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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: Robin and Nightwing!

Greetings HeroClix Fans!

For today’s DC HeroClix: 10th Anniversary preview, we take a closer look at two heroic identities used by Dick Grayson after Bruce Wayne took him on as his crime-fighting partner.  First up, please welcome Robin!

 

Robin comes in at 52 points and has a range of six with one target.  His dial features Leap/Climb on every click of his movement slot as he swings through Gotham City.  Robin’s attack slot begins with three clicks of Incapacitate and ends with two clicks of Smoke Cloud.  Defensively, Robin starts with two clicks of Willpower.  Mid-dial, he switches to Combat Reflexes to show that he’s been trained by the best.  His last two clicks feature no defensive powers.  In his damage slot, Robin sports Enhancement on all but his last two clicks.

As added protection, Robin has the Batman Ally team ability, which lets him use Stealth.  He also has a handful of keywords that provide options when incorporating him on themed teams.  A full dial of Leap/Climb and three opening clicks of Incapacitate make Robin an excellent tie-up character for your heavy hitters.

Finally, Robin has a trait, Battlefield Promotion: Nightwing, which allows him to upgrade into his current heroic identity when he hits one or more opposing characters and receives a Promotion Token.  When Robin receives a Promotion Token, he may then roll a d6 that can’t be rerolled.  If the result of the roll is 8 or higher, replace him with #007 Nightwing on the same click number.

Nightwing weighs in at 94 points and has the Improved plus on his base.  His card shows that he has an Improved Movement ability, Acrobat, which allows him to ignore hindering terrain and characters while moving.  In addition, Nightwing begins play with a trait, A Leader on any Team, which makes him a wild card.  (He also possesses the Batman Ally team ability.)  When you reveal your force, choose a friendly character’s keyword and Nightwing possesses that keyword for the rest of the game.  In addition, Nightwing can use Leadership but only removes action tokens from characters using a team ability that Nightwing can use.

Nightwing begins with the combination of Charge and Quake on the first three clicks of his dial.  In his defense slot, he starts with two clicks of Combat Reflexes to show his years of experience as a crime fighter.  On his third click, Nightwing switches to Willpower to let his opponents know that he has stamina like the Dark Knight!  In his damage slot, Nightwing starts out empty but then picks up Perplex on his next two clicks.

On the back half of Nightwing’s dial, he trades Charge for three clicks of FlurryCombat Reflexes returns for two more clicks before making way once again for WillpowerQuake reappears on Nightwing’s last click while Outwit occupies his damage slot for his last two clicks.

Nightwing has a handful of keywords that make team building a snap.  His point value and combat values make him an ideal close-combat attacker and his trait transforms him into a valuable member of many different teams.

That’s all for now!  Join us again next week as we unveil new secrets and surprises from upcoming HeroClix releases!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: The Flash & The Flash!

Greetings HeroClix Fans!

Today we continue our previews for DC HeroClix: 10th Anniversary by looking at two Scarlet Speedsters from Central City.  First, we harken back to the golden age of comics to check in with Jay Garrick, The Flash!

 

The Flash #018 pays homage to one of the first figures in the game to have Hypersonic Speed, The Flash #128 from DC HeroClix: Hypertime.  Coming at 6 clicks long, The Flash shows that he is the original Speedster with Hypersonic Speed on every click, with movement stats from 16 to 12, out pacing most figures that can use it in modern age.

The Flash has decent stats for 86 points, and his first two clicks of 18 printed defense will allow him to utilize his JSA team ability to great effect, while still being an effective harassment piece.  The Celebrity, Central City, Justice Society, Past and Politician keywords will allow him plenty of generic and named theme team options.

Like all pairs of figures in DC HeroClix: 10th Anniversary, The Flash #018 has the Battlefield Promotion mechanic, allowing him to replaced with a different figure in this set.  Battlefield Promotion: Pass the Torch When The Flash hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC HeroClix: 10th Anniversary #010 The Flash on the same click number.

Wally West is the The Flash #010.  He has an Improved Movement ability called Vibrate Through, allowing him to ignore Hindering terrain for movement purposes.  This will come in very handy with a near full dial of Hypersonic Speed.  Super Senses and an opening 18 defense will make The Flash challenging to retaliate against.  The Flash can use the Perplex on his first click wherever it will be most useful to himself or his allies.  On his second click, only two things change: The Flash gets faster, and he trades Perplex for his first special power, Mach 3 Punch, that makes it so damage he does can’t be reduced below 1.

Mid-dial, The Flash switches things up a bit as he trades special powers, this one called So Fast You Didn’t See the Hits.  This special power allows The Flash to use Charge and Flurry, with the added benefit of being able to use Exploit Weakness when he uses Charge!  On click 5, The Flash has a speed value of 15, allowing him to Charge an amazing 8 squares!  As this special power will most likely have the The Flash in close combat, the appearance of Combat Reflexes on the first two clicks of it will be very helpful.

As his speed begins to wind down, The Flash has Willpower on his last two clicks.  His last click sees the return of Hypersonic Speed and Perplex. 

The Flash has the Central City, Justice League, Police, and Teen Titans keywords, giving him a good selection of theme team options.  The JLA team ability will allow him to be given move actions without taking from your action pool.  At 105 points, The Flash brings solid stats, and with his Perplex and special powers, the potential to crack damage reducers on every click.

That’s all for now.  Be sure to come back soon as we continue to show off new figures from upcoming HeroClix sets!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversay: Catwoman!

Greetings HeroClix Fans!

We continue our series of previews for the DC HeroClix: 10th Anniversary set by highlighting Gotham City’s classiest cat burglar and an on-again, off-again love interest of the Caped Crusader.  Please welcome Selina Kyle, aka Catwoman!

The 10th Anniversary Catwoman’s dial is inspired by her DC HeroClix: Unleashed counterpart and comes in at 35 points.  This anniversary version of Catwoman starts with a click of Stealth in her movement slot to show that she’s a thief at heart.  She then drops Stealth and gains Leap/Climb on her next three clicks as she makes the purrfect getaway!

In her damage slot, Catwoman bares her diamond-tipped claws (Exploit Weakness) on all but her last two clicks.  Defensively, Catwoman starts with two clicks of Willpower, then follows up with two clicks of Super SensesCatwoman’s last two clicks are unusual in that her movement, attack, and damage values are zeroes.  However, Catwoman also has Regeneration on both clicks to help her stay in the game.

You’ll want to keep Catwoman around long enough to use her Battlefield Promotion: Catwoman trait.  When Catwoman hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on Catwoman’s character card.  On a result of 8 or higher, replace #008 Catwoman with #015 Catwoman on the same click number.

Catwoman has a range of two and has the Animal and Batman Family keywords.  At only 35 points, she leaves plenty of room on a force for other attackers and support characters.

Now that we’ve seen the Golden Age version of Catwoman, let’s take a look at her Modern Age counterpart!

 

This version of Catwoman comes in at 68 points and, like #008 Catwoman, has a range of two.  She also begins play with a trait, Bad Luck When I Cross Your Path, which prevents other characters who are assigned a relic or a resource and are within six squares of Catwoman from using the effects of the relic or resource.

Catwoman begins her movement slot with three clicks of a special power, Burglar, which lets her use Leap/Climb and Stealth.  Burglar is followed by three clicks of regular use of Leap/Climb.  In her attack slot, Catwoman keeps her claws sheathed until she reaches the middle of her dial.  At that point, she picks up two clicks of Blades/Claws/Fangs to potentially dish out extra damage to anyone foolish enough to get near her.

Defensively, Catwoman starts with two clicks of Super Senses as she stays three steps ahead of her opponents.  Mid-dial, Catwoman shows that she’s a ferocious fighter via three clicks of Combat Reflexes.  On her last click, Catwoman gains Regeneration as she calls upon one of her nine lives to keep her in the fight.  Two clicks of Close Combat Expert bookend the front and back of Catwoman’s dial and represent her training from Wildcat.  Mid-dial, she switches to Outwit just to show that she’s smarter than you.

Catwoman has the Calculator team ability, which makes her a Wild Card, and the Birds of Prey, Gotham City, and Martial Artist keywords.  At 68 points and with a trait that prevents other characters within six squares from using a relic or a resource assigned to them, Catwoman makes a great choice for many teams.

Thanks for reading!  Join us next week as we continue with even more exciting HeroClix previewsUntil then, keep on Clixing!

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DC HeroClix 10th Anniversary Preview

DC HeroClix: 10th Anniversary – Blue Beetle!

Greetings HeroClix Fans!

Bwah-ha-ha-ha-ha! We continue our series of previews for the DC HeroClix: 10th Anniversary set by shining the spotlight on a wisecracking member of Justice League International who is also one-half of the “Blue and Gold” team with Booster Gold.  Please welcome Ted Kord, better known as Blue Beetle!

This version of Blue Beetle comes in at 55 points and is based on his appearance in the DC HeroClix: Hypertime set.  Blue Beetle starts with three clicks of Force Blast in his movement slot to showcase his Judo skills.  Leap/Climb appears on his last two clicks and represents his daily superhero training.  Defensively, Blue Beetle starts with three clicks of Toughness to represent the protective suit he created.

Blue Beetle’s primary weapon (aside from his sense of humor), the BB Gun, is represented in his attack slot.  BB Gun, Setting 1 (Energy Explosion) appears on the first three clicks of Blue Beetle’s dial while BB Gun, Setting 2 (Incapacitate) shows up on his fourth click.  Blue Beetle also has the Sharpshooter combat ability, which allows him to make ranged attacks while adjacent to opposing characters, and a range of seven with three targets.

This version of Blue Beetle has a mix of generic and named keywords (Birds of Prey, Justice League International, Martial Artist, and Scientist) that make it easy to incorporate him on many teams.  Like other characters in the DC HeroClix: 10th Anniversary set, Blue Beetle also has a Battlefield Promotion trait that allows him to switch into a Modern Age version.  With Battlefield Promotion: Pass the Torch, when Blue Beetle hits one or more opposing characters, place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  On a result of 8 or more, replace #016 Blue Beetle with #009 Blue Beetle on the same click number.

After Ted Kord was brutally murdered by Maxwell Lord, Jaime Reyes took up the name Blue Beetle and continued his predecessor’s legacy.  This version of Blue Beetle clocks in at 94 points and begins play with a trait called The Scarab.  With this trait, the first time in a game when Blue Beetle would take three of more damage from an attack, he does not take the damage and is instead given an action token.

Blue Beetle starts his dial with two clicks of Running Shot in his movement slot and Toughness in his defense slot.  He also has a range of six and can target one character with ranged attacks. To represent his adjustment to the Scarab that grants him his powers, Blue Beetle starts with the ability to attack with Mystical Energy (Penetrating/Psychic Blast) on his first click, then is surprised by his use of Pulse Wave on click two.  A special power, Dimensional Perception, appears for two clicks in Blue Beetle’s damage slot that allows him to use Probability Control, but only for attack rolls where he is the attacker or a target of the attack.

Mid-dial, Blue Beetle retains Toughness for one more click, then switches over to Willpower for two clicks as he honors Ted Kord’s legacy. On those same two clicks, he gains Enhancement to help boost damage values of adjacent friendly characters. In his attack slot he gains another special power, The Scarab Awakened.  At the beginning of your turn, roll a d6.  On a result of 5-6, until your next turn Blue Beetle modifies his attack value by +2, can use Blades/Claws/Fangs, and possesses Battle Fury. The Scarab Awakened appears for two clicks.

On Blue Beetle’s last two clicks, Pulse Wave and Penetrating/Psychic Blast respectively return to the attack slot. Phasing/Teleport becomes his movement power of choice while Outwit appears in his damage slot on click five. On click six, Dimensional Perception takes over for Outwit in the damage slot while Regeneration appears as his defense to show Max Lord that this Blue Beetle’s not going away anytime soon!

Blue Beetle has the Mystics team ability and a trio of keywords (Armor, Mystical, and Teen Titans) that offer options when team building.  At 94 points and with a pair of fun special powers, Blue Beetle makes an effective attacker for many teams!

That’s all we have today! Please join us next time for our next DC HeroClix: 10th Anniversary preview.  Until then, don’t leave Guy Gardner alone with your Clix!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: Batgirl and Oracle!

Greetings HeroClix Fans!

Today we continue our previews of DC HeroClix: 10th Anniversary with one of Gotham City’s most popular and prominent caped crusaders, Barbra Gordon, the Batgirl!

Batgirl begins play moving about the map with ease by using her Leap/Climb, and as she possesses the Batman Ally team ability, her use of Stealth won’t be hindering her mobility at all.  If there is no hindering terrain available, Batgirl can use Smoke Cloud to provide some for herself and any allies also using the Batman Ally team ability.  Combat Reflexes will make her harder to hit in close combat.  On her second click, Batgirl switches things up a little as she shows her fighting spirit with Flurry to pummel her foes.  Perplex also shows up to be applied to whatever combat value will most help her or her allies.  As Batgirl loses her Smoke Cloud, she goes back to Leap/Climb, which she will continue to alternate between with Flurry for the rest of her dial.

At the end of her dial, Batgirl sees her last click of Combat Reflexes, and sees a new power on her dial, Incapacitate, allowing her to attack in close combat or use her printed 4 range.    On her last click Batgirl has one more click of Perplex. 

Paying homage to DC HeroClix: Unleashed #050, Batgirl has the Batman Family, Gotham City, and Martial Artist keywords, giving her some useful theme team options.  At 42 points, she will be a useful support figure on any team you choose to include her on.

And like all of the “early appearance” character versions found in this set, Batgirl (#006) has a trait linking his two figural representations together.   Battlefield Promotion: Oracle which states ” When Batgirl hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC10th Oracle on the same click number.”

Let’s have a look at Oracle, shall we?

First off, Oracle has a trait called My Eyes Are Everywhere.  This trait states “If Oracle is not adjacent to an opposing character and is either in her starting area or on elevated terrain, she can draw lines of fire and count range and squares from the square of any single friendly character that has the Batman Family, Birds of Prey or Justice League keyword.”

Oracle has a special power called The Mystery of the Oracle.   This power allows Oracle to be given a power action to choose Outwit, Perplex, or Probability Control. She can use the chosen power until the beginning of her next turn.  This power runs the entire length of her dial.  Keeping Oracle in relative safety is her Batman Ally team ability, allowing her to use Stealth.  A mix of Willpower, representing her never give up attitude, and Combat Reflexes, (she is a trained martial artist and has developed amazing upper body strength due to her wheelchair) are the other powers on her dial.

Oracle has the Batman Family, Birds of Prey, Gotham City, Justice League, and Martial Artist keywords, giving her plenty of theme team options, but the most useful are the ones that work with her trait.  At 73 points, Oracle is sure to be a valuable asset to your force.

Thanks for reading and be sure to check back soon as we continue to preview figures from more exciting HeroClix releases coming soon to a store near you!

 

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DC HeroClix 10th Anniversary Preview

Superman’s Greatest Foe: Lex Luthor!

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: 10th Anniversary set preview has gone through many changes over the years – he was even President of the United States at one point – but one constant has remained: Destroy Superman!  Please welcome Lex Luthor!

Up first is a version of Lex Luthor that pays homage to his initial HeroClix appearance in the DC HeroClix: Cosmic Justice set.  This Golden Age version of Lex Luthor even sports red hair, just as the character did in his early appearances in Action Comics!

Lex Luthor comes into play at 87 points and has the Superman Enemy team ability.  A good mix of generic and named keywords ensures that Lex Luthor can be included on many forces.  He begins his dial with Mastermind in his defensive slot on each of his five clicks.  Offensively, Lex Luthor has a consistent set of attack values that never dip below 9 and feature two opening clicks of Poison.

In his damage slot, Lex Luthor begins with a click of Leadership as a nod to his time in the Oval Office.  That’s followed by two clicks of Perplex, which depict Lex Luthor’s tendency to help others (as long as his own goals are furthered).  On Lex Luthor’s last two clicks, he picks up Flurry in his movement slot and drops Perplex in favor of a Kryptonite Ring (Outwit) in his damage slot.

Like other figures in the DC HeroClix: 10th Anniversary set, #013 Lex Luthor has a Battlefield Promotion trait that allows him to upgrade into a Modern Age version of himself.  When Lex Luthor hits one or more opposing characters you may place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 to the result for each Promotion Token on the character card.

If the result is 8 or higher, #013 Lex Luthor is replaced with #020 Lex Luthor and the figure begins its dial a number of clicks from its blue starting line equal to the number of clicks #013 Lex Luthor was from its starting line.  If the result is 10 or higher, replace this character on the same click number.

 

The Modern Age Lex Luthor (#020) depicts the Man of Steel’s nemesis in his green-and-purple battle armor and can be played at either 160 or 100 points.  When played at 100 points, the figure begins its dial on click three.  At 160 points, Lex Luthor hits the battle map with a trait, Part of My Personal Inventory.  Once per game, Part of My Personal Inventory allows Lex Luthor to be given a power action to place a special object whose name includes “Kryptonite” from outside of the game in an adjacent square.

This version of Lex Luthor begins play with two clicks of a special power, Boom Tube Sneak Attack, which allows him to use Phasing/Teleport.  When he does, he may be given a ranged combat action as a free action after actions resolve if he moved half his speed value or less.  Mid-dial, Lex Luthor drops Boom Tube Sneak Attack in favor of his booster jets (Charge).  Boom Tube Sneak Attack returns on his last two clicks.

In his attack slot, Lex Luthor starts with a pair of Penetrating/Psychic Blast clicks that make good use of his range of six.  He then gains another special power at the heart of his dial, My Hatred Will Never Die, Alien!  With this special power, Lex Luthor deals penetrating damage to characters that possess the Superman Ally team ability or the Kryptonian keyword.  On his last two clicks, Lex Luthor ditches the special power in favor of Pulse Wave!

Defensively, Lex Luthor’s battle armor starts at 100 percent (Impervious) for two clicks but as he moves through his dial, the rating drops to 65 percent (Invulnerability) for two clicks, then 15 percent (Toughness) for his final three clicks.  In his damage slot, Lex Luthor’s status as CEO of LexCorp is represented via three clicks of Leadership.  On his last two clicks he gains Outwit to show that he is a genius who should not be underestimated!

Like his Golden Age counterpart, #020 Lex Luthor has an array of generic and named keywords that make team building easy.  The Calculator team ability gives Lex Luthor further flexibility by making him a Wildcard.  Finally, Lex Luthor’s steady attack values, special powers, and damage-reducing standard powers should make him a viable addition to any force.

Thanks for reading!  Please join us for our next DC HeroClix: Justice League preview as we take a look at a pair of heroes who are full of energy on their own but are a force of nature when they work together!  Until then, keep your Clix off their KOs!

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DC HeroClix 10th Anniversary Preview

The New Color of Heroism: The Green Lantern!

Greetings HeroClix Fans!

Today’s preview from DC HeroClix: DC 10th Anniversary examines the power of Willpower in the DCU.  We are happy to showcase two heroes who have gone by the name Green Lantern!

 

The Alan Scott version of Green Lantern, and figure #011 in the set, begins play with multiple ways to be of use to his team.  Telekinesis will allow Green Lantern to manipulate figures and objects on the map, providing important board control.  Running Shot and his 7 range lets Green Lantern get into position while attacking an opposing figure.  Once in a useful position, Range Combat Expert will allow him to unleash the full power of his energy at a target of your choice.   Green Lantern has little fear of taking pushing damage as Willpower is on the first half of his dial.

In the middle of his dial, his powers begin to shift as Running Shot is gone, and Telekinesis leaves shortly thereafter.  Willpower is replaced by a couple of clicks of Barrier, as Green Lantern uses his ring to protect his allies.  Range Combat Expert continues through this part of Green Lantern’s dial.

End-dial, the ability to move and attack returns to Green Lantern’s dial as he uses Charge to take the fight up close and personal.  Once there, he keeps the blows coming with Close Combat Expert on his last 2 clicks.  Barrier is replaced with a closing click of Willpower.

Green Lantern has the All-Star Squadron, Gotham City, Justice Society, and Mystical keywords, giving him plenty of named theme team options.  The JSA team ability will allow him to share defense values with other friendly figures using this team ability.   At 93 points, Green Lantern will be useful on any force you include him on.

As do all pairs in this set, the early version of Green Lantern possesses the Battlefield Promotion trait.  Pass the Torch reads: “When Green Lantern hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC 10th  #004 Green Lantern on the same click number.”

First off, the Hal Jordan version of Green Lantern has a trait that gives him something never before seen on a DC HeroClix; a removable element called Construct, which he begins the game without.  Construct allows Green Lantern to use Barrier, and after actions resolve, attach the Construct, and as a free action, make a close combat attack targeting a character adjacent to a square with a barrier marker in it.  As long as the Construct is attached, Green Lantern can use Energy Shield/Deflection and Close Combat Expert. When Green Lantern takes damage or uses Close Combat Expert, remove the Construct.

The Green Lantern begins play with some similar tactics.  Running shot will allow Green Lantern to move and attack, while Telekinesis will allow him some opportunities for board control.   The Indomitable combat ability will allow Green Lantern to act without fear of pushing damage.  Leadership allows Green Lantern the potential to add an extra action to you action pool, as well as remove an action token from an adjacent friendly character of a lesser point value.  Also on his opening click is his only click of Invulnerability.  On his second click, Green Lantern gains the use of Penetrating/Psychic Blast for a couple of clicks.  Toughness becomes his damage reducer of choice for a good chunk of his dial.

Mid-dial, Running Shot skips a click, and Green Lantern replaces Penetrating/Psychic Blast with Energy Explosion.  Green Lantern also picks up a special power that will be on most of the rest of his dial, inspired by his oath, In Brightest Day.  This special power allows hindering terrain within 6 squares of Green Lantern to be considered clear terrain for line of fire purposes for your turn.

At the end of his dial, Green Lantern loses all of his powers previously on his dial except for In Brightest Day.   Phasing/Teleport will allow Green Lantern to move about with ease, where ever his special power and trait will be of the most use to his force.

Green Lantern has plenty of named and generic theme team option with the Coast City, Green Lantern Corps, Justice League, Pilot, and Soldier keywords.  Green Lantern also has the Green Lantern team ability, allowing him to carry his own support crew with him, and at 145 points, there is plenty of room for them.  An 8 range will provide Green Lantern to make range attacks from a good distance from his enemies.

That’s all we have for today, but be sure to join us next week as we start our previews off with a winged warrior with a penchant for upsetting emerald archers.  Until then, keep your dials off their K.O.’s!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary – Brainiac!

Greetings HeroClix Fans!

This August in stores everywhere, DC HeroClix 10th Anniversary will be hitting store shelves and ushering in a whole new era of HeroClix! This standalone, 24 -figure expansion features ALL-NEW sculpts representing both early and modern appearances of 12 of DC Comics’ most popular heroes and villains! Playable individually as their own pieces, early and modern appearance figures for each character are linked with a special Battlefield Promotion ability that enables you to power up your figures during your games!

Today we kick off our previews of DC HeroClix: 10th Anniversary with one of Superman’s greatest foes, Brainiac (#005)!

Brainiac (#005) begins play using Running Shot and his 8 range with a printed 5 damage to get in an opening shot on a single opposing figure!  Or, if your opponent has a group of figures or a single figure with a powerful damage reducer, Brainiac (#005) can opt to use his Pulse Wave to your best benefit.  An opening click of Impervious will protect Brianiac from the inevitable counterattack, and Outwit can be used to potentially cripple an opposing figure.  On his second click, Brainiac (#005) is still able to use Pulse Wave and Outwit, and adds a couple clicks of Charge to his arsenal.  Defensively, Brainiac (#005) switches to Invulnerability for a couple of clicks.

Mid-dial, Brainiac (#005) loses his move and attack abilities as he picks up his disintegration beam in the form of Range Combat Expert!  In this stretch, Brainiac (#005) has his only click of Super Strength, and he switches his damage reducer to Toughness for the rest of his dial.  At the end of his dial, Brainiac (#005) sees one more click of Outwit, and closes his dial with two more clicks of Pulse Wave.

Brainiac (#005) possesses the Armor, Robot, and Scientist keywords, giving him some solid generic theme team options, and at 160 points, will be a solid tent poll with plenty of room for support.  Brianiac also has the Superman Enemy team ability, giving him access to Outwit for his entire dial if someone else using the Superman Enemy team ability and less points is adjacent to him.

The fun doesn’t stop there though.  DC HeroClix: 10th Anniversary features 12 characters, each with an early appearance sculpt and dial, and a more modern version sculpt and dial.  All 24 sculpts and dials are ALL-NEW and unique to this set.  In DC HeroClix: 10th Anniversary, all of the less expensive versions of each character are designed with “golden age-inspired dials” i.e. without special powers.   And of course, this means there is even MORE Brainiac goodness to preview!

Like all of the “early appearance” character versions found in this set, Brainiac (#005) has a trait linking his two figural representations together.   Battlefield Promotion: Brainiac which states ” When Brainiac hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC10th  #012 Brainiac a number of clicks from its blue starting line equal to the number of clicks this character is from its starting line. On a result of 10 or higher, replace this character on the same click number.”

Let’s take a look at what we can promote our early appearance Brainiac into, shall we?

 

Brainiac (#012) is playable at 3 different point levels, a 350 point “Veteran” (red) line, a 175 point “Experienced” (blue) line, and a 100 point “Rookie” (yellow) line.    If played at his 350 point veteran line, Brainiac (#012) possesses a trait called Impossible To Plan Against,  that forces opposing forces to subtract one action from their action total if not reduced by any other effect!

At his 350 point line, Brainiac (#012) begins play with Earthbound which counters his Indomitable combat ability.  Brainiac (#012) also possesses Mastermind to represent his willingness to sacrifice others to accomplish his goals.  This pairs nicely with his Superman Enemy team ability to give him Outwit if his Mastermind fodder also has it (or if his fodder happen to have a Wildcard Team Ability).  Brainiac’s first click is the only appearance of a special power called Master Manipulator.  This special power enables Brainiac (#012) to use Perplex to only target friendly characters but they can be anywhere on the map!  This makes Brainiac an amazing support piece for the early game.  But let’s face it, at 350 points, you want a figure that can support their own weight, and on click two, when Brainiac (#012) syncs himself to his ship, he does exactly that!

On Brainiac’s (#012) second click Earthbound is gone and is replaced with a special power called My Ship and I Are One.   This special power states  “Give Brainiac a double power action and place him in any square within his speed value. After actions resolve, you may give Brainiac a close combat or ranged combat action as a free action”.  Talk about battlefield mobility!  Also on this click, Brainiac (#012) possesses an 11 attack and 5 damage, to go with his 8 range, as well as Quake and Exploit Weakness.  Those are some solid options!

Defensively, Brainiac (#012) is the creator of some of the most powerful force fields ever and this is represented with a special power called I’ll Show you Impervious allowing Brainiac (#012) to not only use Impervious, but  when turning the dial if this power is revealed due to damage taken from an opponent’s attack, you then stop turning the dial.   Of course, this power will only kick in if your opponent hits the printed 19 defense (along with however else you may have modified it)!  Lastly, two early clicks of Charge will keep the Veteran Brainiac (#012) mobile with a move and attack option, and a click of Pulse Wave will make sure damage reducers can be  ignored.  Finally, a click of Close Combat Expert will ensure an opposing figure gets hit hard!

Mid-dial, and at the same point his Experienced line begins, Brainiac (#012) sees the return of My Ship and I Are One for a click.  For close combat actions, he can choose between Quake to disperse a group or get the always fun knock someone off a roof or into a wall, or just pound a single figure with Close Combat Expert and his printed 3 damage.  Standard Impervious protects him in this stretch of his dial.   No other move and attack in this area of his dial, but if based, Flurry will be quite handy as it has a printed 4 then 3 to go with it!  Other weapons in Brainiac’s (#012) arsenal in this stretch are a click each of Penetrating/Psychic Blast followed by one of Pulse Wave, as well as a click of Exploit Weakness.     

For his 100 point dial, and the last four clicks of the other two point values, Brainiac (#012) again sees the return of My Ship and I Are One which continues to be paired with both Quake and Close Combat Expert.  Charge will give Brainiac the ability to move and attack for the rest of his dial and Invulnerability will protect him for the entirety of his Rookie dial.  Sprinkle on a click of Penetrating/Psychic Blast and another of Quake, and finish his last two clicks with Close Combat Expert, and you have a very solid end-dial for Brainiac (#012)

Brainiac (#012) possesses the Brute, Robot, and Scientist keywords, as well as the Superman Enemy team ability mentioned earlier.  With the exception of his opening click, Brainiac (#012) has damage reducers on every click, and the ability to crack damage reducers without the use of powers as his lowest printed damage is a 3.  Brainiac (#012) can also move and attack on virtually every click as well as never seeing a single digit attack value, (except, again, his opening click).

So start planning now which planets you want to invade, or which cities you’d like to shrink because Brainiac (along with the rest of DC HeroClix: 10th Anniversary) will be in stores this August!

Thanks for joining us for this opening look at DC HeroClix: 10th Anniversary and be sure to keep your eyes out for more previews as we showcase more fantastic and unique figures found in this set!