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RPSC: Sinister Six Annual #2 - "Electro Goes Bananas"
Sinister Six Annual #2
“Electro Goes Bananas”
By GarganisScorpion
When darkness fell over the world, New York reacted like most everywhere else. At first, denial; perhaps it was an exceedingly overcast day. Maybe a natural solar eclipse that the news had neglected to mention. The smog sure had gotten thick this year hadn't it? Had daylight savings kicked in early this fall?
Once it became apparent that it was no natural phenomenon it became the subject of every water cooler conversation but life pressed on. Darkness was not, in and of itself, a harmful phenomenon. Those prone to anxiety watched the news networks frequently waiting for an update on which supervillain had done this, and what heroes were being tasked with turning the sun back on. Every few hours some expert or another was brought on to propose a theory about alien interference or a mad scientist's experiment gone awry. A sense of unease rose up when neither the Avengers nor the Fantastic Four could be reached for comment, the two teams that everyone expected to deal with large scale environmental weirdness like this. Climate scientists spoke about the peculiar lack of dropping temperatures that would at least leave the nation's crops safe from unseasonal frost, even though the lack of sunlight would eventually kill them just the same.
Business slowed and ground to a slow stop when rumors of vampire attacks started to circulate. Better to take a few sick days and stay home with the family until this latest ordeal blew over. In other parts of town there was talk of demonic ninjas crawling out of ragged holes in reality, which only gained strength when moon turned blood red. By the seventh day of perpetual darkness even a metropolis like New York was taking on the atmosphere of a ghost town. Empty streets harboring shadowy figures avoiding the cold white streetlights, pervasive silence accentuated by whistling winds and occasionally broken by frantic police cruisers blaring their sirens. The extra drain on the country's power plants had called for the institution of rolling blackouts, as the protocol for any nation-wide state of emergency required. Everyone felt drained and listless but could only sleep in short fits, thanks to the widespread onset of seasonal affective disorder and insomnia.
Inside the comparative safety and comfort of Hammer Industries' New York research and fabrication facility, Doctor Octopus' leadership saw his team well. His orders were simple; ignore it and keep working on the projects he had co-opted Hammer's resources into producing. Most likely the world's superheroes would soon resolve the situation just as always, and everything would be back to normal. If not, then the Sinister Six would be better equipped to face a demon-infested wasteland with some additional firepower than without. They had already fashioned an "Octobot", a tentacled robot that could keep superheroes busy while the Sinister Six completed their heists. Octopus promised it was only the first of many inventions he had in the works. And if this was the End of Days as some street preachers had taken to shouting on the sidewalks? Well there was nothing they could do about that anyway. So the pragmatic course of action was to keep their heads down and stick to their work. And by the time this all blew over they might just have taken over New York while no one was paying attention.
That suited most of the team. Octavius was almost always in the machine labs pushing Hammer for more resources or reviewing blueprints with Toomes or the new guy, Schultz. Electro tried to make himself useful but Octopus only paid attention to him when they needed a backup generator. Herman Schultz on the other hand, or 'Shocker' as he had named himself, was getting more respect by the day. Octopus and Vulture liked him for his brains, and the muscle liked him because underneath the padded yellow costume Herman was actually quite the tough guy himself. Apparently he had been a semi-pro boxer before getting into trouble with the law, and he didn't mind sharing some tips on handling yourself in the ring. Guys like Rhino and Sandman may be able to lift trucks over their head, but that didn't mean they had ever learned how to guard against a proper left hook.
In a couple short weeks Shocker was already more popular than Electro was, one of Octopus' founding six. That didn't set well with Max, but there was no easy way to change it. So Maxwell Dillon put on some civvie clothes and headed out into the never-ending night.
After some searching Max managed to find a Seven-Eleven that was still open. He was here under the pretense of picking up some drinks for Kraven and Rhino but really he was looking for something to cheer himself up with. The magazine rack full of cars, porn and celebrity gossip did nothing for him. Snack foods that were equal parts cornstarch and preservatives didn't sate the hunger he felt. Neither did the lackluster selection of DVDs displayed for rent behind the sleepy looking Pakistani clerk. Disappointed, Max headed to the back to pick some beer out of the fridge. And that's where something caught his eye.
Emblazoned in yellow and green, taking up an entire shelf in the fridge was a new energy drink he had never seen before. "Power Thirst" it was called, and boasted a number of ridiculous claims about how much energy it would give the drinker. Perhaps it was the lightning artwork running up and down the sides of the can or the neon green flaming skulls on the case but Max was intrigued.
"Yeah..." he nodded, picking up a six-pack of the sports drink. His grin slowly widened as he pictured himself filled with confidence and competence and enough energy to impress everyone on Octopus' team. "Power Thirst, huh? Yeah, yeah that's what I'm looking for." The beer forgotten, Max bought a case and guzzled the first can right there in the convenience store.
"Oh yeah! #### yeah! This is exactly what I needed!"
Max picked up two more cases of the drink before leaving, carrying them under both arms as he headed back out into the shadowed streets. He suddenly didn't feel like returning straight to base at Hammer's facility anymore. After all it was only... well it was difficult to tell what time it was. But whatever the hour, this was still New York and Max was sure there was some fun to be had somewhere.
Thirty-eight hours later...
Mac Gargan didn't get many opportunities to dust off his old detective skills, but he was glad for the chance to do so. He wasn't accomplishing much waiting for the brain-trust to finish working on their robots, so tracking down where Electro had gotten himself to was a good way for him to stretch his legs and give himself a goal to focus on. Besides, shaking down informants was way more fun with the proportional strength and viciousness of a scorpion.
He eventually found him in a basement arcade of all places. Even with the nation in a state of emergency the youth of America still needed a place to hang out and forget their worries. The wasn't the like quarter-sucking den of neon that Gargan remembered from his own teen years; the arcades of today were populated mostly by college-age layabouts, plenty of them looking like they hadn't seen the sun in far longer than just the past week. Rumors of vampires in the city flitted across Mac's mind. He kept his distance from the piercing, tattoo and fishnet sporting youths lost in their neverending rave parties and zeroed in on Max.
"HEY MAC WAZZUP" shouted Electro at the top of his lungs. The noise of the arcade was deafening but even then Max's volume seemed excessive. At present Scorpion had walked in on Electro in the midst of a "Dance Dance Revolution" game, and from the sweat-soaked clothes and red face it looked like he had been playing at it for some time. He hadn't stopped at Mac's arrival either; he just kept frantically twitching his legs according to the instructions the flashing arrows and thumping music gave him. About the only thing he did do was crack another can of carbonated drink open, numerous empties already littering the areas around his feet.
"Jesus Max, how long have you been down here? The team was getting worried, they sent me to find ya" Scorpion said, fighting to be heard over the music. "What the hell have you been doing?"
"PARTYING!" Electro hollered at Scorpion, who was less than four feet from him. "I MET UP WITH SOME GUYS THAT SHOWED ME SOME REALLY COOL JAPANIMATION! DID YOU KNOW HOW VIOLENT AND COOL THEY MAKE THOSE NOW? AT FIRST I THOUGHT IT WAS LAME BUT THEN GURREN-LAGAN AND THE EXCEL SAGA AND NARUTO WAS LIKE OH SHEEE-IT BOYYY! HAHAHAHAaaaaa...!"
Scorpion was having trouble keeping his expression neutral. Certainly his eyes were bugging out at Electro's wild display. He picked up an empty can and inspected it, noticing that it had been manufactured in some third-world banana republic called Genosha. It smelled like battery acid and grapefruit. Looking over Electro again, Mac noticed the glowstick rings around his wrists and ankles and neck, his bloodshot eyes, his twitching, sweating skin.
"#### Max, what the #### is this garbage you've been putting in your body?"
"POWER THIRST ITS LIKE LIGHTNING IN YOUR SPINE!!!" Electro snapped, his sentence turning into singing a TV jingle by the time he finished. "TRY SOME MAN YOU'LL FEEL LIKE A FUGGEN GOD MAN I GOT LOTS!"
"No thanks," Mac turned him down quickly. "C'mon kid, let's get you cleaned up and back to the hideout before Octopus gets pissed-"
"LET HIM!" Electro growled out, shrugging off Mac's hand on his shoulder with a quick electrical discharge. "THINK THIS 'KID' IS GONNA BE OCK'S CANNON FODDER?! URUSSEI TEME!"
Electro was snarling now, sparks dancing around his shoulders and a growing white glow in his eyes. Scorpion backed away slowly, noticing the lights in the entire arcade flickering and dying out in an effect that was radiating outwards from Max. Confusion, then panic came over the crowd of punks and party-goers who bolted for the exits. His body straining, Electro pulled every watt of power in towards himself like a human power sponge until even his skin glowed with a faint luminescence. Then with a frantic cry of "WASHIGA KAMINARI KAMI-NDAYO!!!" he shot upwards into the ceiling.
Scorpion threw up his arms to shield himself from the falling hunks of concrete and masonry, his enhanced biology allowing him to emerge basically unscathed. Waving aside the dust and debris he looked up to see Electro had blasted straight up though the ceiling, and straight on through the building above as well. Already a mere flashing strobe in the pervasive night sky, Gargan was mildly relieved when a few surviving lights flickered back to life after Electro's abrupt departure. Checking his cellphone, he discovered that the charge in his battery had survived the power-drain intact.
"Hey Mysterio? Yeah I found him. No, no that's not good news. Tell Octopus we need the entire team downtown ASAP. Because he's flipped out and screaming japanese and flying, that's why! Yes, that's what I said! Look, it's easier if you just see it, so get everyone down here before the crazy idiot gets himself caught and gives away our location to the authorities!"
Sinister "Six"
LE Doctor Octopus 44 pts
w/ Armor Piercing 10 pts
E Sandman 79 pts
w/ Entangle 8 pts
E Rhino 79 pts
w/ Unstoppable 5pts
LE Mysterio 61 pts
w/ Ambush 5 pts
E Kraven 56 pts
R Shocker 40 pts
E Scorpion 49 pts
R Vulture 33 pts
R Calypso 29 pts
LE Joey the Snake (Henchman) 14 pts
Octobot (Spider-Slayer) 39 pts
551
vs
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
Electro (Phyla Vell) 138
Electric Discharge (Maxwell Dillon) 54
Electric Discharge (Maxwell Dillon) 54
Electric Discharge (Maxwell Dillon) 54
Electric Discharge (Maxwell Dillon) 54
354
vs
The Fuzz
E Code Blue Officer 24
E Code Blue Officer 24
E SWAT Specialist 18
E SWAT Specialist 18
E SWAT Specialist 18
E SWAT Specialist 18
144
Special Rules:
Electro starts on the right or left (player's choice). His goal is to survive until the end of the game. Every time Electro makes a successful attack, he may place an Electric Discharge (LE Maxwell Dillon) adjacent to the target of his attack. Every time Electro is hit by a successful attack, the attacking player must place an Electric Discharge adjacent to Electro.
The Six start on the top or bottom (init winner between the Six and the Fuzz's choice) and their goal is to stop Electro and any hero/fuzz figures on the board. KOing Electro won't get rid of all the static discharges but it will get rid of enough light and sound to keep more heroes from showing up to investigate.
Electro's goal is to remain on the board until the end of the game.
The Heroes/Fuzz's goal is to defeat the Sinister Six and Electro. They start with 2 actions per turn.
On Turn 5, She-Hulk and Daredevil arrive. The Fuzz places V IH She-Hulk (125) and LE IH Daredevil (47) in any starting area but they must both be placed in the same area. The Fuzz/Heroes now get 3 actions per turn.
On turn 10, if Electro was still on the board as of turn 9, the New Warriors arrive. The Fuzz places E AV Namorita (98), E SI Speedball (77), R SN Nova (56), and E SN Justice (72) in any starting area, but they must all be placed in the same area. The Fuzz/Heroes now get 5 actions per turn. If Electro is down and out by turn 9....well, the Six will cross that bridge when they get there.
Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack. On a result of 1 or 2, the opposing character cannot attack the character. It is not given an action token, but it cannot be given another action or make another attack that turn.
The character treats hindering terrain features as clear terrain for movement purposes. Once when given a move action, if the character is adjacent to a blocking terrain feature, it may make a close combat attack as a free action targeting that feature. The character may move both before and after making this attack.
ul217 LE Quentin Beck
Team: No Affiliation
Range: 4
Points: 61
Keywords: Sinister Syndicate
6
8
16
1
6
7
15
1
5
7
15
1
5
6
14
1
4
6
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
w/Ambush - 5
Prerequisites: Stealth
The character gets +2 to its attack value when it makes a close combat attack while occupying hindering terrain. After the attack resolves, the character's Stealth is countered until the beginning of your next turn.
sn083 E Kraven
Team: No Affiliation
Range: 6
Points: 56
Archenemy: Spider-Man (White)
Keywords:
8
9
17
3
8
9
16
2
8
8
16
2
6
8
15
1
6
6
14
1
7
7
13
2
6
8
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
ff028 R Shocker
Team: No Affiliation
Range: 6
Points: 40
Keywords:
8
9
15
3
7
8
15
3
6
7
14
2
6
7
14
2
5
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
xp047 E Scorpion
Team: Master of Evil
Range: 6
Points: 49
Keywords: Armor, Sinister Syndicate
7
9
16
2
6
8
15
2
6
7
14
1
5
7
13
1
5
6
12
1
4
5
12
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
ff040 R Vulture
Team: No Affiliation
Range: 0
Points: 33
Keywords:
10
8
16
2
9
8
15
2
8
7
15
2
7
7
14
1
6
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
cm028 R Calypso
Team: No Affiliation
Range: 6
Points: 29
Keywords: Mystical, Psychic
6
8
13
1
5
7
13
1
4
6
12
1
4
5
11
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
ic156 LE Joey the Snake
Team: No Affiliation
Range: 4
Points: 14
Keywords:
(Speed) Tracking Systems: Spider-Slayer can use Leap/Climb and Plasticity. Before the beginning of your first turn, choose an opposing character. When Spider-Slayer is given a move action, immediately after resolving the action it can move again as a free action (with its speed value halved until the end of the action) if it ends the second move adjacent to the chosen character.
(Attack) Smash: Spider-Slayer can use Flurry.
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
ha042 R ELECTRO !!!
Team: Power Cosmic
Range: 10
Points: 138
Keywords: Cosmic, Guardians of the Galaxy
10
11
18
3
10
10
17
3
9
10
17
3
9
9
16
3
8
9
16
4
8
8
16
4
6
8
15
2
6
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
ul219 LE Electric Discharge
Team: No Affiliation
Range: 8
Points: 54
Keywords: Sinister Syndicate
6
8
14
2
6
7
13
1
6
7
13
1
5
6
12
1
5
6
12
1
5
5
11
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
The Fuzz
ws005 E Code: Blue Officer
Team: Police
Range: 6
Points: 24
Keywords: Police
6
9
15
1
6
9
15
1
6
9
15
1
6
9
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Damage) Minion: Serve and Protect: When a friendly character with the Police keyword and a higher point value is within 8 squares, Code: Blue Officer can use Willpower.
Sinister "Six"
1) LE Otto Octavius W10
w/ Armor Piercing 10 pts
2) E Sandman W12
w/ Entangle 8 pts
3) E Rhino W14
w/ Unstoppable 5pts
4) LE Quentin Beck W8
w/ Ambush 5 pts
5) E Kraven W15
6) R Shocker W9
7) E Scorpion W11
8) R Vulture X9
9) R Calypso W16
A) LE Joey the Snake (Henchman) W13
B) Octobot (Spider-Slayer) X14
Sinister "Six"
1) LE Otto Octavius W10
w/ Armor Piercing 10 pts
2) E Sandman W12
w/ Entangle 8 pts
3) E Rhino W14
w/ Unstoppable 5pts
4) LE Quentin Beck W8
w/ Ambush 5 pts
5) E Kraven W15
6) R Shocker W9
7) E Scorpion W11
8) R Vulture X9
9) R Calypso W16
A) LE Joey the Snake (Henchman) W13
B) Octobot (Spider-Slayer) X14
The Fuzz
1) E Code Blue Officer 24 (4/4) B-8
2) E Code Blue Officer 24 (4/4) B-9
3) E SWAT Specialist 18 (4/4) B-10
4) E SWAT Specialist 18 (4/4) A-8
5) E SWAT Specialist 18 (4/4) A-9
6) E SWAT Specialist 18 (4/4) A-10
144
Sinister "Six"
1) LE Otto Octavius W10
w/ Armor Piercing 10 pts
2) E Sandman W12
w/ Entangle 8 pts
3) E Rhino W14
w/ Unstoppable 5pts
4) LE Quentin Beck W8
w/ Ambush 5 pts
5) E Kraven W15
6) R Shocker W9
7) E Scorpion W11
8) R Vulture X9
9) R Calypso W16
A) LE Joey the Snake (Henchman) W13
B) Octobot (Spider-Slayer) X14
The Fuzz
1) E Code Blue Officer 24 (4/4) B-8
2) E Code Blue Officer 24 (4/4) B-9
3) E SWAT Specialist 18 (4/4) B-10
4) E SWAT Specialist 18 (4/4) A-8
5) E SWAT Specialist 18 (4/4) A-9
6) E SWAT Specialist 18 (4/4) A-10
144
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
soA) Electro (Phyla Vell) 138 F1
A) Electric Discharge (Maxwell Dillon) 54 E1
B) Electric Discharge (Maxwell Dillon) 54 G1
C) Electric Discharge (Maxwell Dillon) 54 E2
9) Electric Discharge (Maxwell Dillon) 54 G2
354
2) Rhino runs alongside him to O13, grabbing a HO on the way.
3) Otto climbs over the building to Q8.
4) Vulture flies to P8, carrying Shocker to P7.
5) Calypso moves up to Q16.
6) Joey the Snake moves up to Q14.
Sinister "Six"
1) LE Otto Octavius Q8 @
w/ Armor Piercing 10 pts
2) E Sandman O14 @
w/ Entangle 8 pts
3) E Rhino O13 w/HO @
w/ Unstoppable 5pts
4) LE Quentin Beck W8
w/ Ambush 5 pts
5) E Kraven W15
6) R Shocker P7
7) E Scorpion W11
8) R Vulture P8 @
9) R Calypso Q16 @
A) LE Joey the Snake (Henchman) Q14 @
B) Octobot (Spider-Slayer) X14
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
soA) Electro (Phyla Vell) 138 F1
A) Electric Discharge (Maxwell Dillon) 54 E1
B) Electric Discharge (Maxwell Dillon) 54 G1
C) Electric Discharge (Maxwell Dillon) 54 E2
9) Electric Discharge (Maxwell Dillon) 54 G2
354
The Fuzz
1) E Code Blue Officer 24 (4/4) B-8
2) E Code Blue Officer 24 (4/4) B-9
3) E SWAT Specialist 18 (4/4) B-10
4) E SWAT Specialist 18 (4/4) A-8
5) E SWAT Specialist 18 (4/4) A-9
6) E SWAT Specialist 18 (4/4) A-10
144
Electro turn 1
Free) Electro uses Perplex, increases the attack value of Electric Discharge A to 9.
1) Electric Discharge A uses Running Shot, moves to H1 and targets Shocker, 8 (+1, 9) vs 15. Attack roll is 3,1 (4) for a miss.
2) Electric Discharge C uses Running Shot, moves to H3 and attack Shocker, 8 vs 15. Attack roll is 5,5 (10) for a hit. Attack does 2 damage (-1, 1 total). Shocker takes knockback to Q7.
3) Electric Discharge 9 uses Running Shot, moves to J2 and attacks Vulture, 8 vs 16. Attack roll is 4,1 (5) for a miss.
4) Electric Discharge B uses Running Shot, moves to J4 and attacks Shocker, 9 vs 15. Attack roll is 5,5 (10), hitting for 2 damage (-1, 1 total). Shocker takes knockback to R7.
(Turn In Progress, Unable to Complete Due To Map Tool Timing Out. Will Complete Later)
Sinister "Six"
1) LE Otto Octavius Q8 @
w/ Armor Piercing 10 pts
2) E Sandman O14 @
w/ Entangle 8 pts
3) E Rhino O13 w/HO @
w/ Unstoppable 5pts
4) LE Quentin Beck W8
w/ Ambush 5 pts
5) E Kraven W15
6) R Shocker (3/5) R7
7) E Scorpion W11
8) R Vulture P8 @
9) R Calypso Q16 @
A) LE Joey the Snake (Henchman) Q14 @
B) Octobot (Spider-Slayer) X14
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
soA) Electro (Phyla Vell) 138 F1
A) Electric Discharge (Maxwell Dillon) 54 H1 @
B) Electric Discharge (Maxwell Dillon) 54 J4 @
C) Electric Discharge (Maxwell Dillon) 54 H3 @
9) Electric Discharge (Maxwell Dillon) 54 J2 @
354
The Fuzz
1) E Code Blue Officer 24 (4/4) B-8
2) E Code Blue Officer 24 (4/4) B-9
3) E SWAT Specialist 18 (4/4) B-10
4) E SWAT Specialist 18 (4/4) A-8
5) E SWAT Specialist 18 (4/4) A-9
6) E SWAT Specialist 18 (4/4) A-10
144
The Fuzz:
1C:
1) Swat #4 RCE vs HO in B-3
2) Code Blue #1 moves to B-2
Electro turn 1
Free) Electro uses Perplex, increases the attack value of Electric Discharge A to 9.
1) Electric Discharge A uses Running Shot, moves to H1 and targets Shocker, 8 (+1, 9) vs 15. Attack roll is 3,1 (4) for a miss.
2) Electric Discharge C uses Running Shot, moves to H3 and attack Shocker, 8 vs 15. Attack roll is 5,5 (10) for a hit. Attack does 2 damage (-1, 1 total). Shocker takes knockback to Q7.
3) Electric Discharge 9 uses Running Shot, moves to J2 and attacks Vulture, 8 vs 16. Attack roll is 4,1 (5) for a miss.
4) Electric Discharge B uses Running Shot, moves to J4 and attacks Shocker, 9 vs 15. Attack roll is 5,5 (10), hitting for 2 damage (-1, 1 total). Shocker takes knockback to R7.
(Turn In Progress, Unable to Complete Due To Map Tool Timing Out. Will Complete Later)
Sinister "Six"
1) LE Otto Octavius Q8 @
w/ Armor Piercing 10 pts
2) E Sandman O14 @
w/ Entangle 8 pts
3) E Rhino O13 w/HO @
w/ Unstoppable 5pts
4) LE Quentin Beck W8
w/ Ambush 5 pts
5) E Kraven W15
6) R Shocker (3/5) R7
7) E Scorpion W11
8) R Vulture P8 @
9) R Calypso Q16 @
A) LE Joey the Snake (Henchman) Q14 @
B) Octobot (Spider-Slayer) X14
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
soA) Electro (Phyla Vell) 138 F1
A) Electric Discharge (Maxwell Dillon) 54 H1 @
B) Electric Discharge (Maxwell Dillon) 54 J4 @
C) Electric Discharge (Maxwell Dillon) 54 H3 @
9) Electric Discharge (Maxwell Dillon) 54 J2 @
354
The Fuzz
1) E Code Blue Officer 24 (4/4) B-3@
2) E Code Blue Officer 24 (4/4) B-9
3) E SWAT Specialist 18 (4/4) B-10
4) E SWAT Specialist 18 (4/4) A-8@
5) E SWAT Specialist 18 (4/4) A-9
6) E SWAT Specialist 18 (4/4) A-10
144
(I forgot to specify on the first turn, but the Octobot's "tracking" power will specify Electro as it's target)
Sinister Six 2A
1) Quentin Beck moves to Q7.
2) Kraven moves to P12.
3) Scorpion leaps to P9.
4) Octobot leaps to R9.
Sinister "Six"
1) LE Otto Octavius Q8
w/ Armor Piercing 10 pts
2) E Sandman O14
w/ Entangle 8 pts
3) E Rhino O13 w/HO
w/ Unstoppable 5pts
4) LE Quentin Beck W8 @
w/ Ambush 5 pts
5) E Kraven P12 @
6) R Shocker (3/5) R7
7) E Scorpion P9 @
8) R Vulture P8
9) R Calypso Q16
A) LE Joey the Snake (Henchman) Q14
B) Octobot (Spider-Slayer) R9 @
Electro with PREPOSTEROUS AMOUNTS OF ENERGY
soA) Electro (Phyla Vell) 138 F1
A) Electric Discharge (Maxwell Dillon) 54 H1 @
B) Electric Discharge (Maxwell Dillon) 54 J4 @
C) Electric Discharge (Maxwell Dillon) 54 H3 @
9) Electric Discharge (Maxwell Dillon) 54 J2 @
354
The Fuzz
1) E Code Blue Officer 24 (4/4) B-3@
2) E Code Blue Officer 24 (4/4) B-9
3) E SWAT Specialist 18 (4/4) B-10
4) E SWAT Specialist 18 (4/4) A-8@
5) E SWAT Specialist 18 (4/4) A-9
6) E SWAT Specialist 18 (4/4) A-10
144