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Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Not sure if I should be worried about seeing Krakoa or the SENTINEL again. Have you met Amazo? He's MY Sentinel.
Dials:
Secret Society of Super Villains:
1 - Seek the Books of Magic: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given ranged combat actions. Felix Faust must roll his d20 on his next turn.
2 - Green Bell of Uthool: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given move actions. Felix Faust must roll his d20 on his next turn.
3 - Wheel of Nyorlath: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given close combat actions. Felix Faust must roll his d20 on his next turn.
4 - Red Jar of Calythos: Give Felix Faust a free action. Until your next turn, action tokens are not removed from opposing characters within 7 squares. Felix Faust must roll his d20 on his next turn.
5 - Project Thaumaton: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given free actions. Felix Faust must roll his d20 on his next turn.
6 - Mystical Trap: Give Felix Faust a power action and choose one opposing character within 8 squares with the Mystical keyword and one other opposing character within 8 squares. Place a special Mystical Trap marker in a square occupied by each chosen character. Even if this power is lost, while a character occupies a square with a special Mystical Trap marker, that characters can't move from the square. When a character who occupies a square with a special Mystical Trap marker takes damage from an attack or all opposing characters occupy Mystical Trap markers, remove the special Mystical Trap marker.
7 - Felix Faust can pick any of his powers on the d20.
8 - Give Felix Faust a power action. Each player places all friendly characters in their starting area.
9 - Give Felix Faust a free action. Place an Energy Dampener token on each opposing character's card. While an Energy Dampener token is on a character card, even if this power is lost, that character can't be given a power action. Remove the token from a character's card when that character is given a non-free action.
10 - Give Felix Faust a ranged combat action. Choose a square and make a ranged combat attack targeting all characters within 5 squares of the chosen square. Hit characters are each dealt 3 damage.
11 - All friendly characters can use the Carry ability and ignore speed combat symbols when they do. Friendly characters may be given a move action after they have been carried.
12 - Friendly characters can use Improved Movement: Ignores Hindering Terrain.
13 - Felix Faust can use Barrier. Opposing characters must attempt to break away it they occupy a square adjacent to a blocking terrain marker placed by Felix Faust or they are attempting to move or carry such a character. This power ignores game effects that allow a character to break away automatically.
14 - Replace all speed values with 3. This value is locked.
15 - Friendly characters can use Willpower.
16 - Once per turn, Felix Faust may reroll a single d6, ignoring the original result. Felix Faust must be within range and line of fire of the character for which the original roll was made. This ability may be used even if the original roll used 2 dice.
17 - Opposing character's combat values can't be modified or replaced unless the replacement would halve the value.
18 - Felix Faust can use Outwit. Friendly characters using Outwit can counter team abilities.
19 - Your force may be given any number of non-free actions. For each non-free action beyond your action total you use, decrease all opponents' action total by 1 (minimum 1) on their next turn.
20 - No effect.
vs.
SENTINEL:
SENTINEL Sideboard:
Last edited by cy0nknight; 04/29/2016 at 08:31..
"You're not alone, you know. What you were, and what you are to become, will always be with you."
I don't think I've met Amazo. T.O. Morrow's tech was interesting, but all his schematics were able to be pieced together from the Stormwatch and JL databases (From the Engineer and Cyborg respectively). Mr. Seyfert is confident that the upgrades to the Sentinel for this match will be sufficient
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Sentinel rolls: 3. Running Shot, Blades, +1 vs Toughness and Multi Attack.
Free) Engineer chooses Stealth, TK and Prob.
1) Engineer will TK Alexis to H-5.
2) Seyfert will activate the Sentinel, Sentinel will move to H/I-4/5 carrying Seyfert (Flight) and Engineer (Size). No -2 due to carry due to you locking my speed values...at 3.
3) Sentinel will multi attack, first a Move Action to J/K-7/8 (Carrying Seyfert and Engineer), and then a Power Action to HSS to M/N-8/9 (Carrying Seyfert and Engineer) dropping Seyfert in L-9, Engineer in L-8.
Free) Sentinel will attempt to pick up the Uru Forge. Rolls: 2, which succeeds thanks to Splitlip. We'll reforge the Forge into the Colossus Fragment.
Free) Attempt to pick up Colossus Fragment: Rolls 2, Engie PCs to a 6 which succeeds. The Sentinel is now Phoenix Force Sentinel, Colossus Style.
Engineer and Alexis will PC any attacks that they may be able to see.
Secret Society of Super-Villains:
1) WKD-015 Amazo 130 pts H-20 @
w/ Alias 3 pts
2) JLTW048E Vandal Savage 160 pts I-20 @
3) SMWW039 Doctor Psycho 100 pts H-21 @
w/ JLF007 Contingency Plan 12 pts (1 token)
4) WKD-027 Felix Faust 80 pts
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
I'm pretty sure you can't be given two free actions to do the same thing, which is in this case, picking up relics. That they're different relics doesn't matter, I think?
I can't find an obvious ruling on it, besides that relics require relic rolls, and a relic roll is fundamentally the same thing regardless of what relic it is.
Also.. Relic rolls can't be rerolled, either.
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I'm pretty sure you can't be given two free actions to do the same thing, which is in this case, picking up relics. That they're different relics doesn't matter, I think?
I can't find an obvious ruling on it, besides that relics require relic rolls, and a relic roll is fundamentally the same thing regardless of what relic it is.
Also.. Relic rolls can't be rerolled, either.
I do believe it is the same free action
Current Waifus: Dick Grayson, Jason Todd, Catwoman, Wonder Woman, and brownie cookies
BoT) Faust rolls the d6...5. I can choose whether to roll the d20 or not. I'll free everyone from the speed of 3 spell.
Faust rolls the d20...16.
Once per turn, Felix Faust may reroll a single d6, ignoring the original result. Felix Faust must be within range and line of fire of the character for which the original roll was made. This ability may be used even if the original roll used 2 dice.
BoT) Vandal's Leadership...5. I take a token off of Amazo. Everyone gets +1 attack until my next turn.
1) Faust moves to K18.
2) Amazo picks up Vandal Savage and flies to H15, dropping Savage off at H16.
Free) Faust perplexes his own defense up by 1.
Psycho clears.
EoT) Doctor Psycho adds a token to Contingency Plan.
If the Sentinel or one of the Robots makes a successful attack, Faust will re-roll an attack dice that comes up 5 or 6.
Secret Society of Super-Villains:
1) WKD-015 Amazo 130 pts H-15 @
w/ Alias 3 pts
2) JLTW048E Vandal Savage 160 pts I16
3) SMWW039 Doctor Psycho 100 pts H-21
w/ JLF007 Contingency Plan 12 pts (2 tokens)
4) WKD-027 Felix Faust 80 pts K18 @
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Sentinel Roll: 3. Running Shot, Blades, +1 AV vs Toughness and Multiattack.
Free) Sentinel attempts to pick up Colossus: 2, fails.
Free) Engineer will select Stealth, Poison, Prob.
1) Splitlip to H-7.
2) Juston will push to program his Sentinel. Sentinel moves to I/J-6/7 targeting Faust, Vandal and Amazo, w/ Enhancement from Lip. AV 12 on DVs 19 (Amazo, Faust) and 17 (Vandal), needs a 7 for everyone and a 5 for Vandal. Amazo Alias: 3. Rolls: 6. Alexis PC 10. Out of range for anyone else to PC. Dealing all 5 damage to Faust for the KO. Mystics to Sentinel. Push to Seyfert.
1 SA 1 KO Sentinel, 1 AST Seyfert, 1 AST Splitlip, 1 AST Alexis.
Sorry, gotta pause the turn. Made an illegal roll, missed that the sentinel gained Battle Fury. Gotta redo some things. Be back in a bit.
Secret Society of Super-Villains:
1) WKD-015 Amazo 130 pts H-15 @
w/ Alias 3 pts (used)
2) JLTW048E Vandal Savage 160 pts I16
3) SMWW039 Doctor Psycho 100 pts H-21
w/ JLF007 Contingency Plan 12 pts (2 tokens)
4) WKD-027 Felix Faust 80 pts KOed
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Yeesh, sorry for the delay. Life kinda got ahead of me.
2B
Sentinel Roll: 3. Running Shot, Blades, +1 AV vs Toughness and Multiattack.
Free) Sentinel attempts to pick up Colossus: 2, fails.
Free) Engineer will select Stealth, Poison, Prob.
1) Splitlip to H-7.
2) Juston will push to program his Sentinel. Sentinel moves to I/J-6/7 targeting Faust, Vandal and Amazo, w/ Enhancement from Lip. AV 12 on DVs 19 (Amazo, Faust) and 17 (Vandal), needs a 7 for everyone and a 5 for Vandal. Amazo Alias: 3. Rolls: 6. Alexis PC 10. Out of range for anyone else to PC. Dealing all 5 damage to Faust for the KO. Mystics to Sentinel. Push to Seyfert.
1 SA 1 KO Sentinel, 1 AST Seyfert, 1 AST Splitlip, 1 AST Alexis.
2) Sentinel will use Multi Attack, and first he'll Power Action to use Move/Attack and HSS to I/J-12/13 on Amazo. AV 12 -2 on DV 17 (Colossal Reach: 3), needs a 7 for 3 damage w/ Precision Strike. Rolls: 10.
Will Amazo/Vandal TTPC?
Secret Society of Super-Villains:
1) WKD-015 Amazo 130 pts H-15 @
w/ Alias 3 pts (used)
2) JLTW048E Vandal Savage 160 pts I16
3) SMWW039 Doctor Psycho 100 pts H-21
w/ JLF007 Contingency Plan 12 pts (2 tokens)
4) WKD-027 Felix Faust 80 pts KOed
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Sentinel Roll: 3. Running Shot, Blades, +1 AV vs Toughness and Multiattack.
Free) Sentinel attempts to pick up Colossus: 2, fails.
Free) Engineer will select Stealth, Poison, Prob.
1) Splitlip to H-7.
2) Juston will push to program his Sentinel. Sentinel moves to I/J-6/7 targeting Faust, Vandal and Amazo, w/ Enhancement from Lip. AV 12 on DVs 19 (Amazo, Faust) and 17 (Vandal), needs a 7 for everyone and a 5 for Vandal. Amazo Alias: 3. Rolls: 6. Alexis PC 10. Out of range for anyone else to PC. Dealing all 5 damage to Faust for the KO. Mystics to Sentinel. Push to Seyfert.
1 SA 1 KO Sentinel, 1 AST Seyfert, 1 AST Splitlip, 1 AST Alexis.
2) Sentinel will use Multi Attack, and first he'll Power Action to use Move/Attack and HSS to I/J-12/13 on Amazo. AV 12 -2 on DV 17 (Colossal Reach: 3), needs a 7 for 3 damage w/ Precision Strike. Rolls: 10. Vandal TTPC: 3. DFD Vandal.
2.1) Sentinel will Flurry on the Robot. AV 12 on DV 17, needs a 5 for a blades roll: Rolls 7 for the hit w/ Precision Strike. Blades is 6
....I shoulda stopped before the attack roll, but does the Robot wanna theme the Blades (or the attack?)?
Secret Society of Super-Villains:
1) WKD-015 Amazo 130 pts H-15 @
w/ Alias 3 pts (used)
2) JLTW048E Vandal Savage 160 pts I16 @
1 DFD
3) SMWW039 Doctor Psycho 100 pts H-21
w/ JLF007 Contingency Plan 12 pts (2 tokens)
4) WKD-027 Felix Faust 80 pts KOed
Krakoa the Living Island
Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.