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I just bought a lot of horrorclix here at HCrealms. The lot does not contain a rulebook, plot twists and other contents from the starter. Months ago i ended up buying a Freddy Vs Jason set and the Hellboy BDRP set. Do these sets contain the rulebook i need?(i havent opened them yet, but i guess now i am going to have to..hehe) I'll try to locate somebody that has a whack of plot twists and bystanders as well as maps.(though i have probably 10 or more HC maps)
How does the HRC game compare to the game of heroclix or mage knight? Are they compatible? Is there homebrew rules anywhere that make the 3 games playable against each other? I know many of the MK abilities are pretty much the same as HC abilities, and with very minor adjustments they could be played together.
it is really easy to make them compatable, same with AC. I love all 3, but MK and Hrc are my favorites, followed by AC, with hc a distant 4th. The freddy starter is the most current. Basically, just rember, you cant frenzy without being bloodied(or have a power that makes you bloodied) so victims are the most important for monster teams. If you roll for breakaway during a frenzy, and fail, you can attack an adjacent monster still. And minions are the best. hope this helps
(and if you played all 4 games together, either Mk with high damage high range high attacks or AC would win. Mainly because even a 50 point character has a 50% chance of doing 4 penetrating damage with splash to any target)
Awesome thanks..I got lucky on the Freddy Vs Jason starter then!! Up until this point the hrc i only really wanted are the hard to win AVP sets(i dropped over 10 bids on the sets and never won any), but i have considered getting into the game for a couple of years. I have quite a large collection of MK and have to agree...very potent figures for the point costs!!
You can get some of the HrC reference material here, including rules summaries. Some of the links point to the WK website of old and those docs aren't there any more, but quite a few are hosted by wickedfun.
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I dl'ed all the rules for HrC before the old WK site went down. I can try to look for them and send them to you if you shoot me a pm with an email addy.
it is really easy to make them compatable, same with AC. I love all 3, but MK and Hrc are my favorites, followed by AC, with hc a distant 4th. The freddy starter is the most current. Basically, just rember, you cant frenzy without being bloodied(or have a power that makes you bloodied) so victims are the most important for monster teams. If you roll for breakaway during a frenzy, and fail, you can attack an adjacent monster still. And minions are the best. hope this helps
(and if you played all 4 games together, either Mk with high damage high range high attacks or AC would win. Mainly because even a 50 point character has a 50% chance of doing 4 penetrating damage with splash to any target)
MK > HC > HrC at the same point levels. I've seen a 1.5 multiplier works reasonably well for HC to MK. Although HrC figs have built in charge when frenzied, there isn't much range and speeds are low so HC will usually top them unless you bump up the points to give more of a swarm team). So ... 300 MK = 450 HC = 500. Also, there's no Outwit in HrC so we've played HC can't Outwit HrC figs.
Hopefully you've gotten the Powers & Abilities cards from previous posters. Play each one using their own rules and you should be good.
At our venue we mix and match all the time. HC + HrC + AC + MK + Halo. Makes for a wild game, especially when you have several play on the same map. A giant free for all.
On compatability, the only thing we did tweaking wise was on Halo. For them, in their original rules, there is no range limit. So for us, we made all pistols at a range of 4, the snipers and rocket launchers at a range of 10, and all else at a range of 6. But for everything else, we play it as it is listed on their cards and with their rules. Batman Alpha is played either with Alpha rules or HC rules, the player speciifies which before the game starts. For HrC, if any are played, we place victim tokens on the map (enough for what is needed) and the player can play plot cards as needed. We don't adjust point values or anything else, just play as is.
We find allowing all the special powers already listed on the individual cards, and playing with their own rules, often balances out the limitations (i.e. HrC movement being so low).
For example, a favorite Halo fig of mine to use is #58 Master Chief with Sniper Rifle. Move = 6, ATT = 10 Def = 17, DAM = 4. Special ability: +2 attack to targets more than 2 squares away. When the attack roll succeeds and the roll is doubles, double the damage dealt. His PAC ability Superior Targeting acts like Psychic Blast. If he hits a target while on his first click and rolls doubles, he hits for 8 penetrating. Devastating when it works.
Cool...thanks alot for the comments guys!
Is there a universal powers/ability card for horrorclix like there is for heroclix? I was looking through my freddy vs jason clix and noticed that the powers don't match up with the heroclix powers.(which is too bad, because it would simplify powers, since all the heroclix powers i have memorized)
As for action/haloclix i am not planning on collecting or playing them at this time. MK/HC/HRC is more than enough collecting in addition to the other miniature games i collect.(5 warhammer fantasy armies, lotr-GW and sabertooth, swm, D+D minis, pirates, mordheim, reaper, D+D chainmail, heroscape)