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Hesster56 brings us more HOT TAKES on the latest HeroClix 5-figure booster retail release from WizKids, X-Men: X of Swords. This time we focus of the "booby prize" from the dud boosters, the ever-loving rares!
Quote : Originally Posted by Hesster56
Toledo Steel. Now we’re getting into material that is worth mythmaking. You’ll be able to toss a silk scarf into the air and cut it in half just by holding these figures out. They’ll stay sharper longer, cut deeper, and end your opponent’s Crusade…Or maybe those are all just legends based on your dice rolls.
#031a Isca the Unbeaten
Real Name: Isca
Team: No Affiliation
Range: 0
Points: 70
Keywords: Arakko, Martial Artist, Warrior
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Sword Bearer +5: This character starts the game with any Sword equipment equipped. I Cannot Lose: The first time Isca the Unbeaten would be KO'd, instead turn her to her last non-KO click, then roll a d6 and heal her equal to half the result. Protected: Pulse Wave.
Isca the Poorly Researched, maybe? Not to sound like a broken record, but there’s nothing wrong with this dial, but there’s also nothing amazing. Most days I’d be thrilled to field a charging, high-attack, reducer-heavy figure with Shape Change. Heck,she’s practically a Skrull, and I love Skrulls (And he loves me). But there’s nothing here that screams flavor or fun or “Look how good they translated the source material.” Game wise? Give her a sword, send her into the fray, and watch her earn her points.
#s001 MERCY (Light Object) Indestructible Equip: Any Unequip: Drop Effect: Blades/Claws/Fangs. Once per turn, when this character is attacked, you may reroll the attack. Point Value: 10
#031b Prime Isca the Unbeaten
Real Name: Isca
Team: Team Player
Range: 0
Points: 45
Keywords: Arakko, X-Men, Martial Artist, Warrior
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SWORD BEARER: +5 Points. This character starts the game with any Sword equipment equipped. RALLY (All attack rolls 4): When Isca the Unbeaten attacks or is attacked, you may remove one of her RALLY dice to replace a d6 in the attack roll. If you do, she can't gain RALLY dice this turn. // Isca the Unbeaten's rolls of double 4s are critical hits. UNBEATEN ISN'T JUST A NAME: STOP. Toughness. Super Senses and when she uses it, increase the result by +1 for each 4 in the attack roll.
Rally 4? What is this, a Fantastic Four dial? Isca’s Prime status doesn’t bring a lot of fancy tricks like changing sides at the last minute, but she does bring a crazy crit chance. Pop a 4 onto her card, wait until she rolls a 4 and a 3, and then replace that 3 with a 4 for a crit. And then on defense, if she’s hit with 4s in the roll, not only does she get to add Rally dice but she gets more likely to evade. For a tiny investment, Isca might well be the last swordbearer standing.
#s001 MERCY (Light Object) Indestructible Equip: Any Unequip: Drop Effect: Blades/Claws/Fangs. Once per turn, when this character is attacked, you may reroll the attack. Point Value: 10
#032 Unique Wolverine
Real Name: James Howlett
Team: X-Men
Range: 0
Points: 55
Keywords: X-Force, X-Men, Martial Artist, Mystical
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Sword Bearer +5: This character starts the game with any sword equipment equipped Returning from Hell over and over again: When Wolverine would be KO'd by an opposing effect, instead don't stop turning the dial and keep turning it for the damage taken (up to click #12), then place him on his card. // At the beginning of your turn, if Wolverine is on his card, heal him 1 click. If click #5 is revealed, your opponent places him within 4 squares of a friendly character. // If no other friendly characters on the map share a keyword with Wolverine while he is on his card, KO him. Protected: Pulse Wave.
One of the biggest “Comics are weird” things that I love about Logan is that when his healing factor is overwhelmed, he goes to Limbo to fight the angel of Death to see if he can come back. Like, literal Azrael vs Logan for the fate of his existence. Every time. And now we’ve got that in clix form! I love the concept of this dial, I love the low-cost and the statline, but I do hate that he doesn’t get Blades unless he’s carrying a sword. This is going to be your alpha strike piece that goes out, hits hard, and dies. And then you bog down your opponent until Wolvy gets better and pops back up. And THEN! Your opponent gets to make a choice. Which of his characters has to stand next to an angry Canadian? Just watch out for Poison, or you’re gonna have to do it all over again.
#s002 MURAMASA BLADE (Light Object) Indestructible Equip: Any Unequip: Drop Effect: Blades/Claws/Fangs. When this character uses it and rolls a 1-3, the hit character can't use defense powers until the beginning of your next turn. Point Value: 10
#033 War
Real Name: UNKNOWN
Team: No Affiliation
Range: 4
Points: 70/45
Keywords: Arakko, Horsemen, Warrior
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SWORD BEARER: +5 Points. This character starts the game with any Sword equipment equipped. THE FIRST CHILDREN: At the beginning of the game, if your starting force has 2 or more characters with the Horsemen keyword, this game War has "Steal Energy, but with close or range attacks." // If a friendly character named Apocalypse, Annihilation, or Genesis is on your force, modify War's attack and defense +1. HARNESSED PSIONIC BURST: Quake, Giant Reach: 3.
War. Huh. Good god, y’all. What is he good for? Well, freeing oppressed people. Defending yourself against an invading force. Ending slavery. Getting right up in someone’s face and cutting them down to size. I love the Horsemen of the Apocalypse concept, I love seeing the keyword, I love seeing the various iterations of its members throughout the years…and I like this War. I’m really going to like fielding him with his Popacalypse to get the +1 to his stats. He’s going to hit, he’s going to heal, and he’s going to be the embodiment of policy by other means.
#s003 VERMILION (Light Object) Indestructible Equip: Any Unequip: Drop Effect: Blades/Claws/Fangs. When this character uses it, after resolutions deal 1 damage to each opposing character adjacent to the hit target. Point Value: 10
#034 Death
Real Name: Unknown
Team: No Affiliation
Range: 4
Points: 70/45
Keywords: Arakko, Horsemen, Animal
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SWORD BEARER: +5 Points. This character starts the game with any Sword equipment equipped. THE FIRST CHILDREN: At the beginning of the game, if your starting force has 2 or more characters with the Horsemen keyword, this game Death has "Steal Energy, but with close or range attacks." // If a friendly character named Apocalypse, Annihilation, or Genesis is on your force, modify Death's attack and defense +1. WE SHALL LITTER THE PATH WITH THEIR BODIES!: When Death damages an opposing character with an attack, after resolutions deal that character 1 unavoidable damage. If that character is not KO'd, immediately heal them 1 click.
I never expected to see War and Death showing up only as rares, considering back in the day we had to go to Conventions and fight in Battle Royales all day just to take the Horsemen home. Literally for days. Why yes, I do have all the ConEx Horsemen figures, why do you ask? War and Death kind of annoy me though. They are practically the same character, but with Death getting a smattering of Outwit instead of Exploit and some Empower down the back of his dial. Always nice to see more Horsemen options, but kind of a let down to see them so similar. Good dial? Sure. Inspired dial? Meh.
#s004 BLACK BONE OF AMDUAT (Light Object) Indestructible Equip: Any Unequip: Drop Effect: Blades/Claws/Fangs. When this character uses it, the hit target can't use STOP for this attack. Point Value: 10
#035 Apocalypse
Real Name: Danger Room
Team: Cosmic Energy
Range: 6
Points: 60
Keywords: Horsemen, Robot
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RALLY (Opposing Attack Rolls of 6): At the beginning of your turn, you may remove one of Apocalypse's RALLY dice. If you do, give a friendly character that can use the Danger Room Construct trait an Error token and they gain until your next turn. DANGER ROOM CONSTRUCT: When Apocalypse makes and attack, give him an Error token for each "1" in the attack roll (maximum 3).// If Apocalypse has 2 or less Error tokens, characters take a maximum of 1 damage from Apocalypse's attacks, Apocalypse takes a maximum of 1 damage from opponent's attacks, and he can't be healed or chosen for Mastermind. Protected: Puse Wave. LESSONS FROM THE DANGER ROOM: APOCALYPSE: If Apocalypse is KO'd by an opposing character, for the rest of the game, that character can use the Cosmic Energy team ability.
En Sabahologram-Nur takes the risk of playing the Danger Room construct pieces and rallies it away. Passing out the error tokens to speed up their threat value and a long, mobile dial makes Apoc likely to last on the battlefield, but granting Power Cosmic to whomever eventually brings him down could be a mistake.
#036 Unique Juggernaut
Real Name: Danger Room
Team: Brotherhood of Mutants
Range: 0
Points: 50
Keywords: Brotherhood of Mutants, Robot
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Movement: Destroy Blocking DANGER ROOM CONSTRUCT: When Juggernaut makes an attack, after resolutions give him an Error token for each [1] in the attack roll (maximum 3). // If Juggernaut has 2 or less Error tokens, characters take a maximum of 1 damage from Juggernaut's attacks, Juggernaut takes a maximum of 1 damage from opponent's attacks, and he can't be healed or chosen for Mastermind. Protected: Pulse Wave. LESSONS FROM THE DANGER ROOM: JUGGERNAUT: If Juggernaut is KO'd by an opposing character, for the rest of the game, that character can use Invulnerability. JUGGERNAUT HEADCRUSH: Leap/Climb. // When Juggernaut is given a MOVE action, after resolutions he may make a close attack.
It’s October of 1995. You’re in a badly lit arcade at the local mall, with various Mortals Kombat and Streets Fighter dominating the fighting scene. Then they drop a new cabinet over near the back wall. You walk over to it, and see some amazing animations of familiar characters, and will soon hear the familiar cry of “HEAD CRUSH!” I’m so happy to see WK pay homage to the classic Marvel Superheroes arcade game with this guy. Less happy to see Empower than CCE would have made me, but admittedly at only 50 points CyberCain is going to bring a lot of friends.
#037a Rogue
Real Name: Anna Marie LeBeau
Team: X-Men
Range: 0
Points: 60
Keywords: Brotherhood of Mutants, Excalibur, X-Men
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HOW ABOUT A KISS, SUGAH?: Rogue starts the game on click #4. // Steal Energy. When she uses it, she may heal past her starting line. ABSORBED SPEED: Charge, Flurry. SOUTHERN CHARM: Invincible, Willpower.
Wow. I love Vampire Rogue (note: I’m fully aware this Rogue isn’t actually a vampire, she just has that type of dial). Make sure you understand how Quake and Steal Energy work together when you end up facing her. She can’t bowling ball into a whole squad and end up top-clicked. That said, for only 60 points? Heck, field a few of her. It’s still a 12/4 attack line for dirt cheap.
#037b Prime Captain Britain Rogue
Real Name: Anna Marie Lebeau
Team: X-Men
Range: 6
Points: 100/50
Keywords: Excalibur, X-Men, Mystical
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Excalibur, Mystical Protectors: Mystics TA, but only during range attacks. Captain Britain Rogue has SAFEGUARD: Mystics TA. Offered the Amulet of Right: Charge, Flurry. // When Captain Britain hits, until your next turn, she has, "Friendly characters within range that she shares a keyword with have SAFEGUARD: Outwit." Surviving in Otherworld: Precision Strike, Steal Energy For the Corps!: Perplex, Enhancement
I’m notorious for annoying my wife with bad accent impressions. The second I figure out how to combine a southern accent with an English one I’m probably going to be sleeping on the couch. “Ey Shugah, fancy a noice cuppa tea?” I’ll work on it. CB Rogue here isn’t going to have to work on much beyond putting filthy rebels in the dirt. She’s going to colonize the map. The sun will never set on her empire. She’s good. My only question is going to be playing the Longsword or the Shortsword.
THE MARAUDERS WILL GET YOU HOME: Friendly characters with the Marauders keyword have, "FREE: If this effect has not been used this turn and if this character occupies an opposing player's starting area, generate a Stranded Mutant bystander." INTANGIBILITY: Phasing/Teleport, . I REALLY LIKE THAT SWORD: Blades/Claws/Fangs. When she uses it and hits an equipped opposing character, after resolutions that character unequips their equipment.
Stranded Mutant
Team: No Affiliation
Range: 0
Points: 0
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GET TO SAFETY: Stranded Mutant bystanders can only be generated by Kate Pryde's "The Marauders Will Get You Home" trait. // FREE: If Stranded Mutant occupies your starting area, remove it from the game and gain 4 MISSION POINTS. THE MARAUDERS WILL PROTECT YOU: Mastermind, but may choose friendly characters with the Marauders keyword regardless of point value.
Stranded Mutant has the Autonomous symbol.
Is there an X-Man who has matured as much as Katherine Pryde over the years? From “Professor Xavier is a jerk!” to the Red Queen of the Hellfire Club and Captain of the Marauder. Kate gives ALL her Marauders crew the ability to generate a stranded mutant and try to get them back. It honestly reminds me of an ocean’s tide, the way you have to run from one side of the map to another. And all that says nothing of the fact that she trained with Ogun to be able to disarm a swordbearer.
#039 Pyro
Real Name: St. John Allerdyce
Team: Brotherhood of Mutants
Range: 6
Points: 50
Keywords: Brotherhood of Mutants, Marauders, X-Men, Pirate
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Any way you want it, luv: When Pyro clears action tokens, you may generate a Flame Construct within range and line of fire [MAX 3] Flame Construct
Range: 0
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Flame Construct has the Autonomous symbol.
We’ve had a wealth of decent Pyro pieces recently, and this one is…well, it’s a new Pyro. And he’s a Marauder! Honestly the Marauders books have been one of the best things to come out of Marvel in recent years, and you should check them out. This Pyro is fine, and his Flame Construct is neat, but remember it’s not if he loses a token, just if he clears. No Leadership tricks here. I think the smart play is going to be move, clear, move, clear so you can toss out more Constructs.
#040 Rookie Emma Frost
Real Name: Emma Frost
Team: Brotherhood of Mutants,X-Men
Range: 6
Points: 75
Keywords: Hellfire Club, Hellions, X-Men
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Targeting: Hindering, Characters Diamond Form: Free: Replace Emma Frost with (X of Swords) #100 Emma Frost on the same click number. So Utterly Predictable: Super Senses, but succeeds on 4-6. Protected: Outwit I must insist you call me the White Queen: Leadership. When Emma Frost uses it and succeeds, you may instead generate a bystander on this card. // Each Bystander on this card has [MAX 1].
All Cuckoos are 8/10/17/2 with 6/1 range and target. Their division is:
Sophie: Mind Control Esme: Perplex Irma: Outwit Celeste: Probability Control Phoebe: Penetrating/Psychic Blast
Morrison’s New X-Men run took Emma from flawed to flawless. This figure does similar work. Spawning the Stepford Cuckoos instead of taking up character slots for them is a bold choice that I adore, and being able jump bodies into her compressed carbon copy is a great choice that I think works better than a longer dial with different types of powers. I’d recommend spawning Celeste, Esme, Irma, Sophie, and finally Phoebe if you get to stay in the game long enough.
#041 Magneto
Real Name: Max Eisenhardt
Team: X-Men
Range: 6
Points: 65
Keywords: Acolytes, Brotherhood of Mutants, Hellfire Club, Quiet Council, S.W.O.R.D., X-Men, Politician, Ruler
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Targeting: Characters Prepared for Invasion: Opposing characters within range and line of fire using Impervious, Shape Change, or Super Senses decrease their result for those powers by -1 (a 6 is always a success). Magnetic Repulsion: Running Shot. When Magneto uses it, after resolutions he may use Force Blast as FREE. Magnetic Defenses: Energy/Shield Deflection, Invulnerability, and this character has SAFEGUARD: Mind Control.
Back down in the Uncommons, I sang some praises of Magneto. This version though? This makes the Uncommon pointless. 35 points less, free force blast, ludicrous defenses, and a passive counter to all the defensive dice rolls available? This is a stronger magnet. I’d put my trust in this one over the other any day.
#042 Khora of the Burning Heart
Real Name: Khora
Team: No Affiliation
Range: 4
Points: 65
Keywords: Arakko, S.W.O.R.D., X-Men, Assassin, Soldier
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Movement: Characters Living Power Plant: If Khora of the Burning Heart is on an Arakko or a S.W.O.R.D. theme team, modify her attack and defense by +1. Physical Augmentation: Charge, Flurry Arakki Assassin: Enhancement, Exploit Weakness
Did you know you can sing this character’s name like the title to a song? YES. Yes you can. Khora’s begging to be put on a SWORD or Arakko team, otherwise she’s a bit vanilla. The enhancement and empower is nice, and Charge/Flurry is rapidly becoming as default as we used to consider Indomitable when building a team, but buffing up her mundane attack and defense track just one notch higher makes this living engine go from a a two-stroke lawnmower to a souped-up V6.
#043 Unique Darwin
Real Name: Armando Munoz
Team: X-Men
Range: 4
Points: 40
Keywords: X-Factor, X-Men
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Hyper-Evolution: Darwin has SAFEGUARD: Outwit. // Once per turn, when Darwin is targeted by an attack, you may choose a color of a standard power displayed on the attacker's dial. If you do, Darwin can use all standard powers of the chosen color until the end of the next turn. Protected: Pulse Wave.
As I said when I saw this, we finally have a good Darwin. Or at least a Darwin worth playing. This might be the best translation of his powers that we are going to see on the board. The immediacy of the change to his dial and the amount of frustration you’re going to see in your opponent is going to make him worth the points. Come at him with range via Running Shot? I’ve got Invuln now. Try to cut him? Super Senses. Psyblast him? Oops, now he’s got shape change. Sure it only happens once per turn, but propping him next to a key figure and just smiling is going to be my go-to.
I PREFER TO HEAL, BUT SOMETIMES I HAVE TO HURT: STOP. Regeneration. // At the beginning of your turn, you may choose an opposing character and roll a d6: 5-6: Deal that character 2 penetrating damage. I THOUGHT I WAS A SAVIOR, BUT TURNS OUT I'M A DESTROYER: Exploit Weakness, Support.
Sometimes, when you have Omega-Level powers, all you want to do is not be involved. That’s Abby’s role. He’s close to Dr. Manhattan in power levels. One of the first acts he did was to turn a kid inside out, literally, with the same level of effort you or I’d use to open a booster. You could easily grab a Beyonder dial slot it on him and it would work. So what we have here is…odd. I can see what the design team was thinking and why they’d build this. Maybe the worst Rare you can pull, but hopefully a Detective team will come along and find a use for him.
I like the point values (and options) for War and Death... as they make teaming with just about any version of Apocalypse (from HoX up) possible... and it isn't going to be a shabby force at all. I especially like War's top-dial Giant Reach:3 with Charge/Exploit Weakness for 4 (or more damage). Forget giving this guy a Sword, get him Wonder Woman's Golden Armor instead!
I don't think l'd play that Wolverine if l pulled him. I just see him going down way too easy.
I pulled him. I used him. He earned his points. Honestly the 12 speed is the big surprise. My opponent thought he’d left his people out of range, I sent in Wolverine for an alpha strike. Put a good dent in, then I brought him back twice overall.
Now, that trick might only be worth it in sealed. In constructed, or even in round 2 against a Rogue that had gotten BEEFY, Logan got blown out the water.
Quote : Originally Posted by eMouse
Is emailing really necessary? Hess is right.
Quote : Originally Posted by BudPalmer
Hesster is at least 4.3 times funnier than Haven anyway.
Good write up as usual. That Rogue is the quintessential version imo and the prize rare of the set. Juggernaut based on Capcom appearances is appreciated. Absalom, Roma, Jim Jaspers, and The Fury are all pretty questionable from an accuracy standpoint. I may take your cue and put the sculpt on something more godly.
The Wolverine comes with one of the best Swords, IMO. It is absolutely the one sword I'd play duplicates of.
I appreciate that it doesn't have the standard "healing factor", because let's face it... otherwise they'd give him the same 2x Healing that this set's X-23 got. I kind like that opponent's who simply 'plink' him can be made to immediately regret it.
The two constructed concepts for this Wolverine that immediately came to mind were: (1) The XMRF Apocalypse (giving Wolverine Steal Energy, and possibly serving as Mastermind fodder) and (2) The New Fantastic Four team-up card:
Team-Up: Ghost Rider, Hulk, Wolverine
At the beginning of the game, if all three listed characters are on your force, this game, Spider-Man and the listed characters can use the Fantastic Four, Spider-Man, X-Men and Mystics team abilities. Wolverine won't trigger the F4 Team ability, and you need some shenanigans to get enough shared keywords to allow him to resurrect, but I think it could be fun.