SilverCen vs JesterJayJoker

Just up for a friendly match? This is the place.
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Sun Sep 10, 2017 11:43 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill E-9 @
w/Heavy Object
2) Cosmic Spider-Man F-8 @



KOed





Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil

1) DXF047 Jackhammer: K-17 w/ HO
2) ADW059 Klaw: L-18
3) ADW036 Swordsman: J-17



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Spidey and Bill jumped down into the foyer.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Mon Sep 11, 2017 12:26 pm

Beginning of Turn Phase:

Nothing

Action Phase:

FA) Sound Travels!

The result of roll 1 is: [5] 5


Klaw will move to K-12.

FA) Klaw will choose Telekinesis.

1) Klaw will TK Swordsman to J-11.

2) Swordsman will Charge to F-9 on Cosmic Spider-Man and use IT'S NOT JUST A SWORD! (Choosing Penetrating Damage).

11 to a 17. Need a 6 for X.

The result of roll 1 is: [1, 5] 6


FOR!

The result of roll 1 is: [3] 3


Cosmic Spider-Man takes 3 damage.


End of Turn Phase:

Nothing

Clear Phase:

Nothing.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Mon Sep 11, 2017 12:28 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill E-9 @
w/Heavy Object
2) Cosmic Spider-Man F-8 (3!) @



KOed





Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil

1) DXF047 Jackhammer: K-17 w/ HO
2) ADW059 Klaw: K-12 @
3) ADW036 Swordsman: F-9 @



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Swordsman tests his sword on Cosmic powers hitting Spider-Man for 3.
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Mon Sep 11, 2017 3:14 pm

Beginning of Turn Phase:

Nothing

Action Phase:

1) Beta Ray Bill will use a Close Attack Object on Swordsman

On September 11, 2017 Beta Ray Bill rolled 2D6 Beta Ray Bill chose to roll using these parameters once.
The result of roll 1 is: [2, 1] 3

This roll is for Close Attack Object on Swordsman


11+3=MISS

Bill will Manipulate the Weather and Probability Control his attack


On September 11, 2017 Beta Ray Bill rolled 2D6 Beta Ray Bill chose to roll using these parameters once.
The result of roll 1 is: [3, 2] 5

This roll is for Re-Rolled Close Attack Object on Swordsman


11+5=16 MISS

2) Cosmic Spider-Man will Regenerate

On September 11, 2017 Cosmic Spider-Man rolled 1D6 Cosmic Spider-Man chose to roll using these parameters once.
The result of roll 1 is: [1] 1

This roll is for Regeneration


Half of 1 is .5 rounded up is 1. Heal for 1.

FA) Cosmic Spider-Man will attempt to Sidestep breakway from Swordsman


On September 11, 2017 Cosmic Spider-Man rolled 1D6 Cosmic Spider-Man chose to roll using these parameters once.
The result of roll 1 is: [6] 6

This roll is for Breakaway Sidestep


6=Success

Sidestep to D-8

End of Turn Phase:

Nothing

Clear Phase:

Nothing
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Mon Sep 11, 2017 3:15 pm

I probably should have probbed your hitting Spider-Man, oh well.
User avatar
SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Mon Sep 11, 2017 3:16 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill E-9 @@
2) Cosmic Spider-Man D-8 (2!) @@



KOed





Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil

1) DXF047 Jackhammer: K-17 w/ HO
2) ADW059 Klaw: K-12 @
3) ADW036 Swordsman: F-9 @



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Lots of Misses and Bad Rolls. I will Prob you attack rolls or breakaway rolls with Beta.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Mon Sep 11, 2017 10:24 pm

Beginning of Turn Phase:

Nothing

Action Phase:

FA) Sound Travels!

The result of roll 1 is: [5] 5


Klaw will move to F-11.

1) Swordsman will use IT'S NOT JUST A SWORD! (Damage Penetrating) and swing on Beta Ray Bill.

11 to a 18. Need a 7 for X.

The result of roll 1 is: [1, 2] 3


That's a miss.

2) Jackhammer will move to I-11


End of Turn Phase:

Nothing

Clear Phase:

Clear Klaw.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Mon Sep 11, 2017 10:27 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill E-9 @@
2) Cosmic Spider-Man D-8 (2!) @@



KOed





Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil

1) DXF047 Jackhammer: I-11 w/ HO @
2) ADW059 Klaw: F-11
3) ADW036 Swordsman: F-9 (1!) @@



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Swordsman misses! Klaw moves in and Jackhammer does the same.
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Tue Sep 12, 2017 11:21 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill E-9
2) Cosmic Spider-Man D-8 (2!)



KOed





Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil

1) DXF047 Jackhammer: I-11 w/ HO @
2) ADW059 Klaw: F-11
3) ADW036 Swordsman: F-9 (1!) @@



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Cleared. Beta will decide to prob if attacks are hit and he can see them.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Wed Sep 13, 2017 5:09 pm

Beginning of Turn Phase:

Nothing

Action Phase:

1) Swordsman will use MoE TA and try to breakaway.

The result of roll 1 is: [2] 2


Klaw will use a TTPC.

The result of roll 1 is: [6] 6


Swordsman will Charge to E-7 and swing on Spider-Man.

10 to a 17. Need a 7 for 2 (KO).

The result of roll 1 is: [5, 2] 7


Beta prob!

The result of roll 1 is: [3, 5] 8


Cosmic Spider-Man is KO'd.

Swordsman will push.

FA) Klaw will sidestep to E-11.

FA) Klaw will choose Pulse Wave for HARD LIGHT FOCUSED VIBRANIUM CONDUIT.

2) Klaw will use Pulse Wave on Beta Ray Bill.

10 to a 18. Need a 8 for 4.

The result of roll 1 is: [5, 4] 9


Beta Ray Bill takes 4 damage.

Klaw pushes.

**Actually, I can't use Sound Travels after using Sidestep, ignore the Sound Travels.**

FA) Swordsman will sidestep to F-6.

End of Turn Phase:

Nothing

Clear Phase:

Clear Jackhammer.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Wed Sep 13, 2017 5:11 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill E-9 (4!)


KOed

2) Cosmic Spider-Man



Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil :moe:

1) DXF047 Jackhammer: I-11 w/ HO
2) ADW059 Klaw: E-11 @@
3) ADW036 Swordsman: F-6 (2!) @@



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Cosmic Spider-Man is KO'd. Beta Ray Bill takes 4 damage.
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Wed Sep 13, 2017 6:27 pm

Beginning of Turn Phase:

Nothing

Action Phase:

1)Beta Ray Bill will use AIDED BY SKUTTLEBUTT: STOP. Regeneration, Toughness. When Beta Ray Bill is given a MOVE action, after resolutions he can use Regeneration at no cost. He will use Phasing/Teleport to move to L-3

FA) Regeneration

On September 13, 2017 Beta Ray Bill rolled 1D6 Beta Ray Bill chose to roll using these parameters once.
The result of roll 1 is: [2] 2

This roll is for Regeneration


Half of 2 is 1 -1 from STOP is 0.

End of Turn Phase:

Nothing

Clear Phase:

Nothing
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Wed Sep 13, 2017 6:28 pm

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill L-3 @ (4!)


KOed

2) Cosmic Spider-Man



Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil :moe:

1) DXF047 Jackhammer: I-11 w/ HO
2) ADW059 Klaw: E-11 @@ (1!)
3) ADW036 Swordsman: F-6 (2!) @@



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Beta limped away and tried to heal but failed.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Thu Sep 14, 2017 9:12 am

Beginning of Turn Phase:

Nothing

Action Phase:

FA) SOUND TRAVELS!

The result of roll 1 is: [2] 2


Klaw will move to E-9.

FA) Swordsman will move to H-6.

1) Jackhammer will move to J-5.

End of Turn Phase:

Nothing

Clear Phase:

Clear Klaw and Swordsman
Last edited by JesterJayJoker on Thu Sep 14, 2017 9:14 am, edited 1 time in total.
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Thu Sep 14, 2017 9:14 am

Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill L-3 @ (4!)


KOed

2) Cosmic Spider-Man



Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil :moe:

1) DXF047 Jackhammer: J-5 w/ HO @
2) ADW059 Klaw: E-9 (1!)
3) ADW036 Swordsman: H-6 (2!)



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Cleared and moved. Stay still!
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Thu Sep 14, 2017 1:38 pm

Gotta play my outs!

Beginning of Turn Phase:

Nothing:

Action Phase:

1) Beta Ray Bill will Phase/Teleport to P-12

FA) Regeneration

On September 14, 2017 Beta Ray Bill rolled 1D6 Beta Ray Bill chose to roll using these parameters once.
The result of roll 1 is: [1] 1

This roll is for Regeneration


Regenerate for 0 after -1 for STOP

End of Turn Phase:

Nothing

Clear Phase:

Nothing
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Thu Sep 14, 2017 1:39 pm

[quote="JesterJayJoker"]Source of the post Marvel
200 points

Cosmic Powers vs MoE

Symbol Key
:stealth: = Stealth
:shield: = pped up DV
:idontthinkso: = Outwitted
:thumbdown: = PPed down
TTPC: :moe:

Map Link: Wayne Manor

Cosmic Powers

1) Beta Ray Bill P-12 @@ (4!)


KOed

2) Cosmic Spider-Man



Conditionals/Reminders

WIELDER OF STORMBREAKER: Beta Ray Bill starts the game with TMT #s011 Stormbreaker equipped.

KORBINITE DNA: Beta Ray Bill can reduce penetrating damage.

WEATHER MANIPULATION: Probability Control. Opposing characters can't target Beta Ray Bill or friendly characters adjacent to him unless they began their turn within 4 squares of their target or are making a close attack.



VERSUS

Masters of Evil :moe:

1) DXF047 Jackhammer: J-5 w/ HO @
2) ADW059 Klaw: E-9 (1!)
3) ADW036 Swordsman: H-6 (2!)



KOed

Conditionals/Reminders

FISTS OF JACKHAMMERING: Jackhammer can use Super Strength and Quake. When he uses Quake, if he's holding a light object, he deals 3 damage instead of 2, and if he's holding a heavy object he deals 4 damage instead of 2. In either case, the held object is then removed from the game.

HARD LIGHT FOCUSED VIBRANIUM CONDUIT: Give Klaw a free action and choose a standard attack power. Klaw can use that power this turn.

SOUND TRAVELS!: Klaw can use Sidestep and Movement: Ignores Hindering Terrain, Ignores Blocking Terrain, Ignores Characters. When he uses Sidestep, you may roll a d6 and he may move up to the result instead of 2.

CAN'T HURT WHAT'S MADE OF SOUND!: Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.

IT'S NOT JUST A SWORD!: Swordsman can use Blades/Claws/Fangs. Before making a close attack, choose one effect for the attack: Swordsman uses Blades/Claws/Fangs and he damage dealt is penetrating damage; the hit target is given an action token; -or- the hit target can't be moved or placed until your next turn.



The Field

Heavy Objects

L-10, K-22


Light Objects

P-10


Rubble

Smoke


Turn Summary

Bill tried to heal again but was thwarted.
User avatar
SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Thu Sep 14, 2017 1:40 pm

I think you got me since Swordsman and Klaw will only need 6s and you get uninterrupted shots at me.

Want to move on to 300? Or the 400 point limited?
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JesterJayJoker
Posts: 7900
Joined: Fri Jul 04, 2014 9:37 am

SilverCen vs JesterJayJoker

Postby JesterJayJoker » Thu Sep 14, 2017 6:25 pm

Do you mind doing the 400 Point Limited? I only have a month to practice. What are you doing next Wednesday for the game? I'd love to practice then.
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SilverCen
Posts: 270
Joined: Mon May 22, 2017 11:48 am

SilverCen vs JesterJayJoker

Postby SilverCen » Fri Sep 15, 2017 2:21 am

We're doing 500 Points, Cosmic or X-Men related teams.

I do not mind playing 400 Limited at all.

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