Monday, 25 April 2016

Power Legion - Teenage Mutant Ninja Turtles 2

This post contains a few more suggested Power Legion statistics for Teenage Mutant Ninja Turtles characters.  First an ally of the Turtles:

Leatherhead












Leatherhead (584 Points)
M A S K
d8 d8 d10 d10
Damage Resistance d10+3 Activation d8
Armor d6, Lethal HTH Attack d8, Superswimming d4, Regeneration d4, Berserk Fury 

Now an enemy of the Turtles and his Robotic Minions:-

Baxter Stockman














Baxter Stockman (316 Points)
M A S K
d8 d4 d4 d6
Knockout d6 Activation d8
Gadget d4, Gadget d8, Mastermind d8

Mousers

Mouser (266 Points)
M A S K
d4 d4 d6 d8
Damage Resistance d8+3 Activation d4
Armor d6, Lethal HTH Attack d8, Artificial, Normal

Slash














Slash (514 Points)
M A S K
d4 d8 d10 d10
Damage Resistance d10+3 Activation d8
Armor d6 (Limited: Partial), Lethal HTH Attack d10, Weapon Master d10, Superswimming d4, Strong Will d8

Rat King
















Rat King (650 Points)
M A S K
d8 d6 d6 d8
Knockout d8 Activation d8
Strong Will d10, Army of Minions d12

Finally the Turtles first ally:-

April O'Neil



April O'Neil (308 Points)
M A S K
d6 d6 d4 d8
Knockout d8 Activation d6
Strong Will d8, Luck 

Sunday, 24 April 2016

Power Legion - Teenage Mutant Ninja Turtles

With the release of the latest Heroclix set I thought it was time to post another blog entry this time providing some suggested Power Legion stats for the Teenage Mutant Ninja Turtles.  I only ever read the comics so I'm going to focus on stats for the comic characters with a couple from the cartoons at the end.

Donatello
















Donatello (578 Points)
M A S K
d8 d8 d8 d10
Damage Resistance d10+3 Activation d8
Armor d6 (Limited: Partial), Stealth d8, Gadget d4, Ranged Damage d8 (Device: Shuriken), Acrobat , Flying Kick 

Leonardo



Leonardo (690 Points)
M A S K
d6 d8 d8 d10
Damage Resistance d10+3 Activation d8
Armor d6 (Limited: Partial), Strong Will d8, Stealth d8, Lethal HTH Attack d8 (Device: Katana), Leadership d6, Ranged Damage d8 (Device: Shuriken), Weapon Master d10, Acrobat 

Raphael


Raphael (528 Points)
M A S K
d4 d8 d8 d10
Damage Resistance d10+3 Activation d8
Armor d6 (Limited: Partial), Ranged Damage d8 (Device: Shuriken), Stealth d8, Lethal HTH Attack d6 (Device: Sai), Strong Will d8, Acrobat 

Michelangelo













Michelangelo (514 Points)
M A S K
d4 d8 d8 d10
Damage Resistance d10+3 Activation d8
Armor d6 (Limited: Partial), Ranged Damage d8 (Device: Shuriken), Strong Will d8, Acrobat, Flying Kick 

Casey Jones



Casey Jones (532 Points)
M A S K
d4 d6 d6 d8
Knockout d8 Activation d6
Strong Will d6, Martial Arts d8, Ranged Damage d8 (Limited: One use), Shield d8 (Device: Hockey Glove), Flare d8 (Device: Paint Grenade), Flying Kick 

Splinter















Splinter (568 Points)
M A S K
d10 d10 d6 d10
Knockout d10 Activation d10
Lethal HTH Attack d8, Weapon Master d12, Stealth d10, Acrobat, Night Vision 

And now some of the Turtles enemies:-

Shredder














Shredder (730 Points)
M A S K
d8 d6 d8 d10
Damage Resistance d10+5 Activation d8
Lethal HTH Attack d10, Armor d10, Stealth d8, Leadership d8, Weapon Master d10, Mastermind d10, Backstab, Gloating 

Foot Ninja
















Foot Ninja (Chain Kama) (149 Points)
M A S K
d6 d6 d6 d8
Knockout d8 Activation d6
Stretching d4 (Limited: No Tricks), Stealth d6, Normal

Foot Ninja (Nunchaku) (159 Points)
M A S K
d6 d6 d6 d8
Knockout d8 Activation d6
Entangle d6 (Limited: Range 1Short), Stealth d6, Normal

Foot Ninja (Bo Staff) (196 Points)
M A S K
d6 d6 d6 d8
Knockout d8 Activation d6
Stealth d6, Slippery, Acrobat, Normal

Foot Ninja (Sai) (183 Points)
M A S K
d6 d6 d6 d8
Knockout d8 Activation d6
Lethal HTH Attack d6 (Device: Sai), Stealth d6, Backstab, Normal

Foot Ninja (Katana) (179 Points)
M A S K
d6 d6 d6 d8
Knockout d8 Activation d6
Lethal HTH Attack d8 (Device: Katana), Stealth d6, Normal

Finally a couple of characters I don't remember from the comics.

Bebop












Bebop (418 Points)
M A S K
d4 d8 d8 d10
Damage Resistance d10+2 Activation d8
Armor d4, Lethal HTH Attack d10 (Device: Chainsaw), Strong Will d8, Immovable d6


Rocksteady
















Rocksteady (478 Points)
M A S K
d4 d8 d10 d10
Damage Resistance d10+3 Activation d8
Armor d6, Strong Will d8, Lethal HTH Attack d8, Flying Kick 


4AD - Four Against Darkness - Second Play


This post is a record of my second game of Ganesha Games new solitaire dungeon delving game Four against Darkness (4AD).  The game is inspired by the early versions of dungeons and dragons. For example they include three races as classes.  Elves are fighter/magic users, Halflings are a class of their own bringing their small size, hardiness and luck and Dwarves are a type of Fighter.

Once you select four characters from the classes available, Warriors, Clerics, Rogues, Wizards, Barbarians, Elves, Dwarves and Halflings, you randomly generate a dungeon using the tables provided.  First by rolling for the shape and size of the next room or corridor from a pool of thirty six.  Next you roll for the contents of the room, which can be empty allowing characters to search for secret doors etc. or contain various monsters or special features or events.  The aim is to find and defeat the final boss deep within the dungeon.

In combat against monsters you can choose to attack first or forfeit the first strike to test the creatures reaction to the characters.  The monsters reactions can include asking for a bribe to allow the characters to pass, in rare cases giving the characters a quest, fleeing from more numerous characters, attacking the characters first and attacking then fighting to the death.  It's worth checking before attacking as each type of monster has its own reaction table.  Monsters don't roll dice, the player characters roll dice to attack and defend.  In attacking a character rolls a d6 modified by its class and equipment.  For example Warriors, Barbarians, Dwarves and Elves add their level to the result.  If fighting weaker monsters the result is divided by the level of the monster and the result (rounded down is the number of creatures killed.  Against tougher monsters known as Bosses as long as the result is equal or higher than the monsters level it loses one life.  Once the monsters are below half their original numbers or for bosses half their hits they take morale tests and sometimes run away.  Monsters attacks on player characters are divided between the party who roll saves against each attack, modified by the armour the  character is wearing and in some cases its class e.g. Rogues add their level to the result and Dwarves and Halflings get bonuses against some large monsters.  Once defeated most monsters leave treasure behind which is also generated from a random table.  Some monsters give a modifier to the Treasure table so tough monsters have a greater chance of having a magic item, weaker monsters and Orcs have no chance of having a magic item.

The game also features Traps, Wandering Monsters, Clues and rules for levelling up.  In short it has all the flavour and style of the old style dungeon bashes but plays solo often in under an hour.  One supplement the Caves of the Kobold Slave-Masters has already been released with many more promised.  The rules can easily be expanded by the player, generating new tables or even reworked into a completely different setting.  For example I've been working on a Sci Fi version with Soldiers, Medics, Technicians, Androids and Heavy Weapon Soldiers as classes.  The rules are available from:-

Ganesha Games  and Drivethrurpg






The party I took into my second game were a 2nd Level Dwarf (Thorgrim) and Wizard (Purditta) and a 1st Level Rogue (Monsieur Rouge) and Cleric (Drusilla).  They had fought their way through a dungeon before but as it was my first game it took much longer than it should and in the end I had them fight their way out of the dungeon fighting the final boss (a Mummy) in the entrance of the dungeon.  The Wizard and Rogue almost died, dropping to one hit each

In this second game I was much clearer on the rules and the game went faster and smoother.  It took sixteen rooms to find the final boss, a Medusa.  The rooms and their contents (Monsters and Treasure) are shown below with the map below the list.

1) Entrance Hall
2) Room 1 Troll 12gp
3) Corridor Trapdoor Thorgrim falls in, 100gp Jewellery
4) Room 2 Fungi Folk 12gp
5) Room Fountain-Secret Door
6) Corridor 13 Vampire Bats 6gp
7) Room Cursed Altar which cursed Purditta.  Drusilla had to bless her to remove it.
8) Corridor Dart Trap disarmed by Monsieur Rouge, Wand of Sleep
9) Corridor Empty (Didn’t search)
10) Corridor Empty (Didn’t search)
11) Corridor Empty (Didn’t search)
12) Corridor 2 Vampire Frogs (Cleric and Wizard (Sling) killed 1 each) 50gp Gem
13) Corridor Huge Stone Trap disabled by Monsieur Rouge who found a 35gp Gem
14) Room 5 Vampire Frogs (Dwarf kills 3, Wizard kills 1 and Cleric kills last) No Treasure
15) Corridor Special Feature Blessed Temple – Purditta blessed with a temporary +1 vs Undead
16) Corridor Here the party found the final boss, a Medusa.  Her gaze turned Thorgrim and Monsieur Rouge to stone!  Purditta fired her sling but missed whilst Drusilla cast bless on Thorgrim, turning him back from stone to flesh.  The Medusa wounded Drusilla for her trouble.  On the second round Thorgrim struck the Medusa, Drusilla blessed Monsieur Rouge and Purditta cast a Lightning Bolt severely wounding the Medusa.  Her rage overcame her fear and she struck Thorgrim wounding him.  In the third round Thorgrim's blow missed its mark but Purditta sunk her dagger into the monster ending its life.  The party bound its wounds before searching the room and finding a large stash of Fools Gold.  Drusilla leveled up.

On the way back the party were attacked by 2 Hobgoblins who after wounding Drusilla, were quickly dispatched.  They were then ambushed by 4 Goblins who also wounded Drusilla before Thorgrim slaughtered them all.  Finally in the entrance hall just as they thought they were out of the dungeon they were assaulted by another Mummy who wounded Thorgrim and Drusilla in the first round but was then hit by every party member, even Purditta armed only with her sling but with the Altar's blessing managed a lucky strike, which killed it in a single round. Monsieur Rouge leveled up.




Friday, 13 November 2015

To The Strongest - Anglo Normans vs Pre Feudal Scots

Last night three of us gave To The Strongest another try.  We'd enjoyed the last game and had agreed to try my Norman Army against Steve's Pre-Feudal Scots.  Mark had worked up a scenario which I'd been unsure of but worked very well.  The scenario was a battle for a bridge in the middle of the board.  To The Strongest uses squares for movement and firing so the objective of the game was to hold the square on each side of the bridge.  The forces were divided into two commands each.  The Anglo-Normans were equally divided with one command entering along the road to the bridge and the other along the river.  The Scots forces had two thirds of their force appearing along the road on the opposite the Norman's first command and the other third entering along the river on the opposite side to the Norman's second force.

In the first few turns the Norman's first command suffered from command paralysis.  The Normans should have been able to seize the nearby woods, the bridge and prepare to take on the approaching Scots.  Instead they just managed to line up a unit of Knights against one of the Scots Generals.  The other Scots General with his Thegns can be seen on the far side of the river.  The bridge has been captured by Scots light archers which have already shot down the first unit of Knights which tried to dislodge them.



The Scots on the far side of the river have sent most of their force to fight the other Norman command who have found a ford but have struggled to cross.


The Normans react by charging the approaching Scots.  They also send two units of Knights to support the battle developing to the south of the bridge.


That battle is developing with the Normans disrupting a unit of Galwegians and holding off the Scots general (Cavalry carrying the scots flag).  The Normans have lost a unit of light bowmen and have struggled to even get into the woods.


The Veteran Norman Knights take the bridge finally destroying the troublesome skirmishers.  The Veteran Norman Shieldwall


On the other side of the river the Normans had already had a Knight unit driven back in disarray but now had a Shieldwall to cover them and a unit of Light Crossbowmen to pepper the Scots Shieldwall.


Things went from bad to worse for the Normans as their Veteran Knights on the bridge were first disordered by Scots Javelinmen and then charged by a Shieldwall and broken.

The Scots General and his Thegns set off to support the attack on the Normans to the west and the Shieldwall prepared to cross the bridge and threaten the flank of the Veteran Norman Shieldwall.


The Normans across the river were destroyed by a concerted attack by the Scots but their Shieldwall was shot down by the Norman Light Crossbowmen.


On the south side of the bridge the Normans were finally developing a major attack on the Scots and were hopeful of crushing the smaller command.


However it was not to be the Scots Light Horse disordered the Norman General's unit and the Scots Generals charge drove them from the field.  The Norman General was seriously wounded and his command demoralised.  The Norman army had been defeated and at that point we called the game a resounding Scots victory.

Monday, 26 October 2015

Power Legion - Fourth Play - Avengers vs Masters of Evil

      Having booked a couple of days off I thought I'd give Ganesha Games Power Legion another play.  I'd been enthusiastic enough to buy a pile of heroclix from Troll and Toad, in small enough batches for Customs not to pay any attention.  My main aim had been to accumulate the figures for Baron Heinrich Zemo's Masters of Evil.  So here they are, from left to right, the Executioner an Asgardian and bodyguard to The Enchantress an Asgardian beauty and sorceress, Baron Zemo, the Radioactive Man, the Melter and the Black Knight.




I also wanted to collect the Avengers to fight them and here they are.  From left to right, Iron Man, Thor, Captain America, Giant Man and the Wasp.



The board was set out on four deluxe Mars Attacks rubber mats.  These were dressed with some paper buildings, mdf buildings, vehicles and some other bits.



The stats I used were:-
Captain America (830 Points)
M
A
S
K
d6
d10
d8
d8
Knockout
d8+2
Activation
d10
Armor d4, Strong Will d10, Marksman d12, Leadership d6, Ranged Damage d8 (Device: Shield), Shield d20 (Device: Shield), Martial Arts d12 (Device: Shield), Acrobat
Thor-Original (1230 Points)
M
A
S
K
d6
d8
d12
d12
Knockout
d12+3
Activation
d8
Armor d6, Strong Will d8, Flight d10, Weather Control d20, Ranged Damage d12, Shield d8, Martial Arts d20, Toughness
Giant Man (358 Points)
M
A
S
K
d8
d4
d8
d6
Knockout
d6+2
Activation
d8
Armor d4, Martial Arts d6, Immovable d6, Stretching d4 (Limited: Cannot use tricks), Easy Target , Long Move
Wasp (532 Points)
M
A
S
K
d6
d8
d6
d8
Knockout
d8
Activation
d8
Flight d6, Ranged Damage d8, Stealth d10, Difficult Target , Slippery , Acrobat
Iron Man V (882 Points)
M
A
S
K
d10
d8
d10
d12
Damage Resistance
d12+4
Activation
d10
Armor d8, Flight d12, Ranged Damage d10, Flare d10, Combat Computer , Immune to Flare , Sealed Armor , Boost , Night Vision

Baron Zemo I (516 Points)
M
A
S
K
d10
d6
d4
d6
Knockout
d6
Activation
d10
Ranged Damage d8 (Device: Pistol), Entangle d20 (Limited: Range 1L), Leadership d8, Martial Arts d8
Enchantress (880 Points)
M
A
S
K
d6
d8
d10
d10
Damage Resistance
d10+2
Activation
d8
Magic d8, Armor d4, Teleport d12, Strong Will d10
Executioner (594 Points)
M
A
S
K
d6
d8
d10
d20
Damage Resistance
d20+3
Activation
d8
Weapon Master d12, Lethal HTH Attack d10, Armor d6
Black Knight II (506 Points)
M
A
S
K
d10
d4
d6
d6
Damage Resistance
d6+2
Activation
d10
Armor d4, Ranged Damage d10 (Device: Lance), Flight d4 (Device: Winged Horse), Marksman d8, Weapon Master d8, Smokescreen
Radioactive Man (710 Points)
M
A
S
K
d8
d6
d8
d8
Knockout
d8
Activation
d8
Force Field d12, Ranged Damage d10, Flare d10, Shield d10 (Limited: Works only with Force Field)
Melter-Mk I (288 Points)
M
A
S
K
d8
d4
d4
d6
Knockout
d6
Activation
d8
Ranged Damage d8
                A glowing meteor has broken up over the city, showering one neighbourhood with radioactive fragments.  Baron Zemo had long watched this meteor and had anticipated its landing.  He and his Master’s of Evil have arrived just after the neighbourhood has been evacuated and they are now busy collecting as many of the fragments as they can.  The Avengers are not far behind...

                The aim of this scenario is for one side to collect more fragments than their opponents and exit the board from their entry point.  To collect a fragment a character must move adjacent to it and spend an action to collect and store it safely.  The Wasp can collect and carry fragments but if she does so she can only use her ranged attack power none of her other powers will work as she is unable to shrink.  The Radioactive Man can destroy a fragment he is carrying to gain a one off use of the Boost power.  Friendly characters can swap as many fragments as they like by one of them spending a single action and fragments can be retrieved from a fallen foe by spending one action in base to base contact.
                The Masters of Evil start in the centre of any edge of the board and the Avengers start on the centre of the opposite board edge 1d4 turns later.

The Masters appear on the board:-

Turn 1

Baron Zemo quickly evaluating the situation sends the Black Knight off to collect the first fragment from the top of a building.  The Radioactive Man sensing a fragment by its emanations races off to gather the precious rock.  The Executioner momentarily reluctant, hesitates and needs Zemo’s Leadership to send him running of to gather a fragment.  The Melter cautiously sets off to the centre of the neighbourhood where most of the fragments have fallen.  The Enchantress acting more boldly than was normal Teleports to a further fragment and Baron Zemo in an effort to keep as many of his team in LOS moves past the Melter so he can encourage both the Enchantress and the Melter.







Turn 2

With no sign of the Avengers the Masters continue their efforts.  The Black Knight collects his second fragment.  The Enchantress quickly pocketing a fragment Teleports back towards a fragment close to the Radioactive Man but on top of a building out of his reach.  The Melter runs out into the open towards another rock and the Executioner picks up a stone and jogs down the road towards another.  Finally the Baron moves into the lee of a shipping container and prepares to scale it to gather a fragment.

Turn 3

The Heroic Avengers finally make an appearance.  It’s the tactical skills of Captain America versus the cunning of the Baron to see who reacts first and the Baron wins (4 vs 2).  The Masters prepare to withdraw with their prizes.  Greed gets the better of the Baron and he hoists himself up onto the container to collect yet another fragment.  The Melter momentarily surprised by the heroes arrival, quickly recovers and fires two shots at Thor.  The Thunder God avoids both easily.  The Black Knight is even more surprised and only Baron Zemo’s Leadership goads him into action but his single shot also misses Thor.  The Enchantress Teleports onto the roof of another building and collects the last fragment the Masters need for victory.  The Radioactive Man sensing victory turns and heads back for the exit, stopping short and raising his forcefield.  The Executioner reluctantly turns and moves back.



Seeing prompt action is needed Thor flies towards the Black Knight, landing short he hurls Mjolnir at the villain.  The hammer flies past the Knight and returns the Thor’s hand.  Giant Man needs Cap’s leadership to prevent him doing nothing.  He strides boldly towards the Melter, shielding a fragment from him.  Vaulting onto a car Cap throws his shield at the Melter, only luck causes it to miss. Quickly assessing the situation, Iron Man flies off at top speed to intercept The Enchantress.  She is faster than him and dodges both his shots.  Wasp flies off to try to stop Zemo.  Her sting strikes home but Zemo is able to shake off the effect.


Turn 4

Zemo fires his Blaster at The Wasp but she flies out of his way.  Seeing discretion is the better part of valour, Zemo grabs the nearby rock and jumps down from the container.  With seven of the ten fragments in their control all the Masters have to do is escape.  The Enchantress offended by Iron Man’s attack turns and smiles and weaves a magical telepathy spell but Tony Stark is too clever to be controlled.  The Black Knight flies back towards the exit.  Desperately wanting to stay in the fight, The Executioner slowly makes his way back towards the exit.  The Melter fires his beam at Giant Man he hits, but his attempt at a Knockout Blow fails to down the Avenger.



Captain America leaps down and engages the Melter.  His powerful attack easily bypasses the Melter’s ineffectual flailing but the blow is only glancing.  Giant Man needs Caps Leadership to allow him to move up and attack The Melter.  He strikes the distracted villain and delivers a knockout blow, only fate prevents him from falling.  Iron Man fires his repulsors at The Enchantress, but her Asgardian physique means she can shake off the damage.  Thor flies down in pursuit of the Black Knight, knowing that if he can stop him the villains cannot win. 



Turn 5

Seeing the writing on the wall, Zemo runs back towards the exit desperate to escape.  This proves fortunate as the Black Knight panicked by the mighty Avenger chasing him almost does nothing.  Spurred on by Zemo’s cajoling he urges his winged steed forward, opening him up to a free attack from Thor.  Hoping fate would save him the Black Knight boosted his Weapon Mastery but Thor swatted his lance aside and struck him a solid blow that the Black Knight’s fate boosted armour could not stop but fortune intervened at the last and the Black Knight did not succumb to Thor’s blow but after all he couldn’t quite reach safety.  With a supreme effort the Executioner dashed back to engage Thor and save the Black Knight.  Self preservation got the better of the Enchantress and she Teleported from the field of battle securing two fragments for the bad guys.  The Radioactive Man needed Zemo’s Leadership again but he momentarily dropped his Forcefield and fired a radioactive ray at Thor, which missed.






Cap realising that the Melter was simply a distraction raced after Zemo, exposing himself to an free attack from Melter.  Surprisingly the villain managed to strike Cap but the first Avenger never felt the feeble blow.  Not for the first time in this battle the Avengers luck was not with them and the shield struck the wall just above Zemo’s head.  Realising the importance of stopping the Black Knight now his original quarry had escaped him, Iron Man fired up his boot jets and flew into hand to hand combat with the villain.  Tony proved not be as skilled a fighter as the Knight but his armour easily protected him from the Knight’s thrust.  Wasp chased after Zemo letting fly with a stinging bolt.  She struck him but her bolt didn’t even slow him.  Giant Man and Melter engaged each other, with Melter ineffectively punching the towering Avenger but then Giant Man’s powerful blow sent the Melter staggering.  Thor flew away from the Executioner who swung at him with his axe.  His first blow missed but he then used a nearby Clothesline (Ace card) to try to entangle the Thunder God.  He was able to take a second free hack but that also missed.  Undeterred Thor swung Mjolnir at the Black Knight using fate to boost the damage and the Knight responding in kind to boost his defence.  The blow proved too much for the villain and he sank to the ground unconscious, just centimetres from safety.


(Thor should have been in base to base contact with the fallen Black Knight at this point but I'd been messing with the figures to get a photo I'd missed and I'd forgotten to move him back.)  

Turn 6

The Executioner swinging his axe ran towards Thor and Iron Man, contacting Thor.  The Radioactive Man again, momentarily lowering his forcefield fired radiation at Cap and the Wasp.  The Wasp was staggered by the attack.  Cap took the full force of the attack on his shield and continued running towards Zemo.  Melter staving off unconsciousness for now tried another attack on Giant Man.  The attack staggered Hank.  Zemo ran past Iron Man and tossed a pair of Adhesive X grenade at the Golden Avenger.  The second exploded directly on Tony’s Chest entangling the hero.

Iron Man tried to break free by using his jet boots to melt his way out. The Adhesive proved stronger than he’d hoped and he remained firmly stuck.  Cap ignoring the Radioactive Man, raced after Zemo.  The Wasp flew on and Giant Man slipped giving the villains the initiative.

Turn 7

Zemo slipped past the entangled Iron Man, grabbed the two fallen fragments that had so recently been held by the Black Knight and escaped.  Taking the Master’s total to five fragments and guaranteeing at least a draw.  The Executioner summoned all his strength and slashed at Thor.  He managed to get past Thor’s defences but could not harm his fellow Asgardian.  He then moved away trying desperately to escape, attracting a free hack from Thor, knocking the Executioner down.

Giant Man, succumbed to the Melter’s previous attack and passed out.  Cap without enough time to engage the Radioactive Man in hand to hand as he’d prefer, could only throw his shield but the Avenger’s luck was not with him today and he missed again.  Wasp let fly with a sting attack.  She hit but the Radioactive Man’s forcefield held firm.  In trying to do too much even with Cap’s leadership, Thor failed to act (rolled a 2 rerolled using Cap's Leadership and rolled a 1) giving the villains time to recover.


Turn 8

The Radioactive Man taking advantage of the confusion moved past the Avengers and escaped, taking the sixth fragment with him, giving the Master’s a narrow win.