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Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
1) Stranger Phase and carry Klarion and Quesion. Stranger to E7, Question to F8, Klarion to E8. No push quintessence
Free) Question WC to Mystics
Free) Question Outwit toughness on Heat Wave
2) Pandora power action and places herself into F9
Free) Klarion sidestep to F10
Free) Klarion places Teekl (A) into E10
Free) Teekl perplex attack to 11
3) Teekl attacks with his claws on heat wave, 11 v 17 toughness outwitted. Roll is 5,4 for a hit, no TTPC yet. Ground Zero roll is a 5, attack will deal 1 extra damage. BCF roll is 2, stranger reroll into 5 which would KO, TTPC Heatwave taking 2 tokens to do so - roll is 3. Hits for 3 damage +1 for the Ground Zero for 4 damage placing him on last click. Action resolves, heatwave takes a push click and KOs. 1 SA 1 KO Teekl, 1 AST Stranger (carry), 1 AST Question 1 AST Pandora for 2nd token push.
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Trinity of Sin
1) 125 phantom stranger (1/6) E7 @@
2) 100 fl question (1/6) F8 [WC Mystics TA]
-- 5 skullduggery
3) 100 le pandora (1/6) F9 @
4) 70 klarion (1/5) F10
A) 0 Teekl (1/1) E10 [def can't be countered]
400
Objects lo - H8, uho - N12, uho - D10
Stats:
Klarion/Teekl 1 SA 1 KO
Stranger 1 AST
Question 1 AST
Pandora 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Free) Weather Wizard power roll: 5 - Wizard's Choice - he picks Winter's Chill
1) Cold moves to D10
Free) Cold OW Teekl's Super Senses SP
Free) Wizard PPX up his own AV
Free) Piper PPX up Wizard's AV
2) Wizard lays out Smoke Cloud in C10/D10/E10/F10/F9/F8
Free) Wizard (AV PPX+2) Close Attack Incaps Teekl, Klarion, Pandora, Question
-(10+2PPX) 12 vs 16 (Teekl), 17 (Klarion), 18 (Pandora and Question) - a (1,4) 5 hits Teekl and Klarion for a token each. Teekl pushes to KO
-EDIT: Forgot I can't counter Teekl's Defense, so he gets a Super Senses roll: 2/fail, so the action stands
-SA, KO to Wizard, AST to Piper
3) Mirror P/T to J13, pushing. He puts Wizard in I13, Cold in J12, Piper in I12
4) Brain moves to I14, pushing to KO and healing Mirror Master to click 1 via SSquad TA
------------------------------------------
Trinity of Sin
1) 125 phantom stranger (1/6) E7 @@
2) 100 fl question (1/6) F8 [WC Mystics TA]
-- 5 skullduggery
3) 100 le pandora (1/6) F9 @
4) 70 klarion (1/5) F10 @
A) 0 Teekl KOKOKO
400
Objects lo - H8, uho - N12, uho - D10
Stats:
Klarion/Teekl 1 SA 1 KO
Stranger 1 AST
Question 1 AST
Pandora 1 AST
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Ground Zero
Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.