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As a non-competitive player, I'll cast my vote for the 2021 Comprehensive Rulebook. A couple of (rather confusing) power changes aside, this is the best the rules have been in a LONG time, in my opinion.
Quote : Originally Posted by DavidMedley
*snip*
Also, what's up with team powers? The main site says "Click Here For Team Abilities" and it goes to a forum page where team abilities are listed in (mostly) basic text. These are actually growing on me, as the "without using one of your actions" powers weren't very useful or thematic. But isn't there a nicer version of these?
Yeah, they had the icons next to the TA descriptions for a long time, but they disappeared a while back for some reason. I have a fix for that, though. Check out the link in my sig!
Danger Room/Icons are the ultimate rules from the old heroclix.
It was a simple game, I don't think it will be useful if you use new figures ,but if you play with old figs is awesome, the ultimate classic heroclix Game when almost did not existed special powers.
Danger Room/Icons are the ultimate rules from the old heroclix.
It was a simple game, I don't think it will be useful if you use new figures ,but if you play with old figs is awesome, the ultimate classic heroclix Game when almost did not existed special powers.
What stinks about those rules is that Close Combat and Ranged Combat Expert don't increase your attack value, and that Force Blast can only be used as a POWER to roll a d6. Energy Explosion is extremely situational, feedback damage from Mind Control is killer, Incapacitate can't deal penetrating damage, Battle Fury doesn't overcome Shape change, Leadership is underwhelming, and Smoke Cloud is awful.