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You missed a few:
Purple Speed = Force Blast
Purple Attack = Smoke Cloud
Purple Defense = Willpower
Purple Damage = Close Combat Expert
Dark Blue, Brown and Purple were all introduced in Hypertime, while the Lime powers were introduced in Unleashed.
The fun part was that the powers were gradually introduced into the Marvel line - Clobberin Time had Plasticity, Psychic Blast, Mastermind, Hypersonic Speed, Perplex and Willpower if I recall correctly. The remaining powers weren't added to the Marvel side of things until Critical Mass... But then again, a bunch of powers were AWOL from the Hypertime PAC and then just popped up in later DC sets anyway.
I knew I was forgetting a set but for some reason I was drawing a blank. Thanks for catching it.
And for something really odd, even though Invulnerabilty has been in the game since day 1, no Hypertime characters had it and only a handful of CJ characters did (Uniques and LEs if I remember right); it didn't become common on the DC side until Unleashed. For some reason, the early game desingers liked to jump right from Impervious to Toughness.
And for something really odd, even though Invulnerabilty has been in the game since day 1, no Hypertime characters had it and only a handful of CJ characters did (Uniques and LEs if I remember right); it didn't become common on the DC side until Unleashed. For some reason, the early game desingers liked to jump right from Impervious to Toughness.
It was probably due to the limitations of the Hypertime PAC. Each section had 7 powers of which 3 had to be Purple, Brown, and Dark Blue. That only left 4 slots which meant that 3 powers were missing from each section. Invulnerability was an easy one to drop from the defense slot since Impervious had to be included and Toughness could be (and was) another one of the slots.
It was probably due to the limitations of the Hypertime PAC. Each section had 7 powers of which 3 had to be Purple, Brown, and Dark Blue. That only left 4 slots which meant that 3 powers were missing from each section. Invulnerability was an easy one to drop from the defense slot since Impervious had to be included and Toughness could be (and was) another one of the slots.
Yes, almost all the grey powers were excluded - no Running Shot, Telekinesis or Invulnerability in Hypertime. All of them snuck into Cosmic Justice though...
what is the difference between golden and modern age?
The difference between them is the elements (characters and cardboard) that is allowed in each age. Modern Age allows characters from a limited subset of sets (Avengers/Justice League forward) and special objects from those sets. Feats and BCFs are not allowed nor is any character from before Avengers/Justice League. Golden Age, on the other hand, allows most everything including characters from any set, special objects from any sets, feats, and BFCs.
Yes, almost all the grey powers were excluded - no Running Shot, Telekinesis or Invulnerability in Hypertime. All of them snuck into Cosmic Justice though...
Huh. You know, I never realized there was no Running Shot in Hypertime. TK I knew, but I figured that was mostly because the characters in that set weren't really the TK-type... but there were a lot that could have warranted Running Shot.
Weird. I started playing just before Cosmic Justice came out. I know we bought starters for Hypertime and Infinity Challenge, you'd think I'd know all this stuff. Probably because I didn't start doing tournaments until Indy.
The most recent is the one released in the Fantastic Four reissued starter. There is a PDF of it on www.herocix.com, but the last time I checked, the one posted there does not match the hard copy. To find the current wordings, check out the player's guide also posted on that site.
Quote : Originally Posted by Blue Atoll
You can get the most up-to-date Marvel PAC here on www.mobilehorror.com. Of course you should always check the erratta in the Player's Guide as well.
Note that this PAC does not have the correct wordings for several items. It does not match the hard copy released in the starter reissue.
Take the Masters of Evil TA, for example.
(I imagine that this PAC is the version I stated was incorrect on the WK site. IE, I'm not criticizing blue atoll or the wonderful mobilehorror website.)
well thank you all for the great info now i can finally start playing again another question though, has anyone made like a map designer program or something?
(I imagine that this PAC is the version I stated was incorrect on the WK site. IE, I'm not criticizing blue atoll or the wonderful mobilehorror website.)
No criticism taken. I had no idea what I pulled from the WizKids site was incorrect. Shouldn't suprise me too much but it did.
You RAs are great as well.
Team Mobilehorror were the proud purveyors of Print & Play from pre-NECA 2008 to 2015. A good ride while it lasted. Keep rollin' 8s .
another question regarding clearing action tokens the core rulebook 2010 states that at the end of your turn you need to clear action tokens from characters that didnt recieve any action on that particular turn, is this complete nonsense to anyone else but me? i mean how can you clear action tokens from characters that dont have any?
another question regarding clearing action tokens the core rulebook 2010 states that at the end of your turn you need to clear action tokens from characters that didnt recieve any action on that particular turn, is this complete nonsense to anyone else but me? i mean how can you clear action tokens from characters that dont have any?
I think you're misunderstanding it. Turn 1 I give Firestar a move action. She gets an action token because I have her a non-free action. At the end of the turn, that action token remains because I gave Firestar an action token that turn. Turn 2 Firestar begins the turn with 1 action token. I do not give Firestar a non-free action nor a token through any other means. At the end of the turn, I take away the action token Firestar received on turn 1 because she did not receive any action tokens on turn 2. Turn 3 Firestar begins the turn with 0 action tokens.
Another example: Turn 1 I give Firestar a move action. She gets an action token because I have her a non-free action. At the end of the turn, that action token remains because I gave Firestar an action token that turn. Turn 2 Firestar begins the turn with 1 action token. I give Firestar a ranged combat action to attack an opposing character. She gets an action token because I have her a non-free action. (This causes her to push.) At the end of the turn, both action tokens remain because I gave Firestar an action token that turn. Turn 3 Firestar beings the turn with 2 action tokens. I do not give Firestar a non-free action nor a token through any other means. (I actually can't give her an action token at all due to The Rule of Action Tokens.) At the end of the turn, I take away both action tokens. (The action token she received on turn 1 and the action token she received on turn 2.) Turn 4 Firestar begins the turn with 0 action tokens.
another question regarding clearing action tokens the core rulebook 2010 states that at the end of your turn you need to clear action tokens from characters that didnt recieve any action on that particular turn, is this complete nonsense to anyone else but me? i mean how can you clear action tokens from characters that dont have any?
It actually states that you clear tokens from figures which didn't receive action TOKENS on that turn.
You could be given a token without taking an action. (Ex. Theme Team PC) A figure like this will not clear.
You could be given an action without receiving a token. (Ex. Warbound) A figure like this will clear.
Basically, you are clearing the tokens from figures who received them on previous turns.