C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
And hey, I learned something today! I always thought Thor had to be adjacent to someone to use his SA!
Yeah, I was never a huge fan of how that SA was worded, but GO really fought for it. I believe we did FAQ it. Still, It is something that I may want to revisit some day to see if the wording can be improved.
Quote:
Originally Posted by tcglkn
Pre-Yea, this guy looks fun.
Thanks. I really wanted to keep a lot of these Kryptonians simple and still fun. They really are mostly just bruisers, especially the ones that haven't been on Earth long enough to really explore and master all of their power. Heck, even though Superman has, in the comics he mostly just flies around and punches things.
Last edited by Griffin; March 8th, 2012 at 05:28 PM.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this character’s powers should affect them. Pass.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. Pass.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. Pass.
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. Pass.
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and what are the stipulations on the power if there are any. Pass.
- FUN TEST/ Consider whether or not the design was fun to play. Pass.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Pass.
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass.
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Army Test 1
- Does he/she pass? Yes.
- What should be the unit's point value? 320
- Give a brief overview. Unit Sum-up: Non got to beat the snot out of the Hydra Agents, and his one big attack on Red Skull was nice. I realized after the game that the non-masterminds should have been dropping the glyph after using it; not sure how much that would have changed things, though it didn’t come into play until after Non was destroyed. Damage: 8 Hydra Agents killed, 4 wounds on RS.
Map: Grundy’s Grave
Units: Army 1: Non, Storm, Jubilee, Gorilla Grodd (825) VS Army 2: Hydra Agents x4, Red Skull (C3G), Madame Hydra, Green Goblin (830)
Spoiler Alert!
Gorilla Grodd wins with 2 life left.
During the First Round: Army 1 wins Initiative.
ARMY ONE: Non flies out.
ARMY TWO: The Hydra Agents and Madame Hydra spread out.
ARMY ONE: Non kills a Hydra Agent, and there are no more adjacent.
ARMY TWO: The HA do no damage to Non; RS teleports up and also does nothing.
ARMY ONE: Non disengages (1 wound) and kills 2 HA(one thanks to MH’s Necessary Sacrifices).
ARMY TWO: HA inflict 1 wound on Non; RS does no damage.
During the Second Round: Army 1 wins Initiative.
ARMY ONE: Non kills 2 more HA (again MH uses Necessary Sacrifices to avoid 3 wounds).
ARMY TWO: HA can’t wound Non; RS wounds him once.
ARMY ONE: Non disengages again (no wound this time) and kills 2 HA.
ARMY TWO: HA do no damage to Non; RS hits him with his SA for 1 wound.
ARMY ONE: Non disengages yet again (again no wound); kills a HA and hit RS for 4 wounds, knocking away the Cosmic Cube.
ARMY TWO: The HA cannot get through Non’s defense and fail to hurt him; MH whiffs on her SA.
During the Third Round: Army 1 wins Initiative.
ARMY ONE: Non can’t kill RS.
ARMY TWO: HA finally get through Non and kill him; MH does no damage to Jubilee.
ARMY ONE: Storm kills a HA; Jubilee wounds MH twice.
ARMY TWO: HA can’t hurt Storm; MH grabs the Cosmic Cube and moves and OM from Storm’s card to Jubilee, but can’t hurt Storm.
ARMY ONE: Jubilee uses her SA, killing MH and wounding Storm twice.
ARMY TWO: HA do no damage to Storm or Jubilee; RS’s SA can’t hurt anyone.
During the Fourth Round: Army 1 wins Initiative.
ARMY ONE: Storm grabs the Glyph and kills RS, then kills a HA; Jubilee kills a HA.
ARMY TWO: HA put 3 wounds on Jubilee.
ARMY ONE: Storm usesd the glyph to wound Green Gobbie and kills to HA with her SA; Jubilee kills another HA.
ARMY TWO: The two remaining HA wound Storm once.
ARMY ONE: Storm grabs the Glyph again and hits GG with the Cosmic Cube again; Jubilee kills a HA.
ARMY TWO: GG does no damage.
During the Fifth Round: Army 1 wins Initiative.
ARMY ONE: Storm hits GG with the glyph but not her normal attack; Jubilee also does no damage.
ARMY TWO: GG kills Storm.
ARMY ONE: OM lost on Storm.
ARMY TWO: GG kills Jubilee but does no damage to Gorilla Grodd.
ARMY ONE: OM lost on Storm.
ARMY TWO: Gobbie wounds Grodd once with the glyph, but does no damage with his attacks.
During the Sixth Round: Army 2 wins Initiative.
ARMY TWO: Gobbie wounds Grodd once with the glyph and once with his normal attack.
ARMY ONE: Grodd kills Gobbie.
ARMY TWO: OM lost on Gobbie.
ARMY ONE: Grodd charges out.
ARMY TWO: OM lost on Gobbie.
ARMY ONE: Grodd kills the last Hydra Agent.
Army Test 2
- Does he/she pass? Yes.
- What should be the unit's point value? 320
- Give a brief overview. Unit Sum-up: Kill Crazy allowed Non to get a big hit on Winter Soldier, but a lucky roll took him out of this one early. Still, I think Non with Lex could be a fun, if risky, combo.
Damage: Killed 1 Hand Ninja; 4 wounds on Winter Soldier.
Map: Crash Landing
Units: Army 1: Non, Lex Luthor(Buisness Suit), Silver Surfer (740) VS Army 2: Hand Ninja x4, Elektra, Winter Soldier (750)
Spoiler Alert!
Unwounded Elektra, Winter Soldier with 3 wounds, and 6 Hand Ninjas are left standing.
Winter Soldier chooses Non to be his Mark.
During the First Round: Army 1 wins Initiative.
ARMY ONE: Lex moves up and uses Red Kryptonite to move out Non.
ARMY TWO: Hand Ninjas and Winter Soldier move out.
ARMY ONE: Lex moves up and fails with RKC.
ARMY TWO: Hand Ninjas and Winter Soldier move in, no damage to Non.
ARMY ONE: Lex moves up on the ladder, uses RKC on Non, who smashes a HN and then wounds WS 3 times with his normal attack and adds one with Knockback. Lex kills a HN.
ARMY TWO: WS hits Non for 2 wounds; the HN add 1 more.
Wannok wounds Lex.
During the Second Round: Army 2 wins Initiative.
ARMY TWO: WS kills Non; the HN do no damage to Lex.
ARMY ONE: OM lost Non.
ARMY TWO: Elektra moves up; the HN do no damage to Lex.
ARMY ONE: Lex kills a HN.
ARMY TWO: Elktra fails to wound Lex; the HN do no damage as well.
ARMY ONE: Silver Surfer moves up, doesn’t hurt Elektra and flies away.
No Lava Field damage, Wannok wounds Lex. WS comes back with 2 wounds on his card, and chooses Lex as his Mark.
During the Third Round: Army 1 wins Initiative.
ARMY ONE: SS doesn’t hurt Elektra and flies back down.
ARMY TWO: WS wounds Lex once; the HN can’t hurt Lex.
ARMY ONE: SS treis and fails to kill a HN, then flies back down.
ARMY TWO: WS again fails to kill Lex; the HN kill Lex and can’t hurt SS.
ARMY ONE: SS fails to kill a HN.
ARMY TWO: Elktra jumps down (no wound) but can’t hurt SS; the HN don’t hurt him either.
Wannok wounds SS, WS comes back and chooses SS as his Mark.
During the Fourth Round: Army 2 wins Initiative.
ARMY TWO: WS and the HN can’t hurt SS.
ARMY ONE: SS can’t hurt WS and flies onto the height.
ARMY TWO: WS and the HN can’t hurt SS.
ARMY ONE: SS hits WS for 1 wound, then flies back up.
ARMY TWO: WS doesn’t hurt SS; the HN wound him once.
ARMY ONE: SS flies down, kills the HN on the glyph and then takes the glyph.
Wannok kills a Hand Ninja.
During the Fifth Round: Army 2 wins Initiative.
ARMY TWO: WS and the HN can’t hurt SS.
ARMY ONE: SS wounds WS twice then grabs height.
ARMY TWO: WS and the HN can’t hurt SS.
ARMY ONE: SS jumps down, doesn’t hurt WS, flies back up.
ARMY TWO: Elektra moves up; the HN wound SS twice.
ARMY ONE: SS can’t kill the HN on the glyph.
Wannok wound SS.
During the Sixth Round: Army 2 wins Initiative.
ARMY TWO: WS and the HN can’t hurt SS.
ARMY ONE: SS does no damage to WS, then flies back up.
ARMY TWO: WS and the HN can’t hurt SS.
ARMY ONE: SS kills a HN.
ARMY TWO: WS kills SS.
Army Test 3
- Does he/she pass? Yes.
- What should be the unit's point value? 320
- Give a brief overview. Unit Sum-up: Non didn’t have any squads to pick on this time, but he more than made up for his points by beating up the heroes.
Damage: 4 wounds on Scarlet Witch, 2 wounds on Jubilee, 1 wound on Dr. Strange.
Map: Grundy’s Grave
Units: Army 1: Non, Lex Luthor (Business Suit), Hired Guns, Street Thugs x2, Black Mask (700) VS Army 2: Doctor Strange, Scarlet Witch, Jubilee, Wasp (695)
Spoiler Alert!
Unwounded Lex Luthor, 2 Street Thugs win.
During the First Round: Army 2 wins Initiative.
ARMY TWO: Scarlet Witch and Jubilee move out.
ARMY ONE: Hired Guns position.
ARMY TWO: SW rolls an 8 for Chaos Magic and stays back; Jubilee kills a Hired Gun.
ARMY ONE: Lex and Non move out, Lex wounds Jubilee twice.
ARMY TWO: SW flies over to Non and puts a Chaos Marker on his card, but does no damage; Jubilee kills another Hired Gun.
ARMY ONE: Lex moves up; Non wounds SW once; Lex doesn’t hurt Jubilee.
During the Second Round: Army 2 wins Initiative.
ARMY TWO: SW places a Chaos Marker on Non, doesn’t wound him; Jubilee kills another Hired Gun.
ARMY ONE: Lex moves up, dodging SW’s Chaos Magic; Non wounds SW once; Lex doesn’t hurt Jubilee.
ARMY TWO: SW disengages (no wound), and uses her last marker to kill the last Hired Gun, but doesn’t hurt Black Mask; Jubilee can’t through Non’s defense.
ARMY ONE: Lex dodges Chaos Magic but fails with Red Kryptonite and with his normal attack.
ARMY TWO: SW puts 2 wounds on Black Mask; Jubilee’s SA wounds Non 3 times.
ARMY ONE: The Street Thugs and Black Mask do no damage to SW and Jubilee, one dies to Criminal Motivation.
During the Third Round: Army 1 wins Initiative.
ARMY ONE: Lex dodges Chaos Magic; Non doesn’t but kills Jubilee; Lex puts a wound on Doctor Strange.
ARMY TWO: SW kills a Street Thug.
ARMY ONE: Non flies over and wounds SW once.
ARMY TWO: SW does no damage to Non.
ARMY ONE: Lex gets hit with Chaos Magic, but puts another wound on Dr S.
ARMY TWO: Dr. S flies out.
During the Fourth Round: Army 2 wins Initiative.
ARMY TWO: SW does no damage to Non.
ARMY ONE: Hex-Sphere Disturbance keeps Non from doing any damage to SW.
ARMY TWO: Dr. S can’t hurt Non.
ARMY ONE: Non doesn’t hurt SW.
ARMY TWO: Dr. S whiffs on Black Mask.
ARMY ONE: The Street Thugs and Black Mask do no damage.
During the Fifth Round: Army 1 wins Initiative.
ARMY ONE: Non finally succeeds in killing SW.
ARMY TWO: Dr. S kills Black Mask.
ARMY ONE: Non and Lex each wound Dr. S once, bringing him to 4 wounds.
ARMY TWO: Dr. S wounds Non once.
ARMY ONE: The Street Thugs do no damage to Dr. S.
ARMY TWO: Dr. S can’t get through Non’s Defense.
During the Sixth Round: Army 1 wins Initiative.
ARMY ONE: Non does no damage to Dr. S.
ARMY TWO: Dr. S rolls all 5 skulls and finishes off Non.
ARMY ONE: Lex moves next to Dr. S but can’t hurt him.
ARMY TWO: Dr. S is forced to fly away (one wound from disengagement) and kills a Street Thug.
ARMY ONE: Lex doesn’t wound Dr. S.
ARMY TWO: Dr. S stays away from Lex and kills another Street Thug.
During the Seventh Round: Army 1 wins Initiative.
ARMY ONE: Two Street Thugs engage Dr. S while the other two spread out, but no damage is done.
ARMY TWO: Dr. S kills a Street Thug.
ARMY ONE: Lex shoots Dr. S but can’t hurt him.
ARMY TWO: Dr. S kills another Street Thug.
ARMY ONE: Lex runs adjacent to Dr. S –still within sight of a Street Thug- but doesn’t hurt him.
ARMY TWO: Dr. S does nothing.
During the Eighth Round: Army 2 wins Initiative.
ARMY TWO: Wasp flies out.
ARMY ONE: One Street Thug engages Wasp, while the other stays within sight of Lex, no damage.
ARMY TWO: Wasp whiffs both times with her SA.
ARMY ONE: The Street Thug can’t kill Wasp.
ARMY TWO: Wasp blanks again with her SA.
ARMY ONE: Lex finishes off Dr. Strange.
During the Ninth Round: Army 1 wins Initiative.
ARMY ONE: The Street Thugs kill Wasp.
Non is a simple and fun unit. His Kill Crazy power allows him to beat up big time on squads, particularly bonding squads as he can smash 1 or 2 squad figures before hitting the hero with eight or nine attack. Kryptonian Defense can make him very hard to kill, but, as my second game proved, one big attack from a special attack can take him down quick. It’s a little risky, but playing Non with Buisness Suit Lex Luthor is a lot of fun. If you can manage to get Red Kryptonite Control most of the time, Non will remain the target while Lex pesters your opponent’s other figures. Non can be fairly strong, but there are plenty of counter-drafts (Kryptonians, Special Attackers) that 320 points feels just about right.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. Pass.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. Pass.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. Pass, Just with Lex V1, but it is tough.
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak. Pass.
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. Pass.
- FUN TEST/ Consider whether or not the design was fun to play. Yes.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Yes.
- DRAFTING TEST/ Consider whether or not this design is worth drafting. Pass.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Pass.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Pass, a smart opponent will keep their low life hero's and squads a couple of hex's apart so he won't be able to go Kill Crazy.
Army Test
- Does it pass, Yes or No? Yes. - What should be the unit's point value? After this one I'm thinking he should go up a bit, 20 points or so. - Give a brief overview.Nom dominates this game. Destroying a wounded Elktra, taking out Bullseye in 2 turns, and several Hand going Kill Crazy on a couple. Took a wound from Elktra's DBSA, only. Could have taken wounds from a L-E-A and was attacked several times but he and his Kryptonian Defense is to stout for the Hand.
Map: Hydra Base Gehenna. (all C3G optional rules, no glyphs)
Units: Team 1. Lex V1, Hired Guns, Bodyguards, (x3) Nom. 595 points.
Team 2. Bullseye, Elektra, Hand Ninja (x3) 600 points.
Spoiler Alert!
Round 1 Initi Luthor
Turn 1.
Hired guns move.
Hand, Bullseye moves to ladder landing, Hand move.
Turn 2.
Lex, Guards move with Security detail, Red Kryptonian Control on Nom who moves to platform.
Hand, Bullseye moves up ladder, Hand move.
Turn 3.
Lex moves, RKC on Nom is a miss.
Hand, Elektra moves, Hand move, 1 attacks and destroys a Hired Gun. (t1)
Round 2. Initi Luthor
Turn 1.
Lex, SD moves guards, RKC on Nom who moves and attacks a Hand who blocks the poor attack roll. Hired Guns get Trigger Happy, attack and destroy 3 Hand. (t3)
Hand, Elektra moves and destroys a Hired Gun. (t2) Hand move and destroy a Guard. (t1)
Turn 2.
Lex, SD moves Guards. RKC on Nom who moves and attacks Elektra but she blocks. Hired Guns get Trigger Happy attack Elektra dealing 3. (t3)
Hand, Elektra Phantom Walks using Deadly Barrage SA destroying a Guard (t2) a Hired Gun (t3) and dealing 1 to Nom. (t1) Hand move and attack but are blocked, by Nom and Guard.
Turn 3.
Lex moves, RKC on Nom, who moves to platform L-E-A is a miss, attacks w/h on Bullseye deals 2. (t2) Hired Gun attacks w/h on Elektra dealing 1. (t4)
Hand, Elektra moves, attacks a destroys last Hired Gun (t4) Hand move and attack last Guard destroying him. (t3) Lex blocks.
Round 3. Initi. Hand
Turn 1.
Hand, Bullseye attacks Nom w/h but misses, Hand attack Lex who blocks.
Nom attacks Bullseye destroying him, Kill Crazy no one else adj.
Turn 2.
Hand, Elektra moves up ladder attacks Lex, dealing 1 (t1) Hand attack Lex destroying him on a whiff.
Nom moves into player 2 SZ attacking, going kill crazy and destroying 2 Hand (t5)
Turn 3.
Hand, Elektra moves off ladder, 1 Hand attacks Nom w/h who blocks, rest move back towards their SZ.
Nom destroys a Hand. (t6)
Round 4. Initi Nom
Turn 1.
Nom attacks w/h destroying a Hand. (t7)
Hand, Elektra attacks w/h on Nom who blocks. 2 hand attack w/h on Nom, he blocks.
Turn 2.
Nom moves, and attacks w/h on Elektra destroying her. No adj figs to go Kill Crazy on.
Hand attack Nom, who blocks.
Turn 3.
Nom moves and attacks destroying another Hand (t8,)
Hand attacks but is blocked by Nom.
Round 5. Initi Hand
Turn 1.
Hand, attacks Nom again but is blocked.
Nom destroys final Hand (t9) Who won and how many wounds did they have?Team 1 wins. Nom with 1 wound.
Army Test
- Does it pass, Yes or No? Yes. - What should be the unit's point value? After this one, I'm convinced he should go up a good bit, 30 or so. Perhaps I was just rolling well for him, and not so well against him though - Give a brief overview.Nom destroys several Parademons, going Kill Crazy on some. Takes a few wounds from Lex2 from his Kryptonian Blast SA. Deals wounds to and destroys Lex V2 who couldn't take advantage of his Treacherous Tactics because Nom was destroying the adj PST first. Deals a couple wounds to Darkseid before being taken down by him with a nice roll. The PST never could set up a screen with their Aerial Advantage for their Hero's. and only got 1 Apok Weapons wound which was in the end game
Map: Invasion (all C3G optional rules, no glyphs)
Units: Team 1. Supergirl, Nom, Lex V1, Bodyguards (x7) Hired Guns. 975 points.
Team 2. Darkseid, Lex V2, Parademon Shock Troopers. (x4) 980 points.
I was going to run a thematic team with several Kryptonians in this test, and not Lex V1 but changed my mind as this is just a better team.
Spoiler Alert!
Round 1. Krypton Killers
Turn 1.
Parademon Shock Troopers move. Slow role from front of SZ.
Hired Guns move.
Turn 2.
PST move from SZ.
Lex, Security Detail moves Guards. Red Krypton Control moves Supergirl to knob on side.
Turn 3.
PST move, 1 attacks Supergirl w/h who blocks.
Lex moves, RKC on Nom who moves, on oppoiste side of Supergirl.
Round 2. Initi. Kryptons
Turn 1.
Lex 1 SD moves Guards, RKC on Supergirl is a miss. Hired guns get Trigger Happy attack PST w/h who blocks.
PST attack on Supergirl w/h who blocks and Guard who also blocks.
Turn 2.
Lex 1, SD moves Guards, RKC on Nom is a miss! Hired Guns attack PST w/h who block.
Lex 2, moves attacks w/Kryptonian Blast SA on Nom, deals 1. (t1) and destroys adj Guard (t1)
Turn 3.
Lex 1 SD moves Guards, RKC on Nom, moves adj and attacks PST, miss! Could have gone Kill Crazy on Lex2. Hired Guns attack PST w/h destroying 1 (t1)
Lex 2 moves back L-E-A from Nomi s a miss, adj to 2 PST now and Tree. Attacks w/KBSA on Nom w/h who blocks, destroys adj Guard. (t2)
Round 3. Initi Krypton Killers
Turn 1.
PST move, attack on Nom w/h and Supergirl w/h, both block.
Lex1 moves, RKC on Nom who moves, L-E-A is a miss, attacks a PST destroying it. (t2) Goes Kill Crazy and attacks Lex2 deals 2. (t2) Hired Guns attacks PST w/h destroying 1. (t3)
Turn 2.
Lex2 attacks w/KBSA on Nom dealing 1 (t2)
Hired Guns move, attack w/h on Lex2 w/tree destroying him.
Turn 3.
PST attack Nom who blocks.
LEX1 SD moves Guards, RKC on Supergirl who attacks w/h on PST, destroying him. (t4)
Round 4 Initi Krypton Killers
Turn 1.
PST attack Nom who blocks.
Lex1 moves, RKC on Nom who attacks w/h on PST destroying it. (t5) Goes Kill Crazy and attacks another PST who blocks. Hired Guns out of range.
Turn 2.
Darkseid moves, attacks w/Omega Beam SA on Nom w/h who blocks. Throws a battlement, destroying 2 Hired Guns!
Lex1 SD moves guards, RKC on Nom who attacks PST who blocks. Hired Guns attack Darkseid w/h who blocks.
Turn 3.
Darkseid attacks w/OBSA on Nom deals 1 (t3) d20 is an 18 so close! throws another battlement but misses.
Lex SD moves Guards, RKC on Nom is a miss, Hired Guns attack Darksied w/h who blocks.
Round 5. Initi Krypton
Turn 1.
Lex SD moves Guards, RKC on Nom who moves and attacks Darkseid, dealing 3 (t3) Hired Guns attack Darkseid w/h who blocks.
Darkseid attacks Nom, deals 1. (t4)
Turn 2.
Lex moves, RKC on Nom is a miss, Hired Guns attack Darkseid w/h who blocks.
Darkseid attacks Nom, 6 skulls deals 4, destroying him.
Turn 3.
Lex moves, RKC on Supergirl who moves, attacks w/Heat Vision SA on Darkseid, 4 skulls deals 2. (t5) Hired Guns attack Darkseid w/h again but he blocks again.
Darkseid desrtoys adj Guard, (t3) throws a battlement, miss.
Round 6 Initi. Krypton Killerz
Turn 1.
Darkseid moves, risks L-E-A from guard is a miss, attacks w/h on Supergirl, deals 3. (t3)
Lex, SD moves Guards, RKC on Supergirl who attacks Darkseid w/h who blocks. Hired Guns attack Darkseid w/h who blocks again.
Turn 2.
Darkseid attacks w/h on Supergirl who blocks.
Lex, SD moves guards adj to PST in SZ, RKC on Supergirl who attacks Darkseid w/h 5 skulls destroys him.
Turn 3.
PST attacks, destroys 2 Guards. (t5)
Lex moves, RKC on Supergirl is a miss.
Round 7. Initi. Krypton
Turn 1.
Hired Guns move, attack w/h on PST destroys 1 (t7)
PST moves, attacks and destroys a guard, (t6) with Apok weapons for first time in the game.
Turn 2.
Lex, SD moves guard. RKC on Supergirl moves and destroys last PST. (t8,)
Who won and how many wounds did they have?Team 1 wins. Supergirl with 3 wounds, 2 Hired Guns, 1 Bodyguard and unwounded Lex V1 survive.