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View Full Version : FLE: Fantasy League Elite FLE Marvel Round 2: Inhumans vs. X-Factor


Glen Quagmire
09/13/2009, 19:34
(Games end 11:59 p.m. PST Sunday, Oct. 3)

Inhumans (home)

1) U Karnak 79
2) R Lockjaw 24
3) E Spider Girl 77
4) R Karate Kid 63 *
* Inside Information 4
5) E Nightshade 50

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (6/6)
* Contingency Plan 12 pts
2) R Polaris 50 pts (5/5)
3) R Wiccan 54 pts (6/6)
4) E Multiple Man 32 pts (4/4)
5) R Multiple Man 17 pts (4/4)
6) R Multiple Man 17 pts (4/4)
7) R Multiple Man 17 pts (4/4)
8) R Quicksilver (AV) 49 pts** (6/6)
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&S1=x-468y117&u1=x-458y-207

TheVagrantKing
09/13/2009, 23:05
Hmm...surprised you went with the Jamie swarm, what with Nightshade and all :p

Tanis11
09/14/2009, 00:24
Hmm...surprised you went with the Jamie swarm, what with Nightshade and all :p

Doh! I didn't think of that! :O

Glen Quagmire
09/14/2009, 11:24
FYI, sadly, we've lost Mr Stranger for the time being.

http://www.hcrealms.com/forum/showthread.php?t=260830

Definite shame. Mr Stranger is a good guy. However, I've asked RokkKrinn to step in for this game. Since Mr Stranger apparently won't be back for some time, I'll lift the sub rules so Rokk won't be restricted to only posting a twice a day, then having to wait, etc.

Rokk_Krinn
09/14/2009, 11:45
Heya' Tanis. As Glen says I'll be pretending to be Mr. Stranger; I'd say I'll act hard to play poorly but I don't have to act to do that so you should be set. :)

Email I'll use for this game is etfalti@yahoo.com

Tanis11
09/14/2009, 11:49
Aw, that's sad. I hope everything works out for him...I'll pm you my email addy...but you're up to set up map since you're home team. :)

Tanis11
09/14/2009, 11:55
Here's my dials:

mm039 V Havok
Team: X-Men
Range: 8 :bolt:
Points: 44
Keywords: X-Factor, Starjammers, X-Men
m-boota-fistd-starburstg-starburst7101646915368153581425713246131KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

mm031 R Polaris
Team: X-Men
Range: 6 :bolt:
Points: 50
Keywords: X-Factor, X-Men
m-winga-fistd-starburstg-starburst9815487153871437613266132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

av047 R Wiccan
Team: Avengers
Range: 8 :bolt:
Points: 54
Keywords: Mystical, Teen, Young Avengers
m-winga-fistd-starburstg-starburst891629816297152771416814168141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Group Teleportation: Wiccan can use Phasing/Teleport. When he uses this power, he can carry up to three friendly characters. If more than one character is carried, after the action is resolved deal 1 unavoidable damage to Wiccan.

sn049 R Multiple Man
Team: X-Men
Range: 0 :bolt:
Points: 17
Keywords: Mutant
m-boota-fistd-starburstg-starburst89162771527615166141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

sn050 E Multiple Man
Team: X-Men
Range: 0 :bolt:
Points: 32
Keywords: Mutant, X-Factor
m-boota-fistd-starburstg-starburst89162781627715177151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

av058 R Quicksilver
Team: Avengers
Range: 0 :bolt:
Points: 49
Keywords: Avengers, Brotherhood of Mutants, Mutant
m-boota-fistd-starburstg-starburst1091629816299172991628815287141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Supersonic Speed: Quicksilver may use Option 1 of Hypersonic Speed.

Rokk_Krinn
09/14/2009, 18:28
Here are Stranger's dials...


sv088 U Karnak
Team: No Affiliation
Range: 0 :bolt:
Points: 79
Keywords: Inhumans, Martial Artist
m-boota-fistd-starburstg-starburst8111638111647101547914279152691626816368163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

si041 E Spider-Girl
Team: Spider-Man
Range: 6 :bolt:
Points: 77
Keywords: Avengers, New Warriors, Teen
m-boota-fistd-starburstg-starburst101018210101728917289162891627815278152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Speed) Weblines: Spider-Girl can use Charge, Leap/Climb, and Running Shot.

(Attack) Bio-magnetic Field: Spider-Girl can use Incapacitate. Immediately after the resolution of a successful close combat attack by Spider-Girl, Spider-Girl can use Force Blast against the same target as a free action, but the target can't be dealt knock back damage.

(Defense) Spider-Sense: Spider-Girl can use Combat Reflexes and Super Senses.

cr024 E Karate Kid
Team: Legion of Superheroes
Range: 0 :bolt:
Points: 63
Keywords: Future, Legion of Super Heroes, Martial Artist, Teen
m-winga-fistd-starburstg-starburst101017291116281216381116281015279152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

* Inside Information: When the character attacks an opposing character that has any of the keywords possessed by the characters, modify the character's attack value by +2.

aa026 E Nightshade
Team: Mystics
Range: 6 :bolt:
Points: 50
Keywords: L.A.W., Shadowpact, Suicide Squad, Spy
m-transport-boota-fistd-starburstg-starburst9916299162991528815288142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
(Attack) From the Land of Nightshades: Nightshade can use Smoke Cloud. If an opposing character ends its turn occupying a square containing a hindering terrain marker placed by Nightshade, that character is dealt 2 damage.

ff001 R Lockjaw
Team: No Affiliation
Range: 0 :bolt:
Points: 24
Keywords: Animal, Inhumans
m-transport-boota-fistd-starburstg-starburst127142127131116131116121105121105121KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

Rokk_Krinn
09/14/2009, 18:37
Set-Up

Inhumans (home)

1) U Karnak 79 (8/8) - A-12
2) R Lockjaw 24 (6/6) - B-13/A-13
3) E Spider Girl 77 (7/7)- B-12
4) R Karate Kid 63 * (6/6) - B-15
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - B-14

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (6/6)
* Contingency Plan 12 pts
2) R Polaris 50 pts (5/5)
3) R Wiccan 54 pts (6/6)
4) E Multiple Man 32 pts (4/4)
5) R Multiple Man 17 pts (4/4)
6) R Multiple Man 17 pts (4/4)
7) R Multiple Man 17 pts (4/4)
8) R Quicksilver (AV) 49 pts** (6/6)
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9,
LO: O-17

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&L1=x-252y308&S1=x-468y117&f1p1=x-406y-337&f3p1=x-476y-306&f4p1=x-418y-302&f5p1=x-483y-303&u1=x-458y-207&y1=x-378y-508

Think as a courtesy to you, being you're the "real player" here, you should get first move.

Tanis11
09/14/2009, 19:29
Here's my setup:

Inhumans (home)

1) U Karnak 79 (8/8) - A-12
2) R Lockjaw 24 (6/6) - B-13/A-13
3) E Spider Girl 77 (7/7)- B-12
4) R Karate Kid 63 * (6/6) - B-15
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - B-14

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (6/6) W10
* Contingency Plan 12 pts
2) R Polaris 50 pts (5/5) W11
3) R Wiccan 54 pts (6/6) W14
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (4/4) X13
6) R Multiple Man 17 pts (4/4) X14
7) R Multiple Man 17 pts (4/4) W14
8) R Quicksilver (AV) 49 pts** (6/6) W12
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-406y-337&f2p1=x-413y-302&f3p1=x-476y-306&f4p1=x-418y-302&f5p1=x-483y-303&f1p2=x-469y282&f2p2=x-474y281&f3p2=x-444y281&f4p2=x-543y311&f5p2=x-518y315&f6p2=x-517y315&f7p2=x-347y248&f8p2=x-442y248&u1=x-458y-207&y1=x-378y-508

And thanks for letting me go first. :) First turn coming up!

Tanis11
09/14/2009, 19:51
Alright, here we go! Good luck!

Turn 1a)

(free) Alex Leadership roll is a 3

1. Lorna will pick up Alex and fly to Q8, placing him in Q9

(free) Pietro will run to Q7

2. Multiple Man 5 (MM5) will run to P7

(free) Wiccan will pick up MM6 and fly to S8, placing MM6 in S7

(free) Token on Contingency Plan

Inhumans (home)

1) U Karnak 79 (8/8) - A-12
2) R Lockjaw 24 (6/6) - B-13/A-13
3) E Spider Girl 77 (7/7)- B-12
4) R Karate Kid 63 * (6/6) - B-15
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - B-14

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9
* Contingency Plan 12 pts $
2) R Polaris 50 pts (5/5) Q8 @
3) R Wiccan 54 pts (6/6) S8 @
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (4/4) P7 @
6) R Multiple Man 17 pts (4/4) S7
7) R Multiple Man 17 pts (4/4) W14
8) R Quicksilver (AV) 49 pts** (6/6) Q7 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-406y-337&f2p1=x-413y-302&f3p1=x-476y-306&f4p1=x-418y-302&f5p1=x-483y-303&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-600y158&f4p2=x-543y311&f5p2=x-702y65&f6p2=x-735y157&f7p2=x-347y248&f8p2=x-600y58&u1=x-531y-9&u2=x-594y-5&u3=x-604y-34&y1=x-378y-508

Rokk_Krinn
09/14/2009, 21:05
Question - if you took all three of your alloted moves how did you get a token for contingency plan?

Nevermind...just realized you were using free movement on them.

Tanis11
09/14/2009, 21:08
Question - if you took all three of your alloted moves how did you get a token for contingency plan?

Nevermind...just realized you were using free movement on them.

Yup...otherwise, I'd actually be over my allowed allotment of moves. ;)

Rokk_Krinn
09/14/2009, 21:16
Yup...otherwise, I'd actually be over my allowed allotment of moves. ;)

Nah. Realized you used free move to move...just didn't click at first that meant it worked for contingency plan. :)

Move in a minute.

Tanis11
09/14/2009, 23:53
Nah. Realized you used free move to move...just didn't click at first that meant it worked for contingency plan. :)

Move in a minute.

Dang...this is one long minute. ;)

Rokk_Krinn
09/15/2009, 09:34
Dang...this is one long minute. ;)

Sorry Tanis; hit submit and got paged away right after. I didn't know until now that it had timed out while submitting. Re-send coming sooner than the last "minute". :)

Rokk_Krinn
09/15/2009, 09:50
Turn 1B

1) Lockjawk Carries Spider-Girl and heads to I-10/I-11, placing Mayday atop the object at J-10.

2) Karnak moves to H-8

3) Nightshade decides, "Meh, why not?" and performs a Move/Attack, heading to J-13 and firing a shot at Multiple Man #5; 9 - 2 (Move/Attack) = 7 Attack vs 16 Defense. The roll is 1 + 5 = 6 for a miss.

Inhumans (home)

1) U Karnak 79 (8/8) - @ H-8
2) R Lockjaw 24 (6/6) - @ I-10/H-11
3) E Spider Girl 77 (7/7)- J-10 (hindering)
4) R Karate Kid 63 * (6/6) - B-15
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - B-14 @ J-13

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9
* Contingency Plan 12 pts $
2) R Polaris 50 pts (5/5) Q8 @
3) R Wiccan 54 pts (6/6) S8 @
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (4/4) P7 @
6) R Multiple Man 17 pts (4/4) S7
7) R Multiple Man 17 pts (4/4) W14
8) R Quicksilver (AV) 49 pts** (6/6) Q7 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-533y-116&f2p1=x-504y-87&f3p1=x-534y-54&f4p1=x-416y-306&f5p1=x-515y-53&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-600y158&f4p2=x-543y311&f5p2=x-702y65&f6p2=x-735y157&f7p2=x-347y248&f8p2=x-600y58&t1=x-479y-235&t2=x-559y-248&t4=x-398y-190&u1=x-531y-9&u2=x-594y-5&u3=x-604y-34&y1=x-1y13&x1=x-510y-284

Stupid stupid move on my part I realized last night but felt I had to stick to it even though the PBE submission hadn't finished. :)

Tanis11
09/15/2009, 10:19
Oh wow, totally forgot about Nightshade being a transporter. :O Surprised you went for it. ;)

Turn 2a)

(free) Alex's leadership roll is a 4.

(free) MM4 will perplex up Alex's damage to 5

(free) Wiccan will push to pick up MM6 and fly to R10, placing MM6 in R9

1. Lorna will push to TK MM5 to K9. She takes a click.

2. MM5 will willpower push to take a swing at Spider-Girl. AV 9 vs DV 18. Roll is a 1, 6 for a miss.

3. Alex will take a shot at Nightshade. AV 10 vs DV 16. Roll is a 1, 4. Wiccan PC's that to a crit hit...*sigh*...which in this world is a crit miss. Figures. Alex takes a click and is injured.

Inhumans (home)

1) U Karnak 79 (8/8) - @ H-8
2) R Lockjaw 24 (6/6) - @ I-10/H-11
3) E Spider Girl 77 (7/7)- J-10 (hindering)
4) R Karate Kid 63 * (6/6) - B-15
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - @ J-13

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (5/6) Q9 @
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @@
3) R Wiccan 54 pts (5/6) R10 @@
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (4/4) K9 @@
6) R Multiple Man 17 pts (4/4) R9
7) R Multiple Man 17 pts (4/4) W14
8) R Quicksilver (AV) 49 pts** (6/6) Q7
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-533y-116&f2p1=x-504y-87&f3p1=x-534y-54&f4p1=x-416y-306&f5p1=x-515y-53&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-538y126&f4p2=x-543y311&f5p2=x-640y-90&f6p2=x-671y126&f7p2=x-347y248&f8p2=x-600y58&t1=x-479y-235&t2=x-559y-248&t4=x-398y-190&u1=x-531y-9&u2=x-529y-13&u3=x-552y-179&u4=x-503y67&u5=x-532y68&u6=x-599y-158&u7=x-569y-3&y1=x-1y13&x1=x-510y-284

Whenever I have Madness in play, I always get the boxcars. It really sucks. :P

Tanis11
09/15/2009, 10:39
Oh wow, totally forgot about Nightshade being a transporter. :O Surprised you went for it. ;)

Turn 2a)

(free) Alex's leadership roll is a 4.

(free) MM4 will perplex up Alex's damage to 5

(free) Wiccan will push to pick up MM6 and fly to R10, placing MM6 in R9

1. Lorna will push to TK MM5 to K9. She takes a click.

2. MM5 will willpower push to take a swing at Spider-Girl. AV 9 vs DV 18. Roll is a 1, 6 for a miss.

3. Alex will take a shot at Nightshade. AV 10 vs DV 16. Roll is a 1, 4. Wiccan PC's that to a crit hit...*sigh*...which in this world is a crit miss. Figures. Alex takes a click and is injured.

Inhumans (home)

1) U Karnak 79 (8/8) - @ H-8
2) R Lockjaw 24 (6/6) - @ I-10/H-11
3) E Spider Girl 77 (7/7)- J-10 (hindering)
4) R Karate Kid 63 * (6/6) - B-15
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - @ J-13

297 Pts

vs.

X-Factor

1) V Havok 44 pts* (5/6) Q9 @
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @@
3) R Wiccan 54 pts (5/6) R10 @@
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (4/4) K9 @@
6) R Multiple Man 17 pts (4/4) R9
7) R Multiple Man 17 pts (4/4) W14
8) R Quicksilver (AV) 49 pts** (6/6) Q7
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-533y-116&f2p1=x-504y-87&f3p1=x-534y-54&f4p1=x-416y-306&f5p1=x-515y-53&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-538y126&f4p2=x-543y311&f5p2=x-640y-90&f6p2=x-671y126&f7p2=x-347y248&f8p2=x-600y58&t1=x-479y-235&t2=x-559y-248&t4=x-398y-190&u1=x-531y-9&u2=x-529y-13&u3=x-552y-179&u4=x-503y67&u5=x-532y68&u6=x-599y-158&u7=x-569y-3&y1=x-1y13&x1=x-510y-284

Whenever I have Madness in play, I always get the boxcars. It really sucks. :P

Rokk_Krinn
09/15/2009, 12:43
Yeah, I'd forgotten Karate Kid was a flier - extra embarrassment points for me - which is why I'd originally been planning on using Nightshade to actually, y'know, transport. :noid:

Tanis11
09/15/2009, 13:03
Editted out my repeating turn 2a) to make things less confusing than they usually are with me.

Rokk_Krinn
09/15/2009, 13:27
1B

1) Spider-Girl L/C's & Running Shots to N-5, firing at Pietro. Attack 10 vs Defense 16 w/Super-Senses; gets an attack roll of 4 + 6 = 10 but this time the dice like you as Pietro gets 5 on Super-Senses.

2) Karate Kid flies to L-12 to act as the Human Target.

3) Karnak pushes to Charge to J-10 and takes a swipe at Multiple Man #5; Attack 11 vs Defense 16. The roll is 4 + 5 = 9 for 3 EW damage (one push damage to Karnak).

Inhumans (home)

1) U Karnak 79 (7/8) - @@ J-10 (hindering)
2) R Lockjaw 24 (6/6) - I-10/H-11
3) E Spider Girl 77 (7/7)- @ N-5 (hindering)
4) R Karate Kid 63 * (6/6) - @ L-12
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - J-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 1 SA

vs.

X-Factor

1) V Havok 44 pts* (5/6) Q9 @
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @@
3) R Wiccan 54 pts (5/6) R10 @@
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (1/4) K9 @@
6) R Multiple Man 17 pts (4/4) R9
7) R Multiple Man 17 pts (4/4) W14
8) R Quicksilver (AV) 49 pts** (6/6) Q7
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-470y-51&f2p1=x-504y-87&f3p1=x-693y76&f4p1=x-509y11&f5p1=x-515y-53&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-538y126&f4p2=x-543y311&f5p2=x-640y-90&f6p2=x-671y126&f7p2=x-347y248&f8p2=x-600y58&t1=x-434y-164&t2=x-467y-157&t3=x-675y-38&t4=x-464y-114&u1=x-531y-9&u2=x-529y-13&u3=x-552y-179&u4=x-503y67&u5=x-532y68&u6=x-599y-158&u7=x-569y-3&y1=x-1y13&x1=x-507y-283

TheVagrantKing
09/15/2009, 13:32
For Spider Girl, she unfortunately can't use Leap/Climb with either Charge or Running Shot.

Tanis11
09/15/2009, 13:37
Editted out my repeating turn 2a) to make things less confusing than they usually are with me. ;)

Rokk_Krinn
09/15/2009, 13:39
For Spider Girl, she unfortunately can't use Leap/Climb with either Charge or Running Shot.

:confused: Yeah, I admit it. I'm totally lost now considering the discussion involving her in a certain other thread. :laugh:

Tanis11
09/15/2009, 13:39
darn I need to stop refreshing..it keeps posting my previous turn. ;) So yeah Rokk, you can't use L/C and Running shot...you want to do something else with Spider Girl? Everything else you can keep the same.

Tanis11
09/15/2009, 13:40
:confused: Yeah, I admit it. I'm totally lost now considering the discussion involving her in a certain other thread. :laugh:

L/C is a move action and RS is a power action, so you can't use both at the same time. There are some people that allow to breakaway automatically but that needs to be stated specifically in the special power.

Rokk_Krinn
09/15/2009, 13:48
L/C is a move action and RS is a power action, so you can't use both at the same time. There are some people that allow to breakaway automatically but that needs to be stated specifically in the special power.

Ah. Makes perfect sense (and I see now the Spider-Girl antics was in reference to the feats L/C allows her to use, not necessarily her using L/C in conjunction.)

I'll redo the turn...which gives Multiple Man a sigh of relief I suspect. :)

Tanis11
09/15/2009, 13:56
Ah. Makes perfect sense (and I see now the Spider-Girl antics was in reference to the feats L/C allows her to use, not necessarily her using L/C in conjunction.)

I'll redo the turn...which gives Multiple Man a sigh of relief I suspect. :)

Well that all depends on what you do. ;) But like I said, if you want you can keep everything the same and just do a different action with Spider Girl. Or you can redo if you want. I'll leave it up to you. :)

Rokk_Krinn
09/15/2009, 15:03
Well, much as I'd like to keep Karnak's action it doesn't work as he went to Spider-Girl's old spot for the attack.

Tanis11
09/15/2009, 15:05
Well, much as I'd like to keep Karnak's action it doesn't work as he went to Spider-Girl's old spot for the attack.

Oh okay, well let me know when you've redone your turn then. :)

Rokk_Krinn
09/15/2009, 15:08
That or we just have her L/C to the spot without firing on Pietro and Karnak continues on as normal but I feel like I'm cheating you a roll; what do you think?

Tanis11
09/15/2009, 15:12
That or we just have her L/C to the spot without firing on Pietro and Karnak continues on as normal but I feel like I'm cheating you a roll; what do you think?

Yeah that could work too. And you could keep the roll with Karnak. The illegal action with Spider-girl had no direct bearing on Karnak, other than the spot, but there were other viable spots too. So yeah I don't mind you keeping the roll with Karnak. I believe it's still legit.

Tanis11
09/15/2009, 15:14
Doh! And I forgot to give my PC instructions which would've been to PC the first successful attack Wiccan can see.

Tanis11
09/15/2009, 15:50
Alright I'll just take my turn. I should've stated the PC instructions earlier even though there's a rule stating that if no instructions are given, then the default would be the first successful attack. But that's alright, I have a feeling it'll be a snake eyes. :O

Turn 3a)

1. MM6 will use the X-men TA to heal Havok a click. X-men TA roll is a 2. Reroll with Wiccan is a 3, so he takes a click.

(free) MM4 will perplex up Pietro's damage to 3

2. Pietro will HSS to O4 and take a swing at Spider-Girl. AV 9 vs DV 18. Roll is a 5, 3 for a miss. :( Pietro will Maneuver her to N3 and finish his move in Q4.

3. MM7 will move to Q10

Wiccan will PC any successful attack he can see.

Inhumans (home)

1) U Karnak 79 (7/8) - @@ J-10 (hindering)
2) R Lockjaw 24 (6/6) - I-10/H-11
3) E Spider Girl 77 (7/7)- @ N-3
4) R Karate Kid 63 * (6/6) - @ L-12
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - J-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 1 SA

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9
* Contingency Plan 12 pts
2) R Polaris 50 pts (4/5) Q8
3) R Wiccan 54 pts (5/6) R10
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (1/4) K9
6) R Multiple Man 17 pts (3/4) R9 @
7) R Multiple Man 17 pts (4/4) Q10 @
8) R Quicksilver (AV) 49 pts** (6/6) Q4 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-470y-51&f2p1=x-504y-87&f3p1=x-759y70&f4p1=x-509y11&f5p1=x-515y-53&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-538y126&f4p2=x-543y311&f5p2=x-640y-90&f6p2=x-671y126&f7p2=x-468y63&f8p2=x-694y2&t1=x-434y-164&t2=x-467y-157&t3=x-736y-43&t4=x-464y-114&u1=x-633y-52&u3=x-29y-1&u4=x-6y1&u5=x-557y64&u6=x-12y-3&u7=x-545y-9&y1=x-1y13&x1=x-507y-283

Looks like my luck hasn't changed much from my playoff and round 1 game. :(

Rokk_Krinn
09/15/2009, 15:56
Doh! And I forgot to give my PC instructions which would've been to PC the first successful attack Wiccan can see.

I figured that was a given (which is one reason I checked his LoF on each attack).

Rokk_Krinn
09/15/2009, 15:59
There wouldn't be any tokens left on Contingency Plan though, would there? Alex lost Leadership and CP specifically states when the person loses Leadership/Mastermind all the tokens are removed.

So Pietro's Attack would have remained a 9.

Tanis11
09/15/2009, 19:50
There wouldn't be any tokens left on Contingency Plan though, would there? Alex lost Leadership and CP specifically states when the person loses Leadership/Mastermind all the tokens are removed.

So Pietro's Attack would have remained a 9.

Doh! You're right! And the missing by 1 continues. *sigh* I'll edit my turn above.

Tanis11
09/15/2009, 19:57
Okay turn fixed. Your go.

dbauers
09/15/2009, 20:07
tanis, you are like that guy in Signs, swinging for a homer every time. stop plexing damage and start plexing attack!!!! :p

Tanis11
09/15/2009, 20:09
tanis, you are like that guy in Signs, swinging for a homer every time. stop plexing damage and start plexing attack!!!! :p

B..but I like to swing for the homers....;) Yeah, I should...you'd think I would've learned that by now. ;)

Rokk_Krinn
09/16/2009, 00:20
Turn 3

It's okay. The dice like you much better this turn. ;)

1) Karate Kid pushes and Charges to P-9 where he attacks Havok: Attack 10 vs Defense 16; the roll is 1 + 2 = 3 for a miss. One damage to KK.

2) Spider-Girl pushes and Close Combat Attacks Pietro. Attack 10 vs Defense 16; the roll is 1 + 5 = 6 for a hit but Pietro's Super-Senses is a 6. One damage to Mayday.

3) Nightshade P/T's to S-7

Inhumans (home)

1) U Karnak 79 (7/8) - J-10 (hindering)
2) R Lockjaw 24 (6/6) - I-10/H-11
3) E Spider Girl 77 (6/7)- @@ N-3
4) R Karate Kid 63 * (5/6) - @@ P-9
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (5/5) - @ S-7
297 Pts

Wildcards are defaulting to Mystics

Karnak: 1 SA

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9
* Contingency Plan 12 pts
2) R Polaris 50 pts (4/5) Q8
3) R Wiccan 54 pts (5/6) R10
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (1/4) K9
6) R Multiple Man 17 pts (3/4) R9 @
7) R Multiple Man 17 pts (4/4) Q10 @
8) R Quicksilver (AV) 49 pts** (6/6) Q4 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-470y-51&f2p1=x-504y-87&f3p1=x-759y70&f4p1=x-606y135&f5p1=x-705y230&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-538y126&f4p2=x-543y311&f5p2=x-640y-90&f6p2=x-671y126&f7p2=x-468y63&f8p2=x-694y2&t1=x-550y83&t2=x-503y-16&t3=x-736y-43&t4=x-553y-15&u1=x-633y-52&u3=x-29y-1&u4=x-6y1&u5=x-557y64&u6=x-12y-3&u7=x-542y-4&y1=x-1y13&x1=x-507y-283

Tanis11
09/16/2009, 02:56
Oh wow...I totally thought I was gonna get messed up. I was ready to push the Multiple Men to heal up Alex...well if we're both missing, it makes for a more interesting game than only one person missing. ;)

Turn 4a)

(free) Alex's leadership roll is a 6.

1. Lorna will forceblast Val. Roll is a 5. Val is blasted back to K14

(free) Wiccan will pick up MM6 and fly to S9, placing MM6 to T8.

(free) MM4 will perplex up Alex's attack to 11

2. Alex will take a shot at Nightshade. AV 11 vs DV 17. Roll is a 3, 5 for the hit for 4 clicks. 1 Mystics click to Alex. 1 SA to Alex, 1 AST to Lorna.

3. MM7 will heal up Alex a click. MM7 TA roll is a 2. Reroll from Wiccan is a 2. MM7 takes a click for the X-men TA and a click for the push.

(free) Token on CP

Inhumans (home)

1) U Karnak 79 (7/8) - J-10 (hindering)
2) R Lockjaw 24 (6/6) - I-10/H-11
3) E Spider Girl 77 (6/7)- @@ N-3
4) R Karate Kid 63 * (5/6) - @@ K-14
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ S-7
297 Pts

Wildcards are defaulting to Mystics

Karnak: 1 SA

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9 @ [1 SA]
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @ [1 AST]
3) R Wiccan 54 pts (5/6) S9 @
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (1/4) K9
6) R Multiple Man 17 pts (3/4) T8
7) R Multiple Man 17 pts (2/4) Q10 @@
8) R Quicksilver (AV) 49 pts** (6/6) Q4
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-470y-51&f2p1=x-504y-87&f3p1=x-759y70&f4p1=x-447y-21&f5p1=x-705y230&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-569y158&f4p2=x-543y311&f5p2=x-640y-90&f6p2=x-703y192&f7p2=x-468y63&f8p2=x-694y2&t1=x-550y83&t2=x-330y-160&t3=x-736y-43&t4=x-378y-169&t5=x-775y-59&u1=x-535y-12&u2=x-462y-8&u3=x-470y2&u4=x-6y1&u5=x-532y89&u6=x-12y-3&u7=x-586y-11&y1=x-1y13&x1=x-507y-283

Rokk_Krinn
09/16/2009, 20:33
Gah. Totally forgot about the Force Blast...and here I thought I'd positioned so nicely. :o

(Lost this in the flurry of new games set up by....someone. ;) )

1) Karnak decides to finish off MM #5 really fast - Attack 11 vs Defense 14; roll is a 6 + 1 = 7 for 4 clicks and the KO.

2) Lockjaw Carries Karnak and phases over to T-7/S-8, dropping Karnak at R-8.

3) Nightshade prepares to die horribly. :noid: (Everyone else clears)

Inhumans (home)

1) U Karnak 79 (7/8) - @ R-8 (hindering)
2) R Lockjaw 24 (6/6) - @ T-7/S-8
3) E Spider Girl 77 (6/7)- N-3
4) R Karate Kid 63 * (5/6) - K-14
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - S-7
297 Pts

Wildcards are defaulting to Mystics

Karnak: 2 SA, 1 KO

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9 @ [1 SA]
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @ [1 AST]
3) R Wiccan 54 pts (5/6) S9 @
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (3/4) T8
7) R Multiple Man 17 pts (2/4) Q10 @@
8) R Quicksilver (AV) 49 pts** (6/6) Q4
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-531y195&f2p1=x-595y257&f3p1=x-759y70&f4p1=x-447y-21&f5p1=x-705y230&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-569y158&f4p2=x-543y311&f6p2=x-703y192&f7p2=x-468y63&f8p2=x-694y2&t1=x-559y150&t2=x-557y62&t5=x-49y-1&u1=x-535y-12&u2=x-462y-8&u3=x-470y2&u4=x-6y1&u5=x-532y89&u6=x-12y-3&u7=x-586y-11&y1=x-1y13&x1=x-599y57

Tanis11
09/16/2009, 23:12
Ah...very nice positioning..knew I shouldn't have put him in the diagonal. Well..the royal rumble just started pretty early. ;)

Turn 5a)

(free) Leadership roll is a 6

1. Pietro will HSS to S6 and take a swing at Lockjaw. AV 9 vs DV 14. Roll is a 1, 2. *sigh* Well at least that wasn't the main reason for attacking. Pietro will Maneuver Lockjaw to T5/U4. He'll finish his move in P9

(free) MM4 will perplex up MM6's attack to 8

2. MM6 will take a swing at Nightshade. AV 8 vs DV 14. Roll is a 6, 6. *sigh* Yes, it would be the game when I have Madness in play where I would get boxcars twice...it wouldn't be my playoff game or anything...I'll of course reroll that to a miss without the crit miss for a 1, 4. *shakes head*

(free) Alex will CP up his attack to 11

3. Alex will push to take a plasma swing at Karnak. AV 11 vs DV 16. Roll is a 5, 4 for the hit for 3 clicks after Toughness. 1 push click to Alex. 1 SA to Alex.

(free) Wiccan will push to pick up MM6 and fly to Q7, placing MM6 in R8. Wiccan takes a push click.

4. Polaris will push to forceblast Karnak. Forceblast roll is a 1. He moves to S8

Wiccan will PC any successful attack he can see.

Inhumans (home)

1) U Karnak 79 (4/8) - @ S-8
2) R Lockjaw 24 (6/6) - @ T-5/U-4
3) E Spider Girl 77 (6/7)- N-3
4) R Karate Kid 63 * (5/6) - K-14
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - S-7
297 Pts

Wildcards are defaulting to Mystics

Karnak: 2 SA, 1 KO

vs.

X-Factor

1) V Havok 44 pts* (5/6) Q9 @@ [2 SA]
* Contingency Plan 12 pts
2) R Polaris 50 pts (4/5) Q8 @@ [1 AST]
3) R Wiccan 54 pts (4/6) Q7 @@
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (3/4) R8 @
7) R Multiple Man 17 pts (2/4) Q10
8) R Quicksilver (AV) 49 pts** (6/6) P9 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-532y228&f2p1=x-662y262&f3p1=x-759y70&f4p1=x-447y-21&f5p1=x-705y230&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-631y94&f4p2=x-543y311&f6p2=x-704y125&f7p2=x-468y63&f8p2=x-535y33&t1=x-651y122&t2=x-552y118&t5=x-49y-1&u1=x-525y-15&u2=x-514y41&u3=x-571y-18&u4=x-626y-3&u5=x-537y-28&u6=x-657y16&u7=x-583y39&u8=x-658y48&y1=x-1y13&x1=x-689y81

Rokk_Krinn
09/17/2009, 20:16
Turn 5

1) Nightshade Phase/Teleports to L-13

2) (free) Karnak Perplexes Spider-Girl's Attack +1

3) Spider-Girl charges to P-8 and attacks Quicksilver; 10 + 1 (Perplex) = 11 Attack vs 16 Defense w/Super-Senses. First roll is 5 + 4 = 9 for a hit; Wiccan PC's that to 3 + 4 = 7, still a hit (You know if I'd perplexed Damage I would've missed by 1). Pietro's Super-Sense roll is a 1 so the hit connects for 2; Mayday's Bio-Magnetic Field allows her a free Force Blast and the roll is 5, pushing Quicksilver to P-14.

4) Karate Kid flies to P-9

Inhumans (home)

1) U Karnak 79 (4/8) - S-8
2) R Lockjaw 24 (6/6) - T-5/U-4
3) E Spider Girl 77 (6/7)- @ P-8
4) R Karate Kid 63 * (5/6) - @ P-9
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 2 SA, 1 KO
Spider-Girl: 1 SA

vs.

X-Factor

1) V Havok 44 pts* (5/6) Q9 @@ [2 SA]
* Contingency Plan 12 pts
2) R Polaris 50 pts (4/5) Q8 @@ [1 AST]
3) R Wiccan 54 pts (4/6) Q7 @@
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (3/4) R8 @
7) R Multiple Man 17 pts (2/4) Q10
8) R Quicksilver (AV) 49 pts** (4/6) P-14 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-532y228&f2p1=x-662y262&f3p1=x-601y131&f4p1=x-603y134&f5p1=x-516y6&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-631y94&f4p2=x-543y311&f6p2=x-704y125&f7p2=x-468y63&f8p2=x-382y35&t1=x-651y122&t2=x-552y118&t3=x-421y-151&t4=x-527y-12&t5=x-592y-18&u1=x-525y-15&u2=x-514y41&u3=x-571y-18&u4=x-626y-3&u5=x-386y-26&u6=x-657y16&u7=x-583y39&u8=x-658y48&y1=x-1y13&x1=x-689y81

TheVagrantKing
09/17/2009, 22:04
If you woulda missed by one without the Perplex, that's an AST for Karnak :)

Rokk_Krinn
09/17/2009, 22:36
If you woulda missed by one without the Perplex, that's an AST for Karnak :)

Honestly I should be worrying about stats for Tanis, not Stranger. :)

Tanis11
09/18/2009, 00:57
Yeah when I get a run of bad rolls..it lasts for quite a few games. :( I'll note Karnak's AST in the recap. Oh and Polaris should be at 3/5

Turn 6a)

1. MM7 will heal Alex a click cuz he's gonna need it. X-men TA roll is a 1. MM7 takes a click.

2. Since MM6 will probably bite the big one, he'll push to heal up Polaris cuz she's gonna need it. X-men TA roll is a 5. So he just takes a push click.

(free) MM4 will perplex up Alex's defense to 17

(free) CP token

Wiccan will PC any successful attack he can see.

Inhumans (home)

1) U Karnak 79 (4/8) - S-8
2) R Lockjaw 24 (6/6) - T-5/U-4
3) E Spider Girl 77 (6/7)- @ P-8
4) R Karate Kid 63 * (5/6) - @ P-9
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 2 SA, 1 KO, 1 AST
Spider-Girl: 1 SA

vs.

X-Factor

1) V Havok 44 pts* (6/6) Q9 [2 SA]
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 [1 AST]
3) R Wiccan 54 pts (4/6) Q7
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) R8 @@
7) R Multiple Man 17 pts (1/4) Q10 @
8) R Quicksilver (AV) 49 pts** (4/6) P-14
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-532y228&f2p1=x-662y262&f3p1=x-599y133&f4p1=x-603y134&f5p1=x-516y6&f1p2=x-501y96&f2p2=x-568y95&f3p2=x-631y94&f4p2=x-543y311&f6p2=x-704y125&f7p2=x-468y63&f8p2=x-382y35&t3=x-421y-151&t4=x-527y-12&t5=x-591y-21&u3=x-9y0&u5=x-498y17&u6=x-24y-8&u7=x-647y62&u8=x-658y48&y1=x-1y13&x1=x-693y83

Rokk_Krinn
09/18/2009, 11:00
Turn 6

Can I just concede against Tanis because feeling like he should get the auto-win here because he's actually around to participate?

1) Karate Kid pushes to Close Combat Attack Havoc: 11 Attack vs 16 + 1 (Perplex) = 17 Defense; roll is a 3 + 3 = 6 for 2 dmg and 2 knockback to S-9. One push click to KK.

2) (free) Karnak Perplexes his Attack +1

3) Karnak Flurries. First attack vs Havoc: 9 + 1 (Perplex) = 10 Attack vs 15 Defense; 6 + 3 = 9 hits for 2. Karnak's second Flurry vs Havoc: 9 + 1 (Perplex) = 10 Attack vs 13 Defense; roll is 4 + 3 = 7 for the hit of 2 more dmg and the KO. Great now I feel bad. :(

4) Lockjaw heads to Q-9/P-10 and along the way Transporter Attacks Polaris because he's less likely to hit than Spider-Girl. 7 - 2 (Move/Attack) = 5 Attack vs 15 Defense; roll is a 4 + 3 = 7 for a miss.


Inhumans (home)

1) U Karnak 79 (4/8) - @ S-8
2) R Lockjaw 24 (6/6) - @ Q-9/P-10
3) E Spider Girl 77 (6/7)- P-8
4) R Karate Kid 63 * (4/6) - @@ P-9
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 1 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 [1 AST]
3) R Wiccan 54 pts (4/6) Q7
4) E Multiple Man 32 pts (4/4) X11
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) R8 @@
7) R Multiple Man 17 pts (1/4) Q10 @
8) R Quicksilver (AV) 49 pts** (4/6) P-14
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-532y228&f2p1=x-508y142&f3p1=x-599y133&f4p1=x-603y134&f5p1=x-516y6&f2p2=x-568y95&f3p2=x-631y94&f4p2=x-543y311&f6p2=x-704y125&f7p2=x-468y63&f8p2=x-382y35&t1=x-496y-15&t2=x-554y118&t4=x-527y-12&t5=x-513y1&u3=x-2y-1&u4=x-2y-1&u5=x-498y17&u6=x-18y-1&u7=x-647y62&u8=x-658y48&y1=x-1y13&x1=x-540y-30

Tanis11
09/18/2009, 11:02
How's Karnak attacking Havok from S8? Plus MM6 is inbetween Havok and Karnak....

Rokk_Krinn
09/18/2009, 11:03
How's Karnak attacking Havok from S8? Plus MM6 is inbetween Havok and Karnak....

Karate Kid hit for Knockback - 2 back putting Havok adjacent to Karnak, correct?

Tanis11
09/18/2009, 11:05
Karate Kid hit for Knockback - 2 back putting Havok adjacent to Karnak, correct?

Ah that's right, forgot about the timely knockback. Okay, I'll accept your conceding then. ;) *sigh* Oh well...whenever I get a run of bad luck, it lasts for quite awhile. :( What can ya do against that?

Rokk_Krinn
09/18/2009, 11:09
Did you want to run a couple rounds to try to gain yourself stats and then I can toss in the concession so you get something out of this? :(

Rokk_Krinn
09/18/2009, 11:10
(And if it makes you feel better I can't do anything like this on -my- games. Apparently I'm better at being Mr. Stranger.)

Tanis11
09/18/2009, 11:11
Did you want to run a couple rounds to try to gain yourself stats and then I can toss in the concession so you get something out of this? :(

You don't have to concede. I was just kidding. ;) You shouldn't have to feel bad about subbing and winning. ;)

Rokk_Krinn
09/18/2009, 11:17
Well, yeah, I should.

Your opponent isn't here. He bailed. He doesn't deserve a win and you shouldn't be out points against someone that's not even going to be taking advantage of the ones he gains (stats, positioning, etc.) :(

(And, honestly, I'm far from winning - Polaris, Wiccan and Quicksilver are still in good shape while all of my team is hurting.)

Tanis11
09/18/2009, 11:42
Well, yeah, I should.

Your opponent isn't here. He bailed. He doesn't deserve a win and you shouldn't be out points against someone that's not even going to be taking advantage of the ones he gains (stats, positioning, etc.) :(

(And, honestly, I'm far from winning - Polaris, Wiccan and Quicksilver are still in good shape while all of my team is hurting.)

Well that happens a lot unfortunately, people bailing. So teams turn into faux teams sometimes and people need to sub for them.

In any case, I'll take a turn during my break at work. Need to head there now. ;)

Tanis11
09/18/2009, 17:01
And like I said earlier, you don't have to concede. That would make you a not very good sub. Or actually a sub everyone would want. ;)

I mean, of course, I'd like to win, but it just wouldn't be very fair to other teams, especially in the past where people have subbed for other people or for faux teams and won. When people sub, they should play their best to win.

So with that, here's my next turn. And I don't really have a good chance of winning...especially with Spider-girl and Lockjaw on full. My best chance at actually hitting Spider girl was Havok..so..oh well. But with how the dice have been for me lately...I don't think anything would have mattered. My first attack in my post season game against X-force...missed by one. The dice gods are REALLY cruel cuz they know that missing by 1 irks me THE most. Missing by 2 or more..no problem..but by 1...yeah...irks me to no end. ;) *shakes fist at curses at dice gods* Let's see if the patented Tanis curse works on the dice gods. ;)

Turn 7a)

1. Polaris will forceblast Karate Kid. Roll is a 5. He gets knocked into Nightshade and stays put in M12. Oh carp...just realized something. That was a pretty stupid move. Ah well..game's lost anyways.

(free) Ah well, let's just make it go quicker. Pietro moves to R9

(free) MM4 will perplex up Pietro's defense to 17

(free) Wiccan will phase and pick up MM6 and fly to S10, placing MM6 in T9

2. MM4 will move to S6

Inhumans (home)

1) U Karnak 79 (4/8) - @ S-8
2) R Lockjaw 24 (6/6) - @ Q-9/P-10
3) E Spider Girl 77 (6/7)- P-8
4) R Karate Kid 63 * (4/6) - @@ M-12
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 1 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @ [1 AST]
3) R Wiccan 54 pts (4/6) S10 @
4) E Multiple Man 32 pts (4/4) S6 @
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9
7) R Multiple Man 17 pts (1/4) Q10
8) R Quicksilver (AV) 49 pts** (4/6) R9 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&f1p1=x-532y228&f2p1=x-508y142&f3p1=x-599y133&f4p1=x-513y42&f5p1=x-516y6&f2p2=x-568y95&f3p2=x-535y158&f4p2=x-701y158&f6p2=x-675y190&f7p2=x-468y63&f8p2=x-537y95&t1=x-420y-98&t2=x-554y118&t4=x-463y-112&t5=x-513y1&u1=x-432y77&u2=x-630y66&u3=x-2y-1&u4=x-2y-1&u5=x-608y-9&u6=x-18y-1&u7=x-570y56&u8=x-35y-1&y1=x-1y13&x1=x-540y-30

Rokk_Krinn
09/18/2009, 17:12
Edit: Nevermind; I figured out the travel path.

Tanis11
09/18/2009, 18:07
Edit: Nevermind; I figured out the travel path.

Not if I go the route Q13, R12, S11, S10, R9. :)

Rokk_Krinn
09/18/2009, 18:27
Turn 7

And the dice turn in your favour. :)

1) Spider-Girl makes a Close Combat Attack in Polaris: Attack 10 vs Defense 15; roll is a 2 + 2 = 4 for a miss...by 1. :)

2) Lockjaw pushes and phases to R-8/S-9

3) Nightshade raises a Barrier, starting at R-11

4) (free) Karnak Perplexes his Defense +1

Inhumans (home)

1) U Karnak 79 (4/8) - S-8 (Defense +1)
2) R Lockjaw 24 (5/6) - @@ R-8/S-9
3) E Spider Girl 77 (6/7)- @ P-8
4) R Karate Kid 63 * (4/6) - M-12
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 1 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts $
2) R Polaris 50 pts (4/5) Q8 @ [1 AST]
3) R Wiccan 54 pts (4/6) S10 @
4) E Multiple Man 32 pts (4/4) S6 @
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9
7) R Multiple Man 17 pts (1/4) Q10
8) R Quicksilver (AV) 49 pts** (4/6) R9 @
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b1=x-502y172&b2=x-504y231&b3=x-508y200&b4=x-573y172&f1p1=x-532y228&f2p1=x-539y224&f3p1=x-599y133&f4p1=x-513y42&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-535y158&f4p2=x-701y158&f6p2=x-675y190&f7p2=x-468y63&f8p2=x-537y95&t1=x-532y-16&t2=x-485y119&t4=x-406y-136&t5=x-546y109&u1=x-432y77&u2=x-630y66&u3=x-2y-1&u4=x-2y-1&u5=x-609y10&u6=x-18y-1&u7=x-570y56&u8=x-35y-1&y1=x-1y13&w2=x-696y-61

Tanis11
09/18/2009, 18:47
I was about to say that was a fantastic move..and it still is especially with Lockjaw...Man I gotta stop basing at adjacents with you! ;) But with the barrier, you can't put barrier tokens on hindering terrain. :( Otherwise that would've been a really great move...now it's just a great move. ;) Let me know what you want to do with the barrier, if you want to move it around.

Rokk_Krinn
09/19/2009, 12:26
Ugh. I always forget because of Smoke Cloud. Okay, 'tis adjusted. Pummel away!

Tanis11
09/19/2009, 13:04
Yeah Smoke Cloud you can put anywhere.

Turn 8a)

(free) MM4 will perplex down Karnak's defense back down to 15.

1. Pietro will push to flurry. 1st Flurry on Lockjaw. AV 9 vs DV 13. Roll is a 6, 1 for a hit for a click after Toughness. Pietro will Maneuver Lockjaw to R8/Q9. 2nd Flurry attack on Karnak. AV 9 vs DV 17. Roll is a 5, 1. Reroll from Wiccan is a 6, 4. Wow...it's a miracle! Although now his defense is even higher and damage. ;P Karnak takes 2 clicks. Pietro takes a push click. 2 SAs to Pietro, 1 AST to Wiccan. Yay stats...hopefully I can get more.

2. MM7 takes a swing at Lockjaw. AV 6 vs DV 13. Roll is a 6, 4. Whoa...weird. Lockjaw takes a click. 1 SA to MM7. Yay stats...hopefully I can get one more.

3. MM6 breakaway. Roll is a 2.

Inhumans (home)

1) U Karnak 79 (2/8) - S-8
2) R Lockjaw 24 (3/6) - @@ R-8/Q-9
3) E Spider Girl 77 (6/7)- @ P-8
4) R Karate Kid 63 * (4/6) - M-12
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 1 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (4/5) Q8 [1 AST]
3) R Wiccan 54 pts (4/6) S10 [1 AST]
4) E Multiple Man 32 pts (4/4) S6
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9 @
7) R Multiple Man 17 pts (1/4) Q10 @ [1 SA]
8) R Quicksilver (AV) 49 pts** (3/6) R9 @@ [2 SA]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b1=x-502y172&b2=x-504y231&b3=x-508y200&b4=x-573y172&f1p1=x-532y228&f2p1=x-569y196&f3p1=x-599y133&f4p1=x-513y42&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-535y158&f4p2=x-701y158&f6p2=x-675y190&f7p2=x-468y63&f8p2=x-537y95&t1=x-532y-16&t2=x-475y119&t4=x-406y-136&t5=x-537y110&u1=x-479y58&u2=x-495y127&u3=x-2y-1&u4=x-2y-1&u5=x-544y5&u6=x-18y-1&u7=x-572y46&u8=x-35y-1&y1=x-1y13&x1=x-570y-12

Tanis11
09/19/2009, 13:05
Oh and Wiccan will PC any successful attack he can see. Especially Karnak's. ;)

Tanis11
09/20/2009, 22:39
Dang...how many Mafia games are you in? ;)

Rokk_Krinn
09/21/2009, 01:21
Dang...how many Mafia games are you in? ;)

Surprisingly few right now. Sorry - ended up on the road today and find trying to do these moves from my phone is tricky. Move in the morning before 10 am my time.

Tanis11
09/21/2009, 01:52
Surprisingly few right now. Sorry - ended up on the road today and find trying to do these moves from my phone is tricky. Move in the morning before 10 am my time.

No worries, I figured you went away for the weekend. :)

Rokk_Krinn
09/21/2009, 04:08
Turn 8

1) Karate Kid flies down to S-9.

2) Spider-Girl pushes to try again to hit Polaris; Attack 10 vs Defense 15 and this time the roll is a 5 + 3 = 8 for success. Polaris takes 2 damage, Spider-Girl opts to not use the Force Blast because there's nowhere to FB Polaris to and takes the 1 click of push damage. (Missing that last turn was so huge.)

3) And speaking of huge misses...Karnak attempts to Breakaway and fails miserably with a 2.

Inhumans (home)

1) U Karnak 79 (2/8) - @ S-8
2) R Lockjaw 24 (3/6) - R-8/Q-9
3) E Spider Girl 77 (5/7)- @@ P-8
4) R Karate Kid 63 * (4/6) - @ S-9
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 2 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (2/5) Q8 [1 AST]
3) R Wiccan 54 pts (4/6) S10 [1 AST]
4) E Multiple Man 32 pts (4/4) S6
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9 @
7) R Multiple Man 17 pts (1/4) Q10 @ [1 SA]
8) R Quicksilver (AV) 49 pts** (3/6) R9 @@ [2 SA]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f1p1=x-532y228&f2p1=x-569y196&f3p1=x-599y133&f4p1=x-604y227&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-535y158&f4p2=x-701y158&f6p2=x-675y190&f7p2=x-468y63&f8p2=x-537y95&t1=x-532y-16&t2=x-535y-16&t4=x-526y107&t5=x-607y109&u1=x-479y58&u2=x-495y127&u3=x-2y-1&u4=x-2y-1&u5=x-544y5&u6=x-18y-1&u7=x-572y46&u8=x-35y-1&y1=x-1y13&x1=x-570y-12

Tanis11
09/21/2009, 05:12
Turn 9a)

(free) MM4 will perplex up Lorna's damage to 3

1. MM4 will move to Q6

2. Wiccan will phase and pick up Pietro and fly to S6, placing Pietro in T7

3. Lorna will take a swing at Lockjaw. AV 6 vs DV 12. Roll is a 3, 5 for the hit for 3 clicks and the KO. Yay actually got a KO! Woot! 1 SA, 1 KO to Lorna, 1 AST to MM4.

Wiccan will PC any successful attack he can see especially Karnak's. If he'll try to breakaway instead, that will be rerolled.

Inhumans (home)

1) U Karnak 79 (2/8) - @ S-8
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (5/7)- @@ P-8
4) R Karate Kid 63 * (4/6) - @ S-9
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 2 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (2/5) Q8 @ [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (4/6) S6 @ [1 AST]
4) E Multiple Man 32 pts (4/4) Q6 @ [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9
7) R Multiple Man 17 pts (1/4) Q10 [1 SA]
8) R Quicksilver (AV) 49 pts** (3/6) T7 [2 SA]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f1p1=x-532y228&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-605y227&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-665y158&f4p2=x-694y96&f6p2=x-675y190&f7p2=x-468y63&f8p2=x-598y153&t1=x-532y-16&t2=x-535y-16&t4=x-513y91&t5=x-582y75&u1=x-616y82&u2=x-616y-11&u3=x-2y-1&u4=x-2y-1&u6=x-18y-1&u7=x-603y16&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/21/2009, 05:36
Question: How did you use Wiccan's Move for free? The Avengers' TA allows a Move Action for free but Phase/Teleport - which is what I assume you used being you didn't roll Breakaway - is a Power Action.

Glen Quagmire
09/21/2009, 07:31
Question: How did you use Wiccan's Move for free? The Avengers' TA allows a Move Action for free but Phase/Teleport - which is what I assume you used being you didn't roll Breakaway - is a Power Action.

Correct, Phasing is a power action, so the move wouldn't be free.

But here, it's moot, since Tanis only used two other actions for the turn. So, carry on. :cool:

(And I gotta say, the Realms clock is pretty wacky right now. It's kinda amazing to see so many turns posted all at 6 or 7 a.m.).

Tanis11
09/21/2009, 08:52
Question: How did you use Wiccan's Move for free? The Avengers' TA allows a Move Action for free but Phase/Teleport - which is what I assume you used being you didn't roll Breakaway - is a Power Action.

You are correct. I completely forgot about that. Hmm...did you say you were a rookie? You're a hustler!! I knew it! Lulling someone into a false sense of security and then BAM! I kill you in one turn! ;)

I'll edit that above for him to take a turn. Thanks for catching my many mistakes. :)

Tanis11
09/21/2009, 09:00
Uh oh....When you said my mistake, I went back and looked at all my previous turns with Wiccan and I've been doing that all game! :O Phasing away and using it as a free action. It goes all the way back to Turn 4a) when Wiccan was based with someone. :O I'm not sure what you'd like to do. We can either start over when I first made the mistake or keep going as is. It's up to you since it's my mistake. So just let me know. Sorry about that Rokk. :(

Rokk_Krinn
09/21/2009, 10:36
Nah, what's done is done...and I know it didn't make a difference last round. I was more just checking so I could get to know the rules better (well, actually that one I kind-of remembered from back when I did get to do more than just collect the "little plastic men" but thought maybe it had changed).

If we were actually "playing" - you know what I mean :) - I might have us do something if it would've made a big difference but being the real purpose of this match is to gain you stats so you don't lose out on points/stat-builds it would be kind-of silly to redo, right?

Tanis11
09/21/2009, 13:20
Nah, what's done is done...and I know it didn't make a difference last round. I was more just checking so I could get to know the rules better (well, actually that one I kind-of remembered from back when I did get to do more than just collect the "little plastic men" but thought maybe it had changed).

If we were actually "playing" - you know what I mean :) - I might have us do something if it would've made a big difference but being the real purpose of this match is to gain you stats so you don't lose out on points/stat-builds it would be kind-of silly to redo, right?

so are you still going to concede? I was under the impression that you weren't so it could make a difference there if you're not

Rokk_Krinn
09/21/2009, 13:30
I was going to but you told me not to do so yet.

Just tell me "when" and it's done.

Tanis11
09/21/2009, 13:47
I was going to but you told me not to do so yet.

Just tell me "when" and it's done.

No, I can't tell you to concede. That just wouldn't be fair. Although that does bring up a possible rule change we can do in League 1 where no more subs unless asked. A no show would get an automatic loss...that would prevent teams with no players or no show players to ruin the rankings and mess up other teams...hmm..

Anyways, getting back, going from past precedence I can't ask you to concede, but I did do an illegal mistake that has affected the whole game, so going back to turn 4 is legal. But I don't know if you'd be willing to go back that far and play again. Like I said, it's my mistake so it's up to you if you wanna keep going so you can get it over with or restart from where I first messed up in Turn 4. So don't let me influence you at all...do what you want to do regardless if I win or lose. :)

michiganj24
09/21/2009, 14:25
Based on the way he has been schooling me in my series of games with him I am tending to think you might be right. Either or he is just soem being with a 27th level intellect who masters games of strategy like we master Candyland
You are correct. I completely forgot about that. Hmm...did you say you were a rookie? You're a hustler!! I knew it! Lulling someone into a false sense of security and then BAM! I kill you in one turn! ;)

Rokk_Krinn
09/22/2009, 11:32
Turn 9

1) Karate Kid tries for Breakaway and succeeds with a 5, flying to S-7 but taking a click from pushing.

2) Karnak initiates a Charge. First Breakaway is rolled and fails with a 1 so his attack is on Multiple Man #6: Attack 8 vs Defense 15 and the roll is 3 + 2 = 5 for a miss. Karnak takes a click from pushing.

3) Nightshade takes a shot at Lorna: 8 Attack vs 13 + 2 (ES/D) + 1 (Hindering) = 16 Defense; roll is a 2 + 1 = 3 and a miss.

Inhumans (home)

1) U Karnak 79 (1/8) - @@ S-8
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (5/7)- P-8
4) R Karate Kid 63 * (3/6) - @@ S-7
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 2 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (2/5) Q8 @ [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (4/6) S6 @ [1 AST]
4) E Multiple Man 32 pts (4/4) Q6 @ [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9
7) R Multiple Man 17 pts (1/4) Q10 [1 SA]
8) R Quicksilver (AV) 49 pts** (3/6) T7 [2 SA]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f1p1=x-532y228&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-670y226&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-665y158&f4p2=x-694y96&f6p2=x-675y190&f7p2=x-468y63&f8p2=x-598y153&t1=x-570y74&t2=x-547y72&t3=x-391y-135&t4=x-607y74&t5=x-582y75&u1=x-616y82&u2=x-616y-11&u3=x-2y-1&u4=x-2y-1&u6=x-18y-1&u7=x-603y16&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Tanis11
09/22/2009, 13:32
Wow...can't believe you missed all of that.

Oh, it's moot now, but when you roll to breakaway, if it fails, you don't get a chance to attack instead. When you're rolling to breakaway, you're rolling in as part of a move action. So if you fail, then that's it, can't do anything else unfortunately, which is why when MM6 failed the breakaway roll, he just sat there instead of trying to attack Karnak back a few turns.

Turn 10a)

1. Pietro will Flurry. 1st flurry attack on Karnak. AV 9 vs DV 18. Roll is a 6, 3 for barely the hit for 2 clicks and the KO. 2nd flurry on Mr. Armorr. AV 9 vs DV 18 again. Roll is a 5, 5. Whoa...actually hitting..weird. ;) Val takes 2 clicks. I'll Maneuver him to T8. 2 SA, 1 KO to Pietro.

2. MM6 will go for the hail mary on Val. AV 6 vs DV 17. Roll is a 1, 6 for a miss.

3. MM7 will move to Q9

(free) MM4 will perplex down Spidergirl's damage to 1

Wiccan will PC any successful attack he can see.

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (5/7)- P-8
4) R Karate Kid 63 * (1/6) - @@ T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO, (removed the AST as it wasn't necessary for Mayday's hit)
Spider-Girl: 2 SA
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (2/5) Q8 [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (4/6) S6 [1 AST]
4) E Multiple Man 32 pts (4/4) Q6 [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9 @
7) R Multiple Man 17 pts (1/4) Q9 @ [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) T7 @ [4 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Map: The Park
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-635y259&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-665y158&f4p2=x-694y96&f6p2=x-675y190&f7p2=x-500y63&f8p2=x-598y153&t1=x-512y97&t3=x-391y-135&t4=x-573y101&u1=x-471y123&u2=x-587y135&u3=x-2y-1&u4=x-2y-1&u6=x-18y-1&u7=x-571y-12&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/22/2009, 13:51
The Breakaway was part of the move of Charge though not a standard Breakaway (i.e. - I couldn't have chosen to Breakaway and then Charged but I thought I could choose to Charge and then have to role to get the Breakaway for the move-part of Charge?)

Also, don't think you can Maneuver KK as he would've been Knockbacked from the doubles (plus don't forget Pietro takes a click of Mystics damage from hitting him).

Tanis11
09/22/2009, 13:56
The Breakaway was part of the move of Charge though not a standard Breakaway (i.e. - I couldn't have chosen to Breakaway and then Charged but I thought I could choose to Charge and then have to role to get the Breakaway for the move-part of Charge?)

Also, don't think you can Maneuver KK as he would've been Knockbacked from the doubles (plus don't forget Pietro takes a click of Mystics damage from hitting him).

Hmm...I believe that in past situations, they wouldn't get to attack. But you do bring up a good point since it's part of the Charge. Hmm, but I believe (even though it's not done in most cases) that you have to announce that you'll be breaking away to Charge or RS and announce the target as well. Not sure about that last part. I'm interested in the ruling for this though.

And the I thought the Manuever happens before knockback. I've seen this done but we can get a ruling for this as well. And yeah forgot about the Mystics...booo! ;P ;) I'll edit that above with the others once we get a ruling on at least the Maneuver.

Rokk_Krinn
09/22/2009, 13:58
Thing is I'm not sure I would've tried to do the Breakaway-Charge...so if it's illegal, I dunno.

Then again it kind-of goes against my saying this is really so you can get stats and then trying to redo my illegal move. :)

TheVagrantKing
09/22/2009, 13:59
The Breakaway was part of the move of Charge though not a standard Breakaway (i.e. - I couldn't have chosen to Breakaway and then Charged but I thought I could choose to Charge and then have to role to get the Breakaway for the move-part of Charge?)

Also, don't think you can Maneuver KK as he would've been Knockbacked from the doubles (plus don't forget Pietro takes a click of Mystics damage from hitting him).

Tanis is right on both parts. Once you fail on a breakaway, your move is over. It says it in the rules on 'Breakaway'. There's no 'Charge' exception.

Maneuver doesn't care where you are, but once the attack is resolved, you end adjacent to the attacking figure. It's part of what makes a Sling shotting Spider Girl so nasty (i.e. She's great with maneuver :))

TheVagrantKing
09/22/2009, 14:00
Oh, and for further clarification, Maneuver happens after Knockback.

Tanis11
09/22/2009, 14:02
Thing is I'm not sure I would've tried to do the Breakaway-Charge...so if it's illegal, I dunno.

Then again it kind-of goes against my saying this is really so you can get stats and then trying to redo my illegal move. :)

Even with TVK's ruling above, you wouldn't need to redo your move since just the attack is illegal. We would just ignore the attack. And since it missed...it's all just moo. Yeah you heard me..Moo. ;)

Tanis11
09/22/2009, 14:03
Oh, and for further clarification, Maneuver happens after Knockback.

Ah gotcha...not that it matters...or does it? Like you can take knockback damage against a wall and then end up back adjacent to the attacker? Wow...that's evil....

In a MK Scorpion voice," Get back over here!"

Rokk_Krinn
09/22/2009, 14:03
Oh keep it up and I'll make you rewind for illegal moves, smart-aleck. :cheeky:


(Yes, I'm just teasing.)

Tanis11
09/22/2009, 14:04
Oh keep it up and I'll make you rewind for illegal moves, smart-aleck. :cheeky:


(Yes, I'm just teasing.)

I don't know what you're talking about. 0:)

TheVagrantKing
09/22/2009, 14:10
Ah gotcha...not that it matters...or does it? Like you can take knockback damage against a wall and then end up back adjacent to the attacker? Wow...that's evil....

In a MK Scorpion voice," Get back over here!"

Kinda like how Spider Girl with Vault and Maneuver can Charge > Attack > Maneuver > Vault (or visa versa with the Vault/Maneuver)> Force Blast?

Tanis11
09/22/2009, 14:12
Kinda like how Spider Girl with Vault and Maneuver can Charge > Attack > Maneuver > Vault (or visa versa with the Vault/Maneuver)> Force Blast?

Oh so to get them to a wall to take knockback damage...and would they still end up adjacent to Spidergilr after the forceblast?

TheVagrantKing
09/22/2009, 15:08
Oh so to get them to a wall to take knockback damage...and would they still end up adjacent to Spidergilr after the forceblast?

naw, the Force Blast is it's own action. So, say SG was in a position to knock someone off a building. She charges in, knocks them off rolling doubles. She can then Maneuver them back onto the building, and Vault for a better position (or she can vault to the ground with them, and Maneuver from there). Then, assuming she kept them on the roof, she can Force Blast them off the roof again :).

So, the moral of the story is: Don't get into fights on roof tops with Spider Girl, unless you can Fly, ride a Motorcycle/have a huge butt, or have Charge or Combat reflexes.

Tanis11
09/22/2009, 15:36
naw, the Force Blast is it's own action. So, say SG was in a position to knock someone off a building. She charges in, knocks them off rolling doubles. She can then Maneuver them back onto the building, and Vault for a better position (or she can vault to the ground with them, and Maneuver from there). Then, assuming she kept them on the roof, she can Force Blast them off the roof again :).

So, the moral of the story is: Don't get into fights on roof tops with Spider Girl, unless you can Fly, ride a Motorcycle/have a huge butt, or have Charge or Combat reflexes.

Or have invuln. ;)

dbauers
09/22/2009, 15:50
dudes, remember, when spider girl uses her free action FB, the target can't be dealt KB damage. you can, however, use flurry and maneuver and with doubles, KB someone off a building and then maneuver em back and do it again.

Tanis11
09/22/2009, 15:51
dudes, remember, when spider girl uses her free action FB, the target can't be dealt KB damage. you can, however, use flurry and maneuver and with doubles, KB someone off a building and then maneuver em back and do it again.

Oh yeah huh? Okay she's not as cool then. ;)

Rokk_Krinn
09/22/2009, 16:13
They can't get Knockback damage but they can get damaged from falling off of elevated terrain which is different, right?

If I'm going to sub these guys again I reserve the right to purchase some decent upgrades instead of whatever it is Mr. Stranger got. :laugh:

dbauers
09/22/2009, 16:14
naw, if you are KB off of a building, it is considered kb damage. for example, if you force blast a non-flier with CR off of a building, they aren't going to be hurt by it.

Tanis11
09/22/2009, 16:19
naw, if you are KB off of a building, it is considered kb damage. for example, if you force blast a non-flier with CR off of a building, they aren't going to be hurt by it.

Or forceblast with Spidergirl's SP since they don't take knockback damage. ;)

Rokk_Krinn
09/22/2009, 16:46
So what would be the point of the Slingshot?

Tanis11
09/22/2009, 16:48
So what would be the point of the Slingshot?

Dunno...*shrug*

dbauers
09/22/2009, 16:54
Well, when I played against Fel in round 1, he had Spidergirl with Lunge, Maneuver, and Vault. I had to be very careful with positioning, because she can:

1)Charge 5 squares, 2) Lunge another 2, 3) Pound someone, 4) Maneuver that person around behind her (near the rest of her team), 5) FB that person away from the safety of their teammates, and over by her team, 6) vault next to the guy she just FBed, so she is safe back by her team.

Talk about a positioning nightmare. :rolleyes:

Rokk_Krinn
09/23/2009, 05:45
Tanis is right on both parts. Once you fail on a breakaway, your move is over. It says it in the rules on 'Breakaway'. There's no 'Charge' exception.


Question then: how do you Charge if you're adjacent and want to Charge to someone non-adjacent? Does your Charge completely shut down if the move part fails (as in what happens to the free action granting a close combat attack after move?).

Tanis11
09/23/2009, 05:49
Question then: how do you Charge if you're adjacent and want to Charge to someone non-adjacent? Does your Charge completely shut down if the move part fails (as in what happens to the free action granting a close combat attack after move?).

Yup you have to breakaway and if it fails the attack portion gets wasted

Rokk_Krinn
09/23/2009, 05:55
Turn 10

1) Spider-Girl attacks MM7 with Attack 9 vs Defense 14; roll is 4 + 5 = 9 for a hit and KO.

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (5/7)- @ P-8
4) R Karate Kid 63 * (1/6) - T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO,
Spider-Girl: 3 SA, 1 KO
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (2/5) Q8 [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (4/6) S6 [1 AST]
4) E Multiple Man 32 pts (4/4) Q6 [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (2/4) T9 @
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) T7 @ [4 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-635y259&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-665y158&f4p2=x-694y96&f6p2=x-675y190&f7p2=x-1y2&f8p2=x-598y153&t3=x-32y-1&t4=x-16y-2&t6=x-592y-21&u1=x-471y123&u2=x-587y135&u3=x-2y-1&u4=x-2y-1&u6=x-18y-1&u7=x-83y1&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Tanis11
09/24/2009, 00:46
Turn 11a)

1. Lorna breakaway. Roll is a 2. Reroll from Wiccan is a 3. :(

(free) Wiccan will pick up Pietro and fly to L11, placing Pietro in M12

2. Since he's a goner anyways, MM6 will push to take a swing at Karate Kid. AV 6 vs DV 17. Roll is a 5, 5....um...did I mention I forgot to perplex up his attack before that? Um yeah...I think I did. ;P What a tease. ;) Darn, swinging for homers. ;) MM6 takes a push click.

(free) MM4 will perplex down Spider girl's damage to 1.

Wiccan will PC any successful attack he can see.

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (5/7)- @ P-8
4) R Karate Kid 63 * (1/6) - T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - L-13
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO,
Spider-Girl: 3 SA, 1 KO
Karate Kid: 1 SA, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (2/5) Q8 @ [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (4/6) L11 @ [1 AST]
4) E Multiple Man 32 pts (4/4) Q6 [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (1/4) T9 @@
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) M12 [4 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-635y259&f5p1=x-517y9&f2p2=x-568y95&f3p2=x-508y-59&f4p2=x-694y96&f6p2=x-675y190&f7p2=x-1y2&f8p2=x-442y-64&t3=x-32y-1&t4=x-16y-2&t6=x-592y-21&u1=x-471y123&u2=x-463y-160&u3=x-503y107&u4=x-2y-1&u6=x-18y-1&u7=x-640y27&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/24/2009, 15:46
Turn 11

1) Spider-Girl pushes to close combat attack Lorna: Attack 9 vs Defense 13. First roll is 2 + 2 = 4 for a narrow hit; Wiccan PC's that to 5 + 3 = 8. The follow-up Force Blast is 5 but Lorna stops at S-9. Lorna takes 2 - 1 (Perplex) = 1 damage and Spider-Girl takes a push click.

2) Karate Kid Flurries. First attack on Lorna: 9 Attack vs 13 Defense; roll is 5 + 6 = 11 for a hit and B/C/F is 6 for the KO. Second attack vs Multiple Man 6: 9 Attack vs 14 Defense; roll is 4 + 6 = 10 (why can't I roll like this in my own games?) and the B/C/F is 5 for the KO.

3) Nightshade P/T's to I-6.

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (4/7)- @@ P-8
4) R Karate Kid 63 * (1/6) - @ T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ I-6
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (4/6) L11 @ [1 AST]
4) E Multiple Man 32 pts (4/4) Q6 [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) M12 [4 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-635y259&f5p1=x-736y-82&f2p2=x-5y-1&f3p2=x-508y-59&f4p2=x-694y96&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-442y-64&t1=x-590y-191&t2=x-523y120&t3=x-560y-21&t4=x-16y-2&t6=x-592y-21&u2=x-463y-160&u3=x-20y-1&u4=x-2y-1&u6=x-18y-1&u7=x-70y0&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Tanis11
09/24/2009, 21:22
Turn 12a)

(free) Wiccan will pick up Pietro and fly to J6, placing Pietro in J5

(free) MM4 will perplex up Pietro's defense up 1

1. MM4 will move to P7

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (4/7)- @@ P-8
4) R Karate Kid 63 * (1/6) - @ T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (1/5) - @ I-6
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (3/6) K6 @@ [1 AST]
4) E Multiple Man 32 pts (4/4) P7 @ [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) J5 [4 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-635y259&f5p1=x-736y-82&f2p2=x-5y-1&f3p2=x-664y-120&f4p2=x-666y63&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-658y-155&t1=x-610y-234&t2=x-523y120&t3=x-560y-21&t4=x-16y-2&t6=x-592y-21&u1=x-567y-171&u2=x-583y-190&u3=x-609y-2&u4=x-2y-1&u6=x-18y-1&u7=x-70y0&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/25/2009, 14:24
Turn 12

1. Nightshade's dead next turn anyway so might as well push to see if I can do something...she attacks Wiccan: 8 vs 14; roll is 2 + 3 = 5 for a miss (though a hit would've helped you more by giving you Support to fix Pietro. :) ) Nightshade takes a push click and is KO'd.

Hmm.....does Alex get the KO from that or would a conscious team member?

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (4/7)- P-8
4) R Karate Kid 63 * (1/6) - T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (0/5) - KO'd KO'd KO'd
297 Pts

Wildcards are defaulting to Mystics

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (3/6) K6 @@ [1 AST]
4) E Multiple Man 32 pts (4/4) P7 @ [1 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) J5 [4 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-635y259&f2p2=x-5y-1&f3p2=x-664y-120&f4p2=x-666y63&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-658y-155&t2=x-523y120&t3=x-560y-21&t4=x-16y-2&t6=x-592y-21&u1=x-567y-171&u2=x-583y-190&u3=x-609y-2&u4=x-2y-1&u6=x-18y-1&u7=x-70y0&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Tanis11
09/25/2009, 16:24
Yup, Alex would get the post mortem KO. ;)

And support would've been nice but I dunno..I just always think I need PC. Especially with how my rolls were in the beginning...can't believe Wiccan doesn't have more ASTs. ;)

Turn 13a)

(free) MM4 will perplex up Pietro's movement to 9

1. Pietro will charge to O9 and take a hail mary swing on Spidergirl. AV 8 vs DV 18. Roll is a 3, 1. Reroll from Wiccan is a 6, 5. Super senses is a 1. Woot! Didn't think that would happen. Spidergirl takes 2 clicks. 1 SA to Pietro, 1 AST to Wiccan, 1 AST to MM4.

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (2/7)- P-8
4) R Karate Kid 63 * (1/6) - T-8
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (0/5) - KO'd KO'd KO'd
297 Pts

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA, 1 KO] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (3/6) K6 [2 AST]
4) E Multiple Man 32 pts (4/4) P7 [2 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) O9 @ [5 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-468y117&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-599y133&f4p1=x-641y266&f2p2=x-5y-1&f3p2=x-664y-120&f4p2=x-666y63&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-535y-3&t4=x-16y-2&t6=x-66y-3&u3=x-507y-28&u4=x-2y-1&u6=x-18y-1&u7=x-70y0&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/25/2009, 16:47
Why is it everyone gets their Hail Mary's off except for me. :p *looks dejectedly at the LSV game* Maybe I should just take over one of these disbanded teams. :laugh:

Tanis11
09/25/2009, 16:58
Why is it everyone gets their Hail Mary's off except for me. :p *looks dejectedly at the LSV game* Maybe I should just take over one of these disbanded teams. :laugh:

Well not all of my hail mary's got off. ;) Yeah you should take this team! You look like you could kick some booty with it.

I think your LSV team is just too top heavy...not much support unfortunately. :( Kinda like the theanalogkid's League 1 team, the Injustice Society. :( Not much support, only figs that are like too expensive for what they do.

Rokk_Krinn
09/26/2009, 10:40
Turn 13

1) Spider-Girl L/C's away to I-11, snagging the computer along the way.

2) Karate Kid flies to N-10.

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (2/7)- @ I-11 (hindering)
4) R Karate Kid 63 * (1/6) - @ N-10
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (0/5) - KO'd KO'd KO'd
297 Pts

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA, 1 KO] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (3/6) K6 [2 AST]
4) E Multiple Man 32 pts (4/4) P7 [2 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (2/6) O9 @ [5 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-442y86&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-509y-83&f4p1=x-574y68&f2p2=x-5y-1&f3p2=x-664y-120&f4p2=x-666y63&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-535y-3&t1=x-443y-65&t4=x-16y-2&t6=x-496y-207&u3=x-507y-28&u4=x-2y-1&u6=x-18y-1&u7=x-70y0&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Tanis11
09/26/2009, 10:50
Turn 14a)

(free) MM4 will perplex up Wiccan's attack to 8

1. Wiccan takes a shot at Val. AV 8 vs DV 15. Roll is a 3, 6 for the hit for a click and the KO. 1 SA, 1 KO to Wiccan.

(free) Pietro will move to K5. He takes a push click.

2. MM4 moves to J5

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (2/7)- @ I-11 (hindering)
4) R Karate Kid 63 * (0/6) - KO'ed!
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (0/5) - KO'd KO'd KO'd
297 Pts

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA, 1 KO] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (3/6) K6 @ [1 SA, 1 KO, 2 AST]
4) E Multiple Man 32 pts (4/4) J5 @ [2 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (1/6) K5 @@ [5 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-442y86&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-509y-83&f2p2=x-5y-1&f3p2=x-664y-120&f4p2=x-730y-126&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-661y-130&t4=x-16y-2&t6=x-496y-207&u1=x-647y-176&u2=x-660y-186&u3=x-628y-226&u4=x-2y-1&u6=x-18y-1&u7=x-733y-233&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/26/2009, 10:50
Well not all of my hail mary's got off. ;) Yeah you should take this team! You look like you could kick some booty with it.

I think your LSV team is just too top heavy...not much support unfortunately. :( Kinda like the theanalogkid's League 1 team, the Injustice Society. :( Not much support, only figs that are like too expensive for what they do.

Unfortunately it looks like Glen's already dismantled this team but it was an interesting idea with which to toy. I dearly wish there was a way for me to obtain Spider-Girl for my team. :laugh:

The LSV is a tad, well, expensive even more so than top-heavy (their stats are far too very outdated - Mordru at 109 points only does damage to people due to his TA which does squat for gaining him stats; figures a quarter his cost can easily solo him. Sadly I end up having to field him for the WC aspect and that ends up giving easy victory points to folks.) Hoping adding in Cosmic King will help but I imagine this is a "build up resource points at cash-in"-season.

Tanis11
09/26/2009, 10:54
Unfortunately it looks like Glen's already dismantled this team but it was an interesting idea with which to toy. I dearly wish there was a way for me to obtain Spider-Girl for my team. :laugh:

The LSV is a tad, well, expensive even more so than top-heavy (their stats are far too very outdated - Mordru at 109 points only does damage to people due to his TA which does squat for gaining him stats; figures a quarter his cost can easily solo him. Sadly I end up having to field him for the WC aspect and that ends up giving easy victory points to folks.) Hoping adding in Cosmic King will help but I imagine this is a "build up resource points at cash-in"-season.

Yeah that's how it was for me for last season. Last season was a building season since the only new figure was Guido, who is really good...just a tad tad expensive. But I loves me my Multiple Men! ;) Yeah if you can somehow get Mordru to his Crisis..then he'd be more deadly only at 400 pt games though. Yeah definitely Cosmic King will help a lot. But you still need some smaller pt efficient figures to fill in the gaps or have as tie up pieces.

Rokk_Krinn
09/26/2009, 11:04
Turn 14

1) Spider-Girl pushes to F-5.

Finish off the game. ;)

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (1/7)- @@ F-5
4) R Karate Kid 63 * (0/6) - KO'ed!
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (0/5) - KO'd KO'd KO'd
297 Pts

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA, 1 KO] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (3/6) K6 @ [1 SA, 1 KO, 2 AST]
4) E Multiple Man 32 pts (4/4) J5 @ [2 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (1/6) K5 @@ [5 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15
http://www.ianparmenter.com/hcutils/map.jsp?map=M3&H1=x-533y64&H2=x-537y94&H3=x-384y152&L1=x-252y308&L2=x-348y89&L3=x-568y123&S1=x-596y-8&b3=x-6y0&b4=x-71y-1&f2p1=x-1y4&f3p1=x-665y-176&f2p2=x-5y-1&f3p2=x-664y-120&f4p2=x-730y-126&f6p2=x-10y3&f7p2=x-1y2&f8p2=x-661y-130&t4=x-628y-330&t6=x-643y-325&u1=x-647y-176&u2=x-660y-186&u3=x-628y-226&u4=x-2y-1&u6=x-18y-1&u7=x-733y-233&u8=x-35y-1&y1=x-1y13&x1=x-12y8

Rokk_Krinn
09/26/2009, 11:06
Unfortunately I don't see being able to get a smaller piece at mid-season and even my original draft the pieces - with the exception of Time Trapper, I guess - were all purchased almost as "Must Haves" for the team. In retrospect I should have chosen a different team but I didn't understand the league yet (for one thing I thought you had to go pure team but I could've checked better so my fault). Mano's about the best I've got for "small figure" and he's just darned hard to upgrade...his damage is almost all passive. Heck, most of my team's damage is passive which bites for gaining stats.

Tanis11
09/26/2009, 12:55
Unfortunately I don't see being able to get a smaller piece at mid-season and even my original draft the pieces - with the exception of Time Trapper, I guess - were all purchased almost as "Must Haves" for the team. In retrospect I should have chosen a different team but I didn't understand the league yet (for one thing I thought you had to go pure team but I could've checked better so my fault). Mano's about the best I've got for "small figure" and he's just darned hard to upgrade...his damage is almost all passive. Heck, most of my team's damage is passive which bites for gaining stats.

Yeah that's similar to League 1's Injustice Society...they have high point figs but don't do a lot of damage. Yeah Mano's a good tie up piece..but yeah hard to get stats for. Yeah a lot of Rookie's make the mistake of not getting support...;)

Rokk_Krinn
09/26/2009, 12:58
I need to start thinking and testing what I'd like to try and draft for League 1. While I might daydream of Agents of Atlas the odds are against me with being 13th in line and I don't see myself sticking with Freedom Fighters.

Tanis11
09/26/2009, 13:00
Turn 15a)

(free) MM4 will perplex up Wiccan's attack to 8

1. Wiccan will push to take a shot at Spidergirl. AV 8 vs DV 15. Roll is a 5, 4 for the hit. Super Senses roll is a 2. Spidergirl takes a click and is KO'ed. 1 push click to Wiccan. 1 SA, 1 KO to Wiccan.

And that's game. Thanks for subbing Rokk! I thought for sure I was a goner when I had all those sucky rolls in the first half the the game. My luck, luckily turned around at the end. Still surprised though. :O

But thanks again you played really really well...still think you're a hustler. ;)

Inhumans (home)

1) U Karnak 79 (0/8) KO'ed!
2) R Lockjaw 24 (0/6) KO'ed!
3) E Spider Girl 77 (0/7) KO'ed!
4) R Karate Kid 63 * (0/6) - KO'ed!
* Inside Information 4 (+2 vs Wiccan)
5) E Nightshade 50 (0/5) - KO'd KO'd KO'd
297 Pts

Karnak: 4 SA, 2 KO,
Spider-Girl: 4 SA, 1 KO, 1 AST
Karate Kid: 2 SA, 2 KO, 1 AST

vs.

X-Factor

1) V Havok 44 pts* (0/6) [2 SA, 1 KO] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (2/6) K6 @@ [2 SA, 2 KO, 2 AST]
4) E Multiple Man 32 pts (4/4) J5 [2 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (1/6) K5 [5 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts


BFC: MADNESS (Icons #002)
Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.

J10 - Computer (HO) – Increase the attackers attack value by 1.

HO: F-8, G-9, I15
LO: O-17, I9, H15

Tanis11
09/26/2009, 13:01
I need to start thinking and testing what I'd like to try and draft for League 1. While I might daydream of Agents of Atlas the odds are against me with being 13th in line and I don't see myself sticking with Freedom Fighters.

Yeah right now is the best time to think of several options. And 13th isn't that bad...I'd say it's really good. To get Agent of Atlas...well still, it's not like impossible...cuz who knows...maybe half the people in front of you will pick DC and the half of the other half will be villains. :) You never know. :)

dbauers
09/26/2009, 13:01
I need to start thinking and testing what I'd like to try and draft for League 1. While I might daydream of Agents of Atlas the odds are against me with being 13th in line and I don't see myself sticking with Freedom Fighters.

it's not a reboot yet though, so you got to figure at least some of those people are going to keep their current teams. also, the early picks tend to go DC, so at #13, you could legitimately end up only needing to worry about 4 to 5 marvel teams snatching the Agents....

Glen Quagmire
09/26/2009, 13:04
I need to start thinking and testing what I'd like to try and draft for League 1. While I might daydream of Agents of Atlas the odds are against me with being 13th in line and I don't see myself sticking with Freedom Fighters.

You'll be drafting higher than 13th, since that order doesn't reflect keeper teams and drop outs.

Tanis11
09/26/2009, 13:06
You'll be drafting higher than 13th, since that order doesn't reflect keeper teams and drop outs.

in regards to drafting new teams. 13th still for the regular draft.

Tanis11
09/27/2009, 23:13
Hey GQ,

These should be my updated stats after Game 2. I think you forgot to add my upgrades that I sent to you 2 weeks ago. So this is the final stats.

Stats this game:

1) V Havok 44 pts* (0/6) [2 SA, 1 KO] KO'd KO'd KO'd
* Contingency Plan 12 pts
2) R Polaris 50 pts (0/5) KO'd KO'd KO'd [1 SA, 1 KO, 1 AST]
3) R Wiccan 54 pts (2/6) K6 @@ [2 SA, 2 KO, 2 AST]
4) E Multiple Man 32 pts (4/4) J5 [2 AST]
5) R Multiple Man 17 pts (0/4) KO'd
6) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd
7) R Multiple Man 17 pts (0/4) KO'd KO'd KO'd [1 SA]
8) R Quicksilver (AV) 49 pts** (1/6) K5 [5 SA, 1 KO]
** Maneuver 8 pts

Total - 300 pts

Final Stats:

x Tanis11's X-Factor (43)

V Havok (44)*** SA[2] KO [5]
LE Polaris (78)**** SA[17] KO[6] AST[1] DFD[1]
R Quicksilver (49)* SA[5] KO[9]
R Multiple Man x2 (68) SA[1] KO[5] AST[17]
^ E Multiple Man x2 (32)
^^ V Multiple Man x1** (44)
1) R Wiccan (54) SA[5] KO[2] AST [5] DFD [1]
2) R Paramedic (8) SA[9]
3) R Firelord (66) SA[8] KO[2]
4) E Strong Guy (124) SA[1] KO[9] DFD [1]
5) E Echo (32) SA[3] KO[1]
6) R Captain America-SI (49) SA[2] KO[1]
7) R Iceman-Xpl (27) DFD[5]
8) R Scourge (14) SA[2] KO[1] AST[1]
9) BST Val Cooper (7)
10) BST Lila Cheney (6)
Team Feat: Coordination
* Maneuver 8, Pummel 10
** Contingency Plan 12
*** Contingency Plan 12
**** Nova Blast 10