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Try this in-line dial thing out here, see if it's better...
w/Lucky Break
Prerequisites: {boot} or {dolphin}
Choose a character.
When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll one once per attack roll.
If you use this feat, remove this card from the game after the attack resolves.
1) Superman picks up Batman and flies to F10.
-Drop Batman in G10.
2) Wonder Woman flies to H10, picking up the Ultra Heavy along the way.
3) John Jones flies to E10.
Free x2) Batman and John Jones will use Perplex on Superman's DV. (+2)
*Batman will PC the first hit he can see.
*Theme PC after that will only use them this turn if a character would be put on their last click or KO'd by the attack.
Recap:
Justice League of America
1) E Superman (TW) 115 (Click 1) [F10] @ {Perp DV +2}
2) R Wonder Woman (TW) 100 (Click 1) [H10] @
3) R John Jones (DC10) 90 (Click 1) [E10] @
w/Camouflage 8
4) R Batman (TW) 85 (Click 1) [G10]
1) Siryn moves to H16, carrying Multiple Man to H17
2) Polaris TK Shatterstar to F16
Free) Multiple Man PPX up Shatterstar's Attack Value +1
3/Brotherhood) Havok flies to D17, putting Longshot in E16
4) Shatterstar (AV ppx+1) charges to H11 to Flurry
-Attack 1: (11+ppx) 12 vs (17+CR) 19 - a (6,1) 7 would be just enough to hit.
-Wonder Woman/Blocking terrain block Batman's LoF for PC
Depending on the Blades roll, this attack could meet either of your TTPC instruction conditions. Would you like to TTPC the attack roll, set up contingency instructions for the Blades roll, or see the Blades roll and have me pause?
Recap:
Justice League of America
1) E Superman (TW) 115 (Click 1) [F10] @ {Perp DV +2}
2) R Wonder Woman (TW) 100 (Click 1) [H10] @
3) R John Jones (DC10) 90 (Click 1) [E10] @
w/Camouflage 8
4) R Batman (TW) 85 (Click 1) [G10]
BTW, man, this BFC might be the toughest one I've had for a team of mine in years. What's funny is, most people don't even notice this one. But when you've built a way for there to be 4 healers on your team, you miss that pretty quickly! DOH!
Yeah, I was really impressed with the synergy these new Leaguers have - it's really tremendous. I was thankful for this BFC this round. You do a lot of looking at the stealth and the Supes Ally stuff (which are also extremely good), but the "Everyone can get support" is really freaking terrific in the right circumstances
1B) XFI - Turn Part 2/DONE
1) Siryn moves to H16, carrying Multiple Man to H17
2) Polaris TK Shatterstar to F16
Free) Multiple Man PPX up Shatterstar's Attack Value +1
3/Brotherhood) Havok flies to D17, putting Longshot in E16
1B) XFI - Partial Turn
1) Siryn moves to H16, carrying Multiple Man to H17
2) Polaris TK Shatterstar to F16
Free) Multiple Man PPX up Shatterstar's Attack Value +1
3/Brotherhood) Havok flies to D17, putting Longshot in E16
4) Shatterstar (AV ppx+1) charges to H11 to Flurry
-Attack 1: (11+ppx) 12 vs (17+CR) 19 - a (6,1) 7 would be just enough to hit.
-Blades on Batman: 1
-Longshot PC: 4 - Shatterstar deals 4/KO to Batman
-Attack 2 on Wonder Woman
-(11+ppx) 12 vs 17: (6,1) 7 hits
-Blades: 6; per instructions Diana TTPC: 3; Impervious: 3
-Wonder Woman takes 1 click from Blades, but no pushing damage
-Shatterstar nets 2 SA, 1 KO. Madrox gets 1 AST for the first attack, and Polaris nets 2 AST
Longshot will PC the first SA he can see, and will use his PC before any TTPC if possible
Madrox will TTPC an SA on himself that would knock him off PPX or KO him
Other TTPCs CBC, but only on KO shots, Critical hits, or SAs that would knock Longshot off his PC
Recap:
Justice League of America
1) E Superman (TW) 115 (Click 1) [F10] @ {Perp DV +2}
2) R Wonder Woman (TW) 100 (Click 2) [H10] @@
3) R John Jones (DC10) 90 (Click 1) [E10] @
w/Camouflage 8
4) R Batman (TW) 85 KOKOKO
Free) John Jones will use Perplex on Superman's DV.
All clear.
*No Theme PC except on critical hits. At this point, I'm pretty much toast. (That's what I get for taking Turn 1 in a hurry)
Recap:
Justice League of America
1) E Superman (TW) 115 (Click 1) [F10] @ {Perp DV +2}
2) R Wonder Woman (TW) 100 (Click 2) [H10] @@
3) R John Jones (DC10) 90 (Click 1) [E10] @
w/Camouflage 8
4) R Batman (TW) 85 KOKOKO
1) Shatterstar will flurry - attack 1 on Wonder Woman
-11 vs 17 - (1,1) 2 will miss - eep!
-Longshot PC: (1,1) miss - sheesh!
-Multiple Man TTPC: Madrox dupes it! An UNBELIEVABLE - (1,1) 2
-Havok push to TTPC: (4,6) 10 hits
-Blades: 5, dealing (5-2Inv) 3 clicks
-Shatterstar flurry 2 on Wonder Woman
-11 vs 16 - (2,4) 6 hits for 2/KO
-2 SA, 1 KO, push to Shatterstar, AST, push to Havok, token on Madrox, -2TTPC (2 remaining)
Free) Madrox PPX up Siryn's Defense +1
Longshot will PC the first SA he can see
TTPCs only on Critical hits for the next turn
Recap:
Justice League of America
1) E Superman (TW) 115 (Click 1) [F10] @ {Perp DV +2}
2) R Wonder Woman (TW) 100 KOKOKO
3) R John Jones (DC10) 90 (Click 1) [E10] @
w/Camouflage 8
4) R Batman (TW) 85 KOKOKO
Free) Superman Leadership.........5. Success.
- +1AV and DV this turn.
Free) John Jones uses Perplex on Superman's damage value.
1) Superman uses Running Shot.
-Superman to H9, attack on Shatterstar.
-11AV (10+1SP) vs 17DV (Supes TA). Need 6.
-Attack roll is........7. Hit.
-Damage is 5 to Shatterstar which is good enough for the KO.
-1 SA 1 KO Superman, 1 AST John Jones for the needed damage bump.
2) John Jones flies down to get the HO, then back up to I10.
*Theme PC cbc.
Recap:
Justice League of America
1) E Superman (TW) 115 (Click 1) [H9] @
2) R Wonder Woman (TW) 100 KOKOKO
3) R John Jones (DC10) 90 (Click 1) [I10] @
w/Camouflage 8
4) R Batman (TW) 85 KOKOKO