {Mark I Sentinel} 100p (9/12) O12-13, P12,13 @1@2
4) V Kree Colonel (SN) 41p R9 @2
5) E Kree Captain (SN) 27p O5
6) R Kree Warrior (SN) 22p O9
7) V Kree Warrior (CM) 26p O16 @2
8) E Kree Warrior (CM) 19p N14 @2
HOs: R21, S22, J10
LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
"Watch out, team," shouted Ant-Man as Tigra somehow evaded a pair of energy blasts from the leading sentry. "We might not know much about these Kree -- if that's really what they're called, but these robots are certainly dangerous."
The Kree advanced cautiously, demonstrating their military training as they deftly exploited the available cover. This was their facility, too, so they knew it well. The monstrous robotic sentries were daunting opponents, but that didn't seem to cow the Super Skrull. He seemed to address the Kree commander, saying, "These Earth-born Avenger friends understand little of this, Kree scum. Before long, even the short-sighted humans would have begun to grasp what is truly in store for them. Super Skrull shall put an end to your scheming." A blast of red-hot flame erupted from the Super Skrull's arms and struck the leading Sentry, melting circuitry and damaging its armor.
Iron Man also entered the fray to great effect, as his repulsor rays hitting one of the Kree soldiers. Moon Knight also managed to find a weak link in the knee joint of one of the huge robots with a volley of crescent darts.
It was, however, Wonder Man who drew the most attention. Perhaps it was the alien machinery filling the Kree facility, but Simon seemed to be exuding a purplish glow from his eyes and hands as he charged into battle. His righteous strength allowed him to tear a console out of the floor effortlessly, which he then used as a huge cudgel in an attack against another of the Kree soldiers. <<WHOMM>> The console disintegrated upon impact, and the soldier was pummeled beyond belief, hurled backwards from the force of the blow. His body struck one of the glowing, pulsating columns providing power to the energy shield and it cracked, emitting some sort of glowing liquid that oozed onto the floor.
"Simon!..." whispered Wanda. She wondered what was happening to him...
- ('free' TA move) Scarlet Witch moves to J9 (where she is 'Stealthed').
- Super Skrull attacks Sentry C/Sentinel Mark I > 11 cs 17 > roll: 6+1=7 HIT. Sentry C/Sentinel Mark I takes 2 damage after Toughness.
- Wonder Man uses Charge, picking up the HO in J10 on the way, moving to N13, and attacking the E Kree Warrior > 10 vs 14 > roll: 6+6=12 CRITICAL HIT (oh my!...) E Kree Warrior takes 7 damage (4 +2 (heavy object) +1 for being knocked back into the pillar) and is extremely KOd. HO destroyed.
- Iron Man uses Running Shot, moving to I15 and attacking the R Kree Warrior > 9 vs 16 > roll: 2+5=7 HIT. R Kree Warrior takes 2 damage.
- Moon Knight 'turns off' his Stealth for a moment and pushes to attack the Sentry B/Sentinel Alpha 3 > 9 vs 16 > roll: 4+1=5 MISS. re-roll thanks to Scarlet Witch > 6+4=10 HIT. Sentry B/Sentinel Alpha 3 takes 1 damage after Toughness. Moon Knight takes no pushing damage thanks to Willpower.
- ('free') Ant-Man uses Outwit to cancel Charge on the Sentry B/Sentinel Alpha 3.
Scarlet Witch will use PC on the first successful attack you make.
( whew!... )
WCAvengers:
1) [ ] R Ant-Man K8
2) [ ] R Mockingbird* H16
w /Vault 3
3) [ ] U Sersi (7/8) I16
4) [1] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [ ] R Scarlet Witch (FForces) J9 @
6) [2] E Tigra N11 (Stealthed)
7) [2] R Iron Man (Armor Wars) I 15 @
8) [9] E Wonder Man N13 @
9) [2] U Super Skrull (CTime) (8/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p Q12-13, R12-13
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18
3B) Kree Sentry C {Mark I Sentinel} 100p (7/12) O12-13, P12,13 @1@2
4) V Kree Colonel (SN) R9 @2
5) E Kree Captain (SN) O5
6) R Kree Warrior (SN) (2/4) O9
7) V Kree Warrior (CM) O16 @2
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
( i've added the IAPs to Tigra that i forgot in turn 2a; if you click on 'Quote' when posting your response, then the formatting (such as bold and colors) are retained... that was quite a nice turn; i feel like i have a chance now.... thank you for the tips regarding Sentinel rules; i reviewed those rules multiple times since this issue was posted, but some things were/are not entirely clear.... i hope i remembered everything in this move.... )
No problem. Ah Sentinels look really scary but I think you have to play them a lot to really get the value out of them or do something a bit cheesy like play them with R Invisible girl to get 18 def. Lets see if I can attack with something besides nerf weapons this turn!
Turn 3a:
1) Kree Sentry A will use his Multi-Attack option. First he will RS to K9-10, L9-10 and attack Ant-man. Def 18 = att. 10 = need 8. Rolled 1,6=7 miss. For his second action he will punch Scarlet Witch. Def. 15 - att. 5 = need 5. Rolled 1,6=7 (again?!?) hit. PC that. Rolled 6,1=7 (Wierd!) That hits. Scarlet Witch takes 3.
2) Kree Sentry C will be a raging engine of destruction and use his Multi- attack to attack Tigra yet again. Def 16 - att. 9 = need 7. Rolled 1,6=7 (really strange!) SS roll of 2 so she takes a click. Second attack against her. Def. 15 - att. 9 = need 6. Rolled 2,4=6 hit. SS roll of 6 so miss. Tigra takes 1 click as does the Kree Sentry C.
3) R Kree Warrior (SN) will now shoot at Tigra. Def. 15 - att. 7 = need 8. Rolled 1,6=7 (spooky!) miss.
4) Kree Sentry B will use his Multi-Attack power. He tries to Incapacitate Tigra and Wonderman (Remember that small figures do not block LOS for Colossal Figures and I am far enough back that my Sentinel doesn't either.) Def. 16 (WM) [15 Tigra] - attack 8 = need 8 [7]. Rolled 2,6=8 hit both (Tigra's SS is a 4) giving them each a token. Wonderman takes a click for pushing. Now he will attack the two of them normally Def. 16 (WM) [15 Tigra] - att. 8 = need 8 [7]. Rolled 6,6=12 Critical Hit! which he will give all of the points to Wonderman (good thing too as Tigra rolled a 6 for her SS :O, That was really the plan, I only targeted her incase I rolled a 7.) Wonderman takes 3 + 1 Crit Hit - 2 Inv = 2 clicks. and is knocked to N12.
5) E Kree Captain (SN) moves to J6.
Ok that turn hurt you pretty bad. I still think you can take me out but you are going to really have to work at it. Just realized that it took me an hour to do that turn. :0
WCAvengers:
1) [ ] R Ant-Man K8
2) [ ] R Mockingbird* H16
w /Vault 3
3) [ ] U Sersi (7/8) I16
4) [1] E Moon Knight (Cr.Mass) M19 (Stealthed) @@
5) [ ] R Scarlet Witch (FForces) (2/5) J9 @
6) [2] E Tigra N11 (5/6) @
7) [2] R Iron Man (Armor Wars) I 15 @
8) [9] E Wonder Man N12 (6/9) @@
9) [2] U Super Skrull (CTime) (8/9) G5 @
The Kree:
1B) Kree Sentry A {Mark III Sentinel} 200p K9-10, L9-10 @3
2B) Kree Sentry B {Alpha-3 Advanced Sentinel} 150p (10/11) O17-18, P17-18 @3
3B) Kree Sentry C {Mark I Sentinel} 100p (6/12) O12-13, P12,13 @1@2@3
4) V Kree Colonel (SN) R9
5) E Kree Captain (SN) J6 @3
6) R Kree Warrior (SN) (2/4) O9 @3
7) V Kree Warrior (CM) O16
8) E Kree Warrior ""KO""
HOs: R21, S22 LOs: K21, K8, J15
Rubble: J9
Map: Indy B (The Secret HQ)
Battlefield Condition: Fearless Assault ~ Characters get +2 to their speed values when they begin move actions in their starting areas.
Special rules:
- The Avengers start at the top of the map (Rows A,B) using the Creation Matrix file.
- Your objective is to destroy the 8 squares of blocking terrain at J9, J16, N9, N16, Q9, Q16, U9 and U16. They are the power cells for the shield that is over the earth. They are destroyed in the usual manner for destroying blocking terrain; by dealing 3 damage to them. If you destroy all 8, you will recieve 12 TAP.
- The Sentinels cannot use their capture ability for this game.
Last edited by ALC Marauder; 12/15/2007 at 13:08..
Reason: Removed confusing bit in second attack of Kree sentry B
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon