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This has been my take on this as well. My friends and I have tried a few mixed games and they seem to work out; the problems arise with Plot Twists and Victims, and how those should be used by HeroClix. For instance, if a Player has a 100% Hero squad, should he have Twists, etc. So far, we've allowed HC figs to rescue victims, and simply remove them from the game (no points, the benefit being the victims are no longer available for HrC).
Overall, the end mechanic for HorrorClix powers coincide with those of HeroClix very well; some examples would be a damage bonus, ignore damage reduction, add action token, etc, these all have the same effect in HrC as they do in HC. There is no need to change the powers shown on HrC dials to follow the HC PAC. Just use the HrC cards.
imo, this is how you should do it.....
assemble your forces.
if horrorclix are allowed in the game assemble those with your team IF you so desire.
since horrorclix will be in the game, even if you don't have any horrorclix on your force you should be able to bring whatever the number of plot twist cards horrorclix allows (u just don't get any extras since u have no figures that grant them). IF you don't have any plot twist cards i don't think it will affect the game but it will put you at a slight disadvantage as everytime you try to move a victim toward you to remove them your opponent may play his twist cards to stop that movement.
victims should be placed like objects before the game begins.
victims should be moved AT THE BEGINNING OF EACH PLAYER'S TURN.
heroclix should have the same mechanic as horrorclix concerning victims. i.e.--you place your clix ontop of them and they are rescued/slain.
all other game mechanics (i.e. powers) should be handled using the cards that accompany the clix.
I'd rather laugh with the sinners than cry with the saints, the sinners are much more fun.