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The next morning at the Baxter building where our four heroes and the three inhumans from last night are enjoying breakfast huddled around the kitchen table. Ben is finished with his food and is in the corner wrestling a piece of meat from and then patting Lockjaw. Johnny and Crystal made sure they sat close to each other. Sue is giving Gorgon another serving of bacon and eggs. Reed is on the telephone with someone and has been so for a couple of minutes.
“Uhuh, yes, I see. Thank you again Mr. Cage.” Reed then sets the phone down after clicking the off button on the phone.
“Well what did he say Richards?” Gorgon snorted anxiously.
“It seems the Frightful Three - being Trapster, Hydro-Man and your Medusa - were handed over to the authorities in Turkey when their team made it back to the present after getting lost in time.”
*see Heroes for Hire Issue #6
Gorgon drops his fork at the news he just heard.
“Okay then we go over by sneaking in with Lockjaw's teleport abilities and rescue her!”
Reed Turns to face Gorgon at the table. “I’m not sure that’s the correct strategy to implement, let us not forget what happened with the same plan of attack you guys used here last night! However I do think that we help you, as we are very famous and accomplished. I’m sure we can work something out for you guys.” Reed states as his right arm reaches across the room for a piece of bacon.
Several minutes later with the help of Lockjaw Reed Richards and his companions, new and old are in Turkey in the office of the Prison warden trying to negotiate the release of Medusa.
“Sir you heard me correctly! We have never had a prisoner by that name here!”
Reeds eyes maintain an un-surprised look, unlike the rest of the Fantastic Four and Inhumans. Gorgon's expression was that of anger. Crystal had a look of hopelessness on her face; Johnny’s warm arms reach out to her.
“I’m sure we’ll find her, I don’t know what’s going on here but I’m sure we’ll find out!” Johnny said as he hugs her with comfort in mind.
Sue looked around the office and on the security monitors hoping to see Medusa in one of the frames. Then looked to her husband to see what he would say or do next.
“They would have been placed in your custody just a few days ago?”
The warden typed on the computer looking at the monitor for Reed's inquires. “No, I don’t see them, after all this is my prison. Listen Mr. Richards we have been through this twice now, no we do not have the prisoners that you ask for, nor did we ever have them! Now if you will excuse me as you can see we are busy here.”
“I think we should go in and have a look around ourselves!” Gorgon says as he steps forward with an expression of impatience.
“Yeah! That sounds like a great idea” Ben lets out.
At that moment, before the warden can respond to Gorgon’s threat, an almost deafening blast could be heard from the other side of the prison. Followed by the tumbling of debris, claxons and bells churning with the mutter of guards trying to get organised. Over the loudspeakers something is broadcast which Reed quickly translates as; “There is an escape attempt. Repeat escape attempt in cell block C, all guards scramble this is not a drill.”
The intercom becomes silent.
The Warden picked up a radio and his eyes went wide. “It seems super-villains are attacking this facility. My guards are no match for them, so we need your help. Head left out this door and follow it till you get to the end and turn left!” Reed nods as the heroes run to the area described by the warden. On the way some of the scrambling guards yell out for them to stop. But the Fantastic Four and the Inhumans spot the Wizard and Klaw blasting their way into the prison from the opposite end of the complex. The guards are now looking at both sides, switching their aim at both Reeds group and the new interlopers.
Fantastic Four
R FF-079 Mr. Fantastic 47
R FF-073 Invisible Woman 28
R FF-076 the Thing 83
R CT-049 Human Torch 40
MU022 Gorgon (9/9) 110
AW085 Crystal (7/7) 62
Total points: 470
Frightful Five:
Blue B) 127 CA029 V Klaw
Blue C) 74 SN026 E Wizard
Orange A) 59 SN015 V Trapster L11
Orange B) 72 SN012 V Hydro Man N11
Orange C) 57 CT095 U Medusa* N14
*w/8 SNF003 Entangle
397
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
Good luck!
Christ did not come to condemn the world, but to save it.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 ( I-1 )
2) R FF-073 Invisible Woman 28 ( J-1 )
3) R FF-076 the Thing 83 ( I-2 )
4) R CT-049 Human Torch 40 ( J-2 )
5) MU022 Gorgon (9/9) 110 ( G-2 )
6) AW085 Crystal (7/7) 62 ( H-2 )
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) G-23
C) Blue C) 74 SN026 E Wizard (6/6) H-23
A) Orange A) 59 SN015 V Trapster (5/5) L11
B) Orange B) 72 SN012 V Hydro Man (8/8) N11
C) Orange C) 57 CT095 U Medusa* (6/6) N14
*w/8 SNF003 Entangle
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
Free action, Reed perplex's Torchys movement up 1.
2) Human Torchy picks up big benji and moves to C-6 and drops Benji off at B-7
3) Crystal taxi's Gorgan she moves to B-10, and drops Gorgan to A-11.
4) Reed moves to B-3.
FF Turn Complete. Gaurds turn.
Guard 1
attacks Reed Richards. but perplexs attack up 1 before he does. 10 vs 15 Gaurd needs 5 to hit, rolls a (5,6)=11 hits Reeds Supersenses roll of 3 fails him, and is hit for 2 clicks of damage
Guard 2
perplexs dam up one and attacks big Ben aka Thing, 9 vs. 16, guard needs a 7 and rolls a 2,1=3 Miss.
Guard 3
rolls random to determine who he attacks. Odd attacks Crystal Even attacks Gorgon. and the dice says 6 thats even number so he attacks Gorgon. so her perplex's his dam up 1, 9 vs 17 needs an 8. He rolls a 3,1=4 Miss.
Guard 4
Attacks Gorgon with a perplexed damage and rolls a 3,4=7 Miss.
Guard 6
Attacks Gorgon with a perplexed damage and rolls a 5,1=6 Miss.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 (4/6 ) B-3 @
2) R FF-073 Invisible Woman 28 ( ) D-2 @
3) R FF-076 the Thing 83 ( ) B-7
4) R CT-049 Human Torch 40 ( ) C-6 @
5) MU022 Gorgon (9/9) 110 ( ) A-11
6) AW085 Crystal (7/7) 62 ( ) B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) G-23
C) Blue C) 74 SN026 E Wizard (6/6) H-23
A) Orange A) 59 SN015 V Trapster (5/5) L11
B) Orange B) 72 SN012 V Hydro Man (8/8) N11
C) Orange C) 57 CT095 U Medusa* (6/6) N14
*w/8 SNF003 Entangle
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.[/quote]
“There’s someone else here!” Klaw shouted as he entered the prison compound through the hole that Wizard had opened using some kind of disintegrating compound.
“I’ve calculated for this possibility,” Wizard replied. “Stick to the plan.”
Klaw grinned. “This is gonna be fun.”
Klaw ran strait into the nearest hallway and turned away from the cells towards the command center. He didn’t see any guards there, but Wizard had mapped out this entire prison. Teaming up with a brainiac was a mistake he wished he would have corrected a long time ago. He laughed as he fired a massive burst of sound from his attached hand cannon. The attack traveled out from his hardened form in every direction sending out a concussive short range blast that struck two hidden guards sending them flying backwards from their posts.
“You see?” Wizard announced. “Everything is as I explained.” He calmly used his anti gravitation device to lift a large desk from the floor directly in front of him tearing up strips of linoleum as the bolts tore from their foundations. The desk floated just below the ceiling hovering for an instant directly above the shocked guard, then suddenly dropped on top of the man knocking him unconscious under it's enormous weight.
Klaw started to feel as if this crazy plan just might work as the second guard aimed his pistol in retaliation. The crack of the pistol was followed by a slight vibration as a burst of reactionary sound fired from Klaws arm and sent the bullet curving past him and into a nearby cell lodging into the mortar.
---------------------------------------------
Explosions rocked the building sending dust cascading down on top of the three prisoners. Hydroman, Trapster, and Medusa had been in this god forsaken prison for months, trapped in legal limbo waiting for a response from the United States to their pleas innocence. They had proclaimed themselves political prisoners but it seemed as if the government liked having them off U.S. soil as long as possible. But now hope suddenly crept into their hearts. Hydroman and Trapster crept closer to the advanced barrier that had kept them at bay for so long hoping to catch a glimpse of the action down the hallway. All they could see were guards scrambling and firing rounds in every direction.
1B:
Free: Wizard perplex up KLAW DV +1
1) KLAW running shot to G-21 and Pulse Wave vs. guard #9 guard #A. AV 10 vs. DV 16. Roll is 4,4=8, hit both for 1 damage and knock back, Guard #9 to B-18, Guard #A to B-22.
2) Wizard uses TK to attack Guard #9 with HO in E-20. AV 9 vs. DV 16+1. Roll is 5,5=10, hit for 3 and KO.
3) Hydro Man moves to L-12.
4) Trapster moves to L-13.
Guard A attacks KLAW 9 vs. 18+1+1=20. Roll is 1,6=7, miss.
FF Turn 1a.
Story:
Gun fire Erupts from everywhere once our worlds famous heroes turn the corner, the prison guards continue firing and yelling to "Stop".
"Ooouch!" Reed is clutching his side.
"Okay we split up and find Medusa." Ben chirps as he steps infront to absorb the gun fire that harmlessly bounces from his rocky hide.
Gorgon and Crystal keep running past the Fantastic Four, Crystal stays right behind Gorgon, who is met with even more gun fire.
"Heheh We must be close cuz the more of these human guards there is the more likely we will find her!?"
Free action, Reed perplex's Torchys movement up 1.
2) Human Torchy picks up big benji and moves to C-6 and drops Benji off at B-7
3) Crystal taxi's Gorgan she moves to B-10, and drops Gorgan to A-11.
4) Reed moves to B-3.
FF Turn Complete. Gaurds turn.
Guard 1
attacks Reed Richards. but perplexs attack up 1 before he does. 10 vs 15 Gaurd needs 5 to hit, rolls a (5,6)=11 hits Reeds Supersenses roll of 3 fails him, and is hit for 2 clicks of damage
Guard 2
perplexs dam up one and attacks big Ben aka Thing, 9 vs. 16, guard needs a 7 and rolls a 2,1=3 Miss.
Guard 3
rolls random to determine who he attacks. Odd attacks Crystal Even attacks Gorgon. and the dice says 6 thats even number so he attacks Gorgon. so her perplex's his dam up 1, 9 vs 17 needs an 8. He rolls a 3,1=4 Miss.
Guard 4
Attacks Gorgon with a perplexed damage and rolls a 3,4=7 Miss.
Guard 6
Attacks Gorgon with a perplexed damage and rolls a 5,1=6 Miss.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 (4/6 ) B-3 @
2) R FF-073 Invisible Woman 28 ( ) D-2 @
3) R FF-076 the Thing 83 ( ) B-7
4) R CT-049 Human Torch 40 ( ) C-6 @
5) MU022 Gorgon (9/9) 110 ( ) A-11
6) AW085 Crystal (7/7) 62 ( ) B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) G-21@
C) Blue C) 74 SN026 E Wizard (6/6) H-23@
A) Orange A) 59 SN015 V Trapster (5/5) L-13@
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12@
C) Orange C) 57 CT095 U Medusa* (6/6) N14
*w/8 SNF003 Entangle
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
1) Ben attacks Guard, 9 vs. 16, Ben needs a 7 to hit. He rolls a (5,2)=7 hit for 4 clicks of damage. Ko!
2) Gorgon Attacks Guard 3 wit 10 vs 16 needs a 6 and rolls a (2,2)=4 Miss
The rest of team clear.
Guards Turn
Guard1
attacks Mr. Fantastic with perplexed attack again 9+1 vs 15 he rolls a 2,4=6 hit for 2 clix, reeds supersense roll 4 fail so he is damaged
Guard 3 (odd Crystal, even Gorgon)= roll 1 Crystal)
Guard3 attacks Crystal this time Perplex attack up one, 9+1 vs 17 needs 7 and rolls 5,4=9 hit for 2 clix o damage
Guard 4 attacks gorgon with perplexed damage up one.
9 vs 17 and rolls a 1,3=4 miss
Guard 6 attacks gorgon same as Gaurd 4
he rolls a 5 Miss.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-3
2) R FF-073 Invisible Woman 28 ( ) D-2
3) (6) the Thing 83 ( ) B-7 @
4) R CT-049 Human Torch 40 ( ) C-6
5) MU022 Gorgon (9/9) 110 ( ) A-11 @
6) AW085 Crystal (5/7) 62 ( ) B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) G-21@
C) Blue C) 74 SN026 E Wizard (6/6) H-23@
A) Orange A) 59 SN015 V Trapster (5/5) L-13@
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12@
C) Orange C) 57 CT095 U Medusa* (6/6) N14
*w/8 SNF003 Entangle
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.[/quote]
Not sure if the guard is required to push if he is off willpower, I cleared him but if he is supposed to push let me know.
Turn 2a.
1) Ben attacks Guard, 9 vs. 16, Ben needs a 7 to hit. He rolls a (5,2)=7 hit for 4 clicks of damage. Ko!
2) Gorgon Attacks Guard 3 wit 10 vs 16 needs a 6 and rolls a (2,2)=4 Miss
The rest of team clear.
Guards Turn
Guard1
attacks Mr. Fantastic with perplexed attack again 9+1 vs 15 he rolls a 2,4=6 hit for 2 clix, reeds supersense roll 4 fail so he is damaged
Guard 3 (odd Crystal, even Gorgon)= roll 1 Crystal)
Guard3 attacks Crystal this time Perplex attack up one, 9+1 vs 17 needs 7 and rolls 5,4=9 hit for 2 clix o damage
Guard 4 attacks gorgon with perplexed damage up one.
9 vs 17 and rolls a 1,3=4 miss
Guard 6 attacks gorgon same as Gaurd 4
he rolls a 5 Miss.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-3
2) R FF-073 Invisible Woman 28 ( ) D-2
3) (6) the Thing 83 ( ) B-7 @
4) R CT-049 Human Torch 40 ( ) C-6
5) MU022 Gorgon (9/9) 110 ( ) A-11 @
6) AW085 Crystal (5/7) 62 ( ) B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) G-21
C) Blue C) 74 SN026 E Wizard (6/6) H-23
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.[/quote][/quote]
"NNOooo, Reed Watch out behind you!" Sue yelled out with eye's searching around the battle scene of chaos.
Reed turned around only to meet a stun baton head on, a loud zap was followed up with blue tinted sparks as Reed found himself laid out on the ground. He tried to crawl backwards trying to lift his backside off the ground but was still numbed by the electrical current still running threw his body.
Sue runs forward with a look of worry for her husband.
Ben had just finnished tossing one of the Guard booths over the edge of a railing with the guard still inside yelling as the entire booth fell to the bottom floor followed shortly by a loud Crash.
Crystal could see hails of gun fire pooling out all around Gorgan. She peeked around Gorgons waist she was hidding behind but couldnt see where the firing was coming from as they continued forward, she felt a tight grip suddenly pull her away. Cyrstal let out a gasp of suprise and lashed out with a swirl of wind but this only sent a desk flying away revealing a guard that had a grip on her left arm. He then stabbed her stomach with a stun baton, all she could do was grunt and helplessly flayed her arms at him, finding no target.
"Do Not Touch HER!" Gorgon roared as he smashed his fist into the gaurds face stagering him back a step, his helmet flew off his head landing several meters behind him and spinning on the ground.
Johnny was looking back and forth between Reed and Crystal still trying to figure out what to do? what direction to move? whom to help?
1) Sue moves to B-2.
2) Reed tries to break away and fails with a roll of 1.
3) Crystal attacks Guard 3 9 vs 16, need a 7 and rolls a 2,1=3 big fat Misssss!
4) Gorgon Pushes for an attack on Guard 3, 10 vs 16 needs a 6 and rolls a (4,6)=10 Finally hit for 3 clix of damage. Gorgon takes a push damage.
Guards Clear.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-3 @
2) R FF-073 Invisible Woman 28 ( ) B-2 @
3) (6) the Thing 83 ( ) B-7 @
4) R CT-049 Human Torch 40 ( ) A-3
5) MU022 Gorgon (8/9) 110 ( ) A-11 @@
6) AW085 Crystal (5/7) 62 ( ) B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) G-21
C) Blue C) 74 SN026 E Wizard (6/6) H-23
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.[/quote][/quote]
3B:
1) Klaw will running shot pulse wave to to D-18, 10 vs. 16/16, roll is 3,6=9, hit for 1 damage to Guard #6, 1 Damage to Guard #A
2) Wizard flies to G-23
Free: Wizard perplex up KLAW DV +1.
3) HydroMan blasts the wall in L-14.
Guard # A shoots at KLAW, 9 vs. 18+1+1=20, roll is 2,2=4, miss.
Guard # 5 perplexes up Guard #6 Damage +1. Guard # 6 shoots at KLAW, 9 vs. 18+1+1=20, roll is 2,4=6, miss.
The Frightful 4 “3” had been pounding on the walls in the prison since their incarceration but to no avail. Their attempts to break down the wall had finally come to fruition as Hydro Man shot a powerful stream of water into the section they had been wearing down. A smile crept across his face as a huge crack appeared in the center of the wall. He focused his stream even tighter cramming as much force as he could behind the sheet of metal and forcing it out and away from the backing. The 4” slab of wall metal crashed to the floor sending ripples across the layer of water that now covered the floor. Hope remained.
--------------------------------------
“Get going!” Wizard commanded KLAW. “We need to get to the controls before whatever fools are causing all that commotion.
KLAW moved ahead again repeating his clearing technique. Yet another blast of sound waves shot out in an even circle from his body striking two more guards. Wizard took a step forward. It was crucial to keep the heathen in sight. Using another device he dropped an invisible shield around the man making him even harder to target. th guards fired rounds in retaliation but he just laughed as he made his form intangible. The bullets traveled harmlessly through him.
3B:
1) Klaw will running shot pulse wave to to D-18, 10 vs. 16/16, roll is 3,6=9, hit for 1 damage to Guard #6, 1 Damage to Guard #A
2) Wizard flies to G-23
Free: Wizard perplex up KLAW DV +1.
3) HydroMan blasts the wall in L-14.
Guard # A shoots at KLAW, 9 vs. 18+1+1=20, roll is 2,2=4, miss.
Guard # 5 perplexes up Guard #6 Damage +1. Guard # 6 shoots at KLAW, 9 vs. 18+1+1=20, roll is 2,4=6, miss.
Turn 3a:
Story:
"NNOooo, Reed Watch out behind you!" Sue yelled out with eye's searching around the battle scene of chaos.
Reed turned around only to meet a stun baton head on, a loud zap was followed up with blue tinted sparks as Reed found himself laid out on the ground. He tried to crawl backwards trying to lift his backside off the ground but was still numbed by the electrical current still running threw his body.
Sue runs forward with a look of worry for her husband.
Ben had just finnished tossing one of the Guard booths over the edge of a railing with the guard still inside yelling as the entire booth fell to the bottom floor followed shortly by a loud Crash.
Crystal could see hails of gun fire pooling out all around Gorgan. She peeked around Gorgons waist she was hidding behind but couldnt see where the firing was coming from as they continued forward, she felt a tight grip suddenly pull her away. Cyrstal let out a gasp of suprise and lashed out with a swirl of wind but this only sent a desk flying away revealing a guard that had a grip on her left arm. He then stabbed her stomach with a stun baton, all she could do was grunt and helplessly flayed her arms at him, finding no target.
"Do Not Touch HER!" Gorgon roared as he smashed his fist into the gaurds face stagering him back a step, his helmet flew off his head landing several meters behind him and spinning on the ground.
Johnny was looking back and forth between Reed and Crystal still trying to figure out what to do? what direction to move? whom to help?
1) Sue moves to B-2.
2) Reed tries to break away and fails with a roll of 1.
3) Crystal attacks Guard 3 9 vs 16, need a 7 and rolls a 2,1=3 big fat Misssss!
4) Gorgon Pushes for an attack on Guard 3, 10 vs 16 needs a 6 and rolls a (4,6)=10 Finally hit for 3 clix of damage. Gorgon takes a push damage.
Guards Clear.
Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-3 @
2) R FF-073 Invisible Woman 28 ( ) B-2 @
3) (6) the Thing 83 ( ) B-7 @
4) R CT-049 Human Torch 40 ( ) A-3
5) MU022 Gorgon (8/9) 110 ( ) A-11 @@
6) AW085 Crystal (5/7) 62 ( ) B-10 @
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18@ (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) G-23@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12@
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.
1) Thing uses charge and picks up heavy object on the way and runs to A-3, then Attacks guard 1 Using hvy object Attack 9 vs Defence 16. Needs a 7 and rolls a (4,3)=7 Hit for 4 clix of damage plus 2 more for 6 clicks of damage total KOing guard.
2) Human Torch flies to A-2.
Guards Turn.
Guard will check to see whom he attacks (odd Crystal even Gorgon.) 6.
Guard 3 attacks gorgon and rolls a 1,3=4 Miss
Guard 4 attacks gorgon w/perplexed damage and rolls a 4,6=10 hit for 3 clix of damage minus 2 from Gorgons invulnrable for a total of 1 click.
Guard 6 attacks gorgon same as 4 and rolls a 1,2=3 Miss.
1) Fantastic Four
1) R FF-079 Mr. Fantastic 47 (2/6 ) B-3
2) R FF-073 Invisible Woman 28 ( ) B-2
3) (14) the Thing 83 ( ) A-3 @
4) R CT-049 Human Torch 40 ( ) A-2 @
5) MU022 Gorgon (7/9) 110 ( ) A-11
6) AW085 Crystal (5/7) 62 ( ) B-10
Frightful Five:
B) Blue B) 127 CA029 V Klaw (8/8) D-18@ (DV +1)
C) Blue C) 74 SN026 E Wizard (6/6) G-23@
A) Orange A) 59 SN015 V Trapster (5/5) L-13
B) Orange B) 72 SN012 V Hydro Man (8/8) L-12@
C) Orange C) 57 CT095 U Medusa* (6/6) M-12
*w/8 SNF003 Entangle
Light Object in C-12, E21, E22
Heavy Objects in B-6, I-13, E20
Destroyed Wall: K-14/L-14,
Rubble: L-14
BC: FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
Special Rules:
- The Howling Commandoes represent the guards. They are neutral and attack either player, and do not require a player to play as them. The guards are not activated unless they can draw LOF to another character (not counting other guards) at the end of that player's turn. If they can, after that player's turn the guards will automatically attack that player's characters. That player can make the rolls for the guards. They will attack the closest character first (selecting randomly if more than one is equal distance), and use Perplex to increase their attack unless they need to increase damage/range in order to damage/hit the character. They will use any powers if possible, but will clear after two tokens as usual. If a guard can see characters from both teams it will make an attack after each of those players turns but will get a token each time as usual. Once a guard has become activated, if the other players characters move out of range or LOF it will chase them using full movement if possible and move towards the nearest opposing character.
- The Frightful Three are locked in a cell as indicated, but are considered part of the same force as Wizard and Klaw and can take actions. In order for the Fantastic Four to make friends with the Inhumans they must help them to free Medusa. One of the inhumans must base Medusa in order to remind her who she is and free her from the Wizard's control. If this happens the she joins the F4 squad for the rest of the battle and the F4 will have made an ally.
- The four blocks of Special terrain are forcefields. They are blocking terrain that cannot be destroyed. In order to turn them off any character (other than the three prisoners inside the cell) can take a power action while adjacent to them.
- The blocking terrain on the map can otherwise be destroyed but must be dealt 4 damage to do so instead of 3. Walls can be destroyed with 3 damage as usual.