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My worry is that with 3 super rares in 8 packs and super rares taking up rare spots in recent sets are we looking at only getting 5 rares per brick as well?
if we only had 10 rares in a case and 1 or two were doubles that leaves you with not only SR's but also R's to track down. And hopefully their are less doubles in the Common, uncommon slots or else you are tracking down C, UC's as well as the rest.
80 figures in a case really has me worried that I maybe should have ordered a CUR set early, and just hunted down the SR's I wanted. Here's hoping NECA thought of all this and changed things accordingly.
My worry is that with 3 super rares in 8 packs and super rares taking up rare spots in recent sets are we looking at only getting 5 rares per brick as well?
if we only had 10 rares in a case and 1 or two were doubles that leaves you with not only SR's but also R's to track down. And hopefully their are less doubles in the Common, uncommon slots or else you are tracking down C, UC's as well as the rest.
80 figures in a case really has me worried that I maybe should have ordered a CUR set early, and just hunted down the SR's I wanted. Here's hoping NECA thought of all this and changed things accordingly.
when did sr's take over rare spots?? I've never experienced this
#009 V Wolverine
Team: X-men and Avengers
Range: 0
Points: 103
Keywords: Avengers, S.H.I.E.L.D., The Hand, X-Men
10
10
17
3
8
10
17
3
8
10
16
3
7
11
16
2
7
10
16
2
6
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Healing Factor At the beginning of your turn, you may heal Wolverine of 1 damage.
From another post[/quote]
Added.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
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Since everybody wants to see him and I pulled him, here is his dial:
(Yes he is a SR)
#046 E Juggernaut
Team: Brotherhood
Range: 0
Points: 193
Keywords: Brotherhood of Mutants, Brute, Excalibur, Exiles, Mystical, X-Men
6
11
17
4
8
10
17
4
8
11
17
3
10
10
16
3
10
10
16
3
10
10
15
3
8
9
15
3
8
10
15
2
8
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
The Irresistable Force Juggernaut ignores hindering terrian for movement purposes, and automatically breaks away. Mystical Helmet At the beginning of the game, place a helmet token on this card. While that token is on this card, Juggernaut modifies his defense by +1 and can't be targeted by Incapacitate, Mind Control, and Penetrating/Psychic Blast. When Juggernaut takes 3 damage from a single attack, remove the token. Speed - Nothing Can Stop the Juggernaut: Juggernaut can use Charge and doesn't halve his speed value when using it. When he moves due to his own action along a straight hoizontal or vertical path, he ignores all terrain except elevated terrain for that action. After actions resolve, destroy each wall and square of blocking terrain crossed by his path of movement.