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SuperGENE's Heroclix Resources: Comprehensive Rules, Compatibility Lists, & More
Looking for all the Heroclix rules in a single convenient and updated document? Need to know if certain powers, abilities, or feats work together? Want a list of all the characters that can be assigned to certain feats?
All the rules documents are in PDF format, so you will need Adobe Acrobat to open them. If you need a copy, you can get it free here. Microsoft Excel is required to open the checklist spreadsheet.
For those of you who don't want to re-print the entire thing every time there's an update: Look for the updates file. It contains all updates since the July 11 original Danger Room version of the document was released. If you already printed out that original, just print each update document and you're set! Update documents will continue to be released until there is a new rulebook.
Let me know if there are any problems with the site, the documents, or their accuracy.
I also started a HeroClix newsletter! It's the fastest way to get updates for my rules documents. To subscribe, just send an email to [email protected] with your email address in the body.
Last edited by SuperGENE; 11/09/2009 at 10:07..
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Quote : Originally Posted by Raiserb1ade
Supergene is awesomer than chuck norris teaming up with the ninja turtles to defeat batman!
I tried to download the comprehensive rulebook twice and received an error message of "File ID is not valid." I hope you still have it listed. I would love to have a copy.
I tried to download the comprehensive rulebook twice and received an error message of "File ID is not valid." I hope you still have it listed. I would love to have a copy.
Go to the actual site and try downloading it from there. The download link listed here (in this thread) no longer works.
SuperGENE's HeroClix newsletter: Email [email protected] to sign up!
Quote : Originally Posted by Raiserb1ade
Supergene is awesomer than chuck norris teaming up with the ninja turtles to defeat batman!
The updated comprehensive document is up. It will be further updated when the rest of the official rules documents are updated.
Here are the key changes in Danger Room:
-Shape Change allows you to evade on a roll of 5 or 6
-Support heals what you roll -2 to a minimum of 1
-Combat Reflexes adds +2 to defense in close combat; you get to choose if you want to automatically be knocked back
-Force Blast knockback distance is determined by a D6 roll
-HSS option 1 is a power action (no more JLA attacking with HSS1 for free) and range is halved for ranged HSS1 attacks
-Impervious is not optional anymore
-Masters of Evil allows you to continue pushing even with 2 action tokens; you must take 1 unavoidable damage each time you continue
-RCE and CCE cannot be used to attack terrain (walls or objects)
-giants are not adjacent to figures if line of fire would cross blocking or they are separated by elevated terrain
-going up/down a ladder to change elevation does not cost additional movement (this change has been in effect since Icons)
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Quote : Originally Posted by Raiserb1ade
Supergene is awesomer than chuck norris teaming up with the ninja turtles to defeat batman!
quick question: Why is Move And Attack listed as being compatible with Leap/Climb, but later in the doc, Leap/Climb is not listed as being compatible with Move And Attack?
(basically i want to know if Ghost Rider can use L/C when making a Transporter move-and-attack.
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
well from what i know the tranpoerter move and attack option is a power action that grants you a move action adn either a rca or a cca and since leap climb is a move action es i beleive you can.
well from what i know the tranpoerter move and attack option is a power action that grants you a move action adn either a rca or a cca and since leap climb is a move action es i beleive you can.
It is a move action, not a power action. From the Icons rule book (page 30, under "Transporters"):
Move and attack. Transporters have a special ability that allows them to move and attack in a single turn. To use the transporter ability, give a transporter a move action when it is not adjacent to an opposing character. The transporter may move through squares adjacent to opposing characters. During its movement, the transporter may make one close combat or ranged combat attack as a free action. The transporter must be in a square where it can legally end its movement in order to make the attack. Reduce the attack value by 2. The transporter can use the rest of its movement after making the attack.
As such, it does work with Leap/Cimb (since L/C activates when you use a move action and isn't its own action).
quick question: Why is Move And Attack listed as being compatible with Leap/Climb, but later in the doc, Leap/Climb is not listed as being compatible with Move And Attack?
(basically i want to know if Ghost Rider can use L/C when making a Transporter move-and-attack.
Not every combo is listed in every possible place, otherwise the list would be even longer! For that reason, the HOW TO USE section suggests looking up the combo under one heading, and if it is not listed, then to look it up under additional headings.
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Quote : Originally Posted by Raiserb1ade
Supergene is awesomer than chuck norris teaming up with the ninja turtles to defeat batman!
how does something like Psychic Blast not work with Hypersonic but DOES with Running Shot? Shouldn't the things that work with Running Shot and Charge really also work with Hypersonic - and vice versa?
how does something like Psychic Blast not work with Hypersonic but DOES with Running Shot? Shouldn't the things that work with Running Shot and Charge really also work with Hypersonic - and vice versa?
The reason why Psychic Blast does not work with HSS is that HSS only grants a Ranged Combat ATTACK, while Psychic Blast requires a Ranged Combat ACTION - which, in game terms, are not the same thing.
As for why it is so, I think it is a good thing. HSS is already a tremendously useful power as it is the only ability that lets the attacker move away from the target after the attack - HSS figs are much less vulnerable to counter attacks than Charge/Running Shot figs. If they could also use any attack power while doing it, that would just be too good, in my opinion.
how does something like Psychic Blast not work with Hypersonic but DOES with Running Shot? Shouldn't the things that work with Running Shot and Charge really also work with Hypersonic - and vice versa?
HSS allows you to make a ranged or close combat ATTACK.
RS allows you to make a ranged combat ACTION.
Charge allows you to make a close combat ACTION.
Psyblast is a ranged combat ACTION.
ACTION encompasses ATTACK, but not vice versa. That's why you can use PB with RS, but not HSS.
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Quote : Originally Posted by Raiserb1ade
Supergene is awesomer than chuck norris teaming up with the ninja turtles to defeat batman!