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Not really sure what you mean by those different eras. The only clix i have are the AvP sets and about 20-30 Lord of the Rings/Hobbit clix. My friends are the ones with all the DC/Marvel guys, and i got these to get more into it, but have probably played less than 10 heroclix games in my life.
And how does the "Blooded" work? I thought to get Blooded you had to kill a victim, which doesn't exist in heroclix.
I didn't chck back in a while. Glad to see someone answered the blooded part.
There were about 20 heroclix sets that had only the powers on the PAC that didn't come with stat cards. Those are the REV era clix. Each sculpt had 3 different dials by a yellow, blue, red, or silver ring (so REVU really).
That has basically been replaced by the modern style with the CURS/(nowChase) rarity and all figures now coming with stat cards and many having powers that are only explained on thier cards (largely like horrorclix although the 1st couple horrorclix sets also had the REV rarity but still came with cards).
Not really something you have to understand but many veteran players will sometimes use REV to CUR break point in discussions. It was a pretty significant change at a time when there weren't many. Now we live in constantly changing times. Like it or not, there seems to be some new mechanic in every set now. The first 18(?) sets were pretty standard by comparison.
Also do you play the aliens and predators as if they all have indomitable?
We did do it this way once, and it was formidible! All in all, I think they should get indom; the superheroes can fly and all that super-heroey stuff. The beings from other worlds need all the advantages they can nab!
Also do you play the aliens and predators as if they all have indomitable?
I would heavily encourage it. There's always been a prevailing feeling around these parts that HrC dials were underpowered/overcosted vs Heroclix dials of like cost. But I've always felt strongly that they were indeed costed using the same base formula. In order to get the full value you needed to incorporate the full spectrum of mechanics. Blooding, Frenzying, and the lack of pushing are all things you can't ignore if you want to estimate the value of a dial, and yet these three factors were invariably ignored by Heroclix people. And why not? They're somewhat alien concepts.
The whole 80% compatibility leapt to about 95% with the introduction of Special Powers, and is now closer to 99% with the current era allowing fundamental rule changes to be native to traits [which, by the way, also started in HrC].
I have played a ton of Horrorclix figures in house ruled games. I just give them both the Heroclix colored power and the Horroclix power if different. With the Predators, just use like a special and they are great. The Alien bystanders are pretty awesome too.
How would you use the "Assassin" power, that says "damage the attack deals to vulnerable monsters is penetrating"? Later on they also get a regular Penetrating attack power.
Weren't vulnerable monsters those with 2 action tokens? If so, that's a pretty easy concept to transfer over.
I've played quite a few games with heroclix vs horrorclix and giving them indomitable isn't necessary. Granted I play various zombie scenarios that give the zeds other boosts, but still.
Screw it, I'm just gonna post my thing right in here for people to peruse. The key innovation [in my opinion] is not excluding Victims from the conversion.
Basic Rules:
Treat all powers on a Horrorclix charater’s card as if they were Special powers. Follow the powers as written where possible, consulting the below information where new terms are used. Monster is the same as Character.
All Horrorclix characters gain the following Trait: MONSTROUS This character may use Willpower.
At the end of your turn, after removing action tokens, each character you control that is showing an Hourglass takes one click of Penetrating damage.
Dependency: For a character to use a power showing a Dependency icon [Cleaver, Gun, or Boot], it must be given an action of the corresponding type [Close Combat, Ranged Combat or Move, respectively].
New Terms:
VULNERABLE A character with 2 action tokens is Vulnerable, unless it can use Invulnerable, Impervious, or is otherwise not Vulnerable.
Ability: FRENZY Give this character a Move action. It may move up to its unmodified speed value and then be given a Close Combat action; this character’s damage value becomes 1 until the action is resolved.
BLOODED This character can use Frenzy.
HOURGLASS A combat value showing an Hourglass is equal to 0. A character with an Hourglass as its Defense value may not be targeted with an attack.
TWISTS A force with a character with a +X Twists value on its card receives an additional number of Theme Team Probability Rolls equal to X.
INSANITY A character who goes Insane becomes friendly to its opposing force until the beginning of its next turn. Its point value becomes 0 while Insane.
Special Power Alterations:
POSSESSION Treat this power as Mind Control.
IMMOBILIZE Treat this power as Incapacitate.
VICTIM SPECIAL OBJECT Immobile Cost: 0
When constructing your force, you may include two Victim special objects in place of each standard object.
You may give this object an action to move it up to its speed value. When a Monstrous character ends its movement occupying the same space as this object, remove this object from the map and place it on that character’s card. That character may now use Frenzy.
Screw it, I'm just gonna post my thing right in here for people to peruse. The key innovation [in my opinion] is not excluding Victims from the conversion.
Basic Rules:
Treat all powers on a Horrorclix charater’s card as if they were Special powers. Follow the powers as written where possible, consulting the below information where new terms are used. Monster is the same as Character.
All Horrorclix characters gain the following Trait: MONSTROUS This character may use Willpower.
At the end of your turn, after removing action tokens, each character you control that is showing an Hourglass takes one click of Penetrating damage.
Dependency: For a character to use a power showing a Dependency icon [Cleaver, Gun, or Boot], it must be given an action of the corresponding type [Close Combat, Ranged Combat or Move, respectively].
New Terms:
VULNERABLE A character with 2 action tokens is Vulnerable, unless it can use Invulnerable, Impervious, or is otherwise not Vulnerable.
Ability: FRENZY Give this character a Move action. It may move up to its unmodified speed value and then be given a Close Combat action; this character’s damage value becomes 1 until the action is resolved.
BLOODED This character can use Frenzy.
HOURGLASS A combat value showing an Hourglass is equal to 0. A character with an Hourglass as its Defense value may not be targeted with an attack.
TWISTS A force with a character with a +X Twists value on its card receives an additional number of Theme Team Probability Rolls equal to X.
INSANITY A character who goes Insane becomes friendly to its opposing force until the beginning of its next turn. Its point value becomes 0 while Insane.
Special Power Alterations:
POSSESSION Treat this power as Mind Control.
IMMOBILIZE Treat this power as Incapacitate.
VICTIM SPECIAL OBJECT Immobile Cost: 0
When constructing your force, you may include two Victim special objects in place of each standard object.
You may give this object an action to move it up to its speed value. When a Monstrous character ends its movement occupying the same space as this object, remove this object from the map and place it on that character’s card. That character may now use Frenzy.