Author Topic: Heroclix: Danger Room  (Read 2781 times)

Fellfrosch

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Heroclix: Danger Room
« on: March 13, 2006, 02:50:09 PM »
Even though it's a boxed set, it will apparently include some major rules changes. I really like the new version of the Masters of Evil ability: http://www.wizkidsgames.com/heroclix/marvel/products.asp?cid=40702
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Spriggan

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Re: Heroclix: Danger Room
« Reply #1 on: March 30, 2006, 04:20:07 AM »
Massive rule changes were posted:
http://www.wizkidsgames.com/heroclix/marvel/products.asp?cid=40739

Forceblast knock back is based off a d6 roll now instead of damage values.

hypersonic speed (1) now has ranged attack values halved and you have to do make any attacks on a valid square.

Pulsewave now has to have an Enemy figure in range to use.

Support now works like regen, you now subtract 2 from the value.

Shapechange now works on a 5 or 6.
Screw it, I'm buying crayons and paper. I can imagineer my own adventures! Wheeee!

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Lieutenant Kije

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Re: Heroclix: Danger Room
« Reply #2 on: March 30, 2006, 11:00:01 AM »
My thoughts on the changes:

Forceblast - minor change to a wimpy power
HSS - nerf it!  nerf it!   yeah!
PW - that one's confusing to me.  Could you use it before if an emeny wasn't in range?
Support - yes!  BIG YES!
Shapechage - now not the weakest power in the game.  Is it exactly like Super Senses then?

Fellfrosch

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Re: Heroclix: Danger Room
« Reply #3 on: March 30, 2006, 11:52:10 AM »
Quote
Forceblast - minor change to a wimpy power

This change is actually pretty significant, because removing the tie between damage and knockback makes it useful for low damage characters. Before, if you wanted to do any kind of worthwhile knockback you needed someone who did a lot of damage, but in that case it's always better to just to deal the damage. Now you can use cheap characters with a damage low enough you're willing to forego it, and still have a chance of getting a knockback that's big enough to matter.

Quote
HSS - nerf it!  nerf it!   yeah!

It's about freaking time, too.

Quote
PW - that one's confusing to me.  Could you use it before if an emeny wasn't in range?

This was a common tactic for abusing characters with an activation click--fire off a pulse wave on the first turn, and knock all of your Hulks and such into their best clicks without having to push them or risk early damage.

Quote
Support - yes!  BIG YES!

Yay!

Quote
Shapechage - now not the weakest power in the game.  Is it exactly like Super Senses then?

It would still be weaker that Super Senses, because the attacker can retarget somebody else; with Super Senses the attack just fails. Not the best change, in my opinion, but still better than nothing.
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Spriggan

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Re: Heroclix: Danger Room
« Reply #4 on: June 22, 2006, 03:05:33 AM »
Rule changes are up
http://www.wizkidsgames.com/heroclix/marvel/howtoplay.asp

The only noticeable change besides those we know is the removal of 2 teams permanently from the game (morlocks and Serpent Society), wildcards no longer keep a TA after the TA provider is KO'ed (it's about freaking time), and many defense powers are no longer optional (ie they can't be turned off via mindcontrol).
Screw it, I'm buying crayons and paper. I can imagineer my own adventures! Wheeee!

Chuck Norris is the reason Waldo is hiding.


Fellfrosch

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Re: Heroclix: Danger Room
« Reply #5 on: June 22, 2006, 02:39:23 PM »
Those all make sense. It's sad to lose Morlocks, though, because they never did enough with that power to make it cool.
« Last Edit: June 22, 2006, 02:39:52 PM by Fellfrosch »
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Spriggan

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Re: Heroclix: Danger Room
« Reply #6 on: June 22, 2006, 03:02:14 PM »
From the sound of it they lost morlocks and serpent society's license.  the quote is more or less "Unfortunately you probably not see any more characters from either factions for quit some time.  That's all we can say about this".
Screw it, I'm buying crayons and paper. I can imagineer my own adventures! Wheeee!

Chuck Norris is the reason Waldo is hiding.