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DC HeroClix: Batman Preview Prime Figures

DC HeroClix Batman: Catwoman and Selina Kyle!

Greetings HeroClix Fans!

Happy release day!  For our final DC HeroClix: Batman preview we reveal the last of the Prime figures  in the set: Selena Kyle (aka Catwoman).  First, let’s take a look at Catwoman’s dial (#007a in the set)!

 

This femme fatale with a fascination for felines makes a great addition to any force as a secondary attacker or tie-up piece.  Incorporating Catwoman on theme teams should also easy since she has the Birds of Prey and Gotham Underworld keywords.

Catwoman comes into play at 71 points and has a trait, We Leave the Masks On, which allows her to use Stealth.  In addition, when Catwoman is adjacent to a friendly character with the Batman Ally team ability, she can use Plasticity and Shape Change.  It’s the purrrr-fect trait for when Catwoman needs to slink away from dangerous situations!

In Catwoman’s speed slot she starts with four clicks of Leap/Climb to easily maneuver into position for an attack or get away from opposing characters.  Catwoman’s last click of Leap/Climb also features Blades/Claws/Fangs in her attack slot as she makes it clear that trying to corner a cat will likely result in some bad scratches!  Blades/Claws/Fangs stays on Catwoman’s attack slot for her last three clicks.

Catwoman opens her damage slot with a special power, Misdirection, which appears on her first three clicks.  Misdirection allows Catwoman to use Outwit.  In addition, give Catwoman a free action and remove an action token from an adjacent opposing character.  When she does, Catwoman may place an action token on any other opposing character within 6 squares and line of fire!

Finally, Catwoman starts her dial defensively with a click of Super Senses as those nine lives of hers help her evade attacks.  Super Senses reappears on Catwoman’s last two clicks.  Sandwiched between those clicks is a short run of Combat Reflexes as Catwoman showcases her catlike agility.

This brings us to the final Prime figure in the DC HeroClix: Batman set, Selena Kyle (#007b)!

 

As a reminder, only ONE Prime character may be fielded on your force regardless of the build total and these characters are marked by a green background on their character card and a green ring around the base.

Selena Kyle hits the battle map at 69 points and has a range of three with one target for her ranged attacks.  She also begins play with a trait, Procurer of Fine Artifacts, which allows her to use Stealth.  In addition, you can give Selina Kyle a free action when she’s adjacent to a character with a relic on its character card, then roll a d6 that can’t be rerolled.  If the result of the roll is one of the numbers needed to pick up the relic, place the relic on Selina Kyle’s character card.  And in true klepto-kitty fashion, Selina Kyle isn’t limited to rolling once per game for each relic!

A prolific cat burglar, Selena Kyle starts with Leap/Climb in her speed slot as she gets in and out .  Leap/Climb reappears mid-dial for two clicks, then once again on Selena Kyle’s last click.

Thanks for reading!  Please join us next time as we uncover more secrets from upcoming HeroClix releases!

 

 

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DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Batwing!

Greetings HeroClix Fans!

Sometimes the Caped Crusader needs to fly the not-so-friendly skies in his ongoing campaign against crime.  For today’s DC HeroClix: Batman preview, we are pleased to bring to you the vehicle in which Batman conducts his aerial crime fighting, the Batwing!

 

The Batwing rests on a 2 x 4 base and, like other vehicles in the DC HeroClix: Batman set, can be played in Autopilot and Piloted modes.  The Batwing has plenty of theme team options with the Batman Family, Gotham City and Vehicle keywords.

When using the Autopilot dial, the Batwing comes in at 72 points and can carry three characters.  The Batwing also has a range of 7 and has one target for its ranged attacks.

The Batwing’s Autopilot dial begins with Running Shot in its speed slot.  This power returns to the Batwing’s dial on its third, sixth, and eighth clicks.  In its attack slot, the Batwing begins with a five-click run of Energy Explosion in its attack slot.  Energy Explosion returns for a short run on the Batwing’s ninth click.  Defensively, the Batwing starts with three clicks of Energy Shield/Deflection as it uses the clouds as cover, then switches mid-dial to its kinetic defense armor (Toughness).  Energy Shield/Deflection returns toward the end of the Batwing’s dial.

Let’s take a look now at the Piloted version of the Batwing!

 

The Piloted Batwing comes into play at 144 points but can carry two characters.  It still maintains a range of 8 but increases its targets to two.

The Piloted Batwing comes with two Pilot Abilities.  The first Pilot Ability, Airdrop, requires that the pilot have the Batman Ally or Outsiders team abilities.  When the Batwing uses the Carry ability, it can place carried characters in any square it moves through during the move.  This differs from the normal use of Carry, which requires the carried characters to be placed when the movement ends for the action.

Overwatch is the second Pilot Ability and requires that the pilot be named Alfred Pennyworth, Batman, Lady Blackhawk, Metamorpho, Nightwing or Red Robin.  When an opposing character 6 or fewer squares from the Batwing deals damage to it or any other friendly character, mark the opposing character with an Overwatch token (if it isn’t already marked).  Until the end of your next turn, any friendly character attacking a character marked with an Overwatch token modifies their attack value by +1.

The Batwing Piloted dial begins with three clicks of Running Shot as it swoops into position then attacks from range.  Running Shot returns for another three-click run on click nine.

In its attack slot, the Batwing Piloted dial starts with a long run of a special power called Rooftop Scanners.  This special power modifies the Batwing’s attack value by +1 when it targets characters that can use the Flight ability and characters occupying elevated terrain.  Rooftop Scanners is followed on the Batwing’s Piloted dial by a long run of Energy Explosion.

The Piloted Batwing opens its defensive slot with two clicks of Super Senses as it performs evasive maneuvers to evade attacks.  Super Senses is followed by a short run of Energy Shield/Deflection, which also appears toward the end of the Piloted Batwing’s dial.  Sandwiched between those runs of Energy Shield/Deflection are five clicks of Toughness.

Mid-dial, the Batwing’s Piloted dial picks up Ranged Combat Expert in its damage slot as it makes tactical strikes against its targets.

Thanks for joining us!  Please come back next time as we reveal more secrets from upcoming HeroClix releases!  Until then, fasten your seat belts, make sure your seats and trays are in their upright positions, and thank you for flying with WizKids!

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DC HeroClix: Batman Preview

DC HeroClix Batman: The Joker!

Greetings HeroClix Fans!

 In today’s preview from the upcoming DC HeroClix: Batman set, we take a look at the Caped Crusader’s arch-nemesis, the Clown Prince of Crime himself, The Joker!

 

The Joker has a trait called You Are All Fodder which allows The Joker to use Mastermind.   The Joker has a dial that looks nearly as crazy as he is, with powers and combat values changing on every click, with all contributing to him being a very solid close combat piece, especially if you are able to utilize his trait. 

The Joker begins the game hiding using his Stealth.  From the shadows, The Joker can force a reroll with Probability Control or make sure damage is taken by an adjacent opponent in close combat due to Exploit Weakness, both provided by a special power called This is Where Your Soul Dies.  Poison can deter opposing figures from basing The Joker while Willpower will allow him to act without fear of pushing damage.   On his second click, The Joker gains Flurry, appearing on all his even numbered clicks, with Stealth on the odd clicks.  Super Senses will allow him the opportunity to avoid attacks for his next two clicks, and will swap out with Willpower after two more clicks. 

Mid-dial, The Joker sees a new special power show up called H.A.H.A.D.E.A.T.H.H.A.H.A., which grants The Joker the use of Steal Energy with the added benefit of healing 2 clicks if his attack roll was doubles.   This power will change out later in the dial with Poison before showing up end-dial again.   Outwit shows up at this point as well, and will swap back and forth with his This is Where Your Soul Dies special power. 

The Joker can be added to a theme thanks to his Arkham Asylum or Monster keywords.   Utilizing enough Mastermind fodder with his trait may allow The Joker to surprise an unsuspecting foe with his 3 range.  The Batman Enemy team ability will allow him to share attack values with friendly adjacent figures using it as well.  At 127 points, The Joker can be a deadly figure on the correct team build.

That is all for today.  Be sure to come back soon as we look at more figures from upcoming HeroClix sets!

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DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – Haunted Tank!

Greetings HeroClix Fans!

On this All Hallows’ Eve, we bring you a bonus previews of one of the vehicles from the upcoming DC HeroClix: Batman set!  And what could be more appropriate than a vehicle with a supernatural connection?  Fall in, soldiers, as we take a ride with the ghost of Confederate General J.E.B Stuart and the crew of the Haunted Tank!

 

The Haunted Tank rests on a 2 x 4 base and, like the other vehicles found in DC HeroClix: Batman, can be played in Autopilot and Piloted modes.  Regardless of the way you play the Haunted Tank, it hits the battle map with an Improved Movement ability, Unstoppable, which allows it to ignore blocking terrain and destroy blocking terrain as it moves through it.  The Haunted Tank also has the Soldier and Vehicle keywords.

When used on your force on Autopilot, the Haunted Tank comes in at 90 points and has a trait, Piloted By General J.E.B. Stuart, which represents the vehicle being controlled by Stuart’s ghost.  Normally, a vehicle in Autopilot mode is dealt 1 unavoidable damage if it makes an attack during its action.  With Piloted By General J.E.B. Stuart, the Haunted Tank is not dealt 1 unavoidable damage after it resolves an action with an attack.

The Haunted Tank’s Autopilot dial begins with two clicks of a special power, Clankety-Clankety-Clankety, which lets it use Running Shot and the Ram ability.  To use the Ram ability, the Haunted Tank is given a move action and may only move along a straight horizontal or vertical path.  It may not change its orientation during the move action.  After actions resolve, the Haunted Tank makes a close combat action as a free action and targets all opposing characters that it moved through.  Each character hit is dealt the Haunted Tank’s damage value, and the Haunted Tank is dealt 1 unavoidable damage for each 100 points of characters that were dealt damage during the movement.

The rest of the Haunted Tank’s speed slot has no powers until the last three clicks, when it keeps moving forward with Charge.

In its attack slot, the Haunted Tank’s Autopilot dial starts its dial with a six-click run of Energy Explosion as gunner Rick Rawlins takes aim with the vehicle’s Browning machine gun.  That’s followed by four clicks of Penetrating/Psychic Blast as Arch Asher loads the Haunted Tank with anti-tank rounds.  The Autopilot version of the Haunted Tank has a range of 6 and can carry up to four characters.

Defensively, the Haunted Tank’s Autopilot dial starts with three clicks of Invulnerability to represent its sloped frontal hull armor.  That’s followed by four clicks of Toughness.  For the remainder of its dial, the Haunted Tank gains a special ability, Stuka Patrol! Take Cover!  This special power allows friendly characters adjacent to the Haunted Tank to use Toughness.  When they are dealt damage, roll a d6 and on a result of 1 deal the Haunted Tank 1 damage.

 Now let’s take a look at the Piloted version of the Haunted Tank!

 

The Piloted Haunted Tank comes into play at 136 points, has a range of 8, and can carry up to three characters.  It also has a trait, Nice Shot, Gus! Direct Hit!  With this trait, when the Haunted Tank uses Energy Explosion, damage dealt to the target of the attack is penetrating damage.

Like other Piloted vehicles, the Haunted Tank has a pair of Pilot Abilities.  The first Pilot Ability, General Stuart’s Counsel, requires that the pilot have the Soldier keyword.  General Stuart’s Counsel let’s the Haunted Tank use Outwit.  In addition, give the Haunted Tank a power action and place a hindering terrain marker 6 or fewer squares from the Haunted Tank; all friendly characters occupying or adjacent to the marker modify their attack value by +1.  The hindering terrain marker is removed from the battlefield at the beginning of your next turn.

“Jigsaw Tank” Mechanics” is the second Pilot Ability and recalls a time when the Haunted Tank’s crew had to scavenge parts from a “tank graveyard” to build a new tank.  “Jigsaw Tank” Mechanics requires that the pilot have the Warrior keyword and allows the Haunted Tank to use Support, but only on characters with the Vehicle keyword.  When it does, the result of the attack roll or the amount healed is modified by +1 for each object adjacent to it.  In addition, when the Haunted Tank’s printed damage value is 1, it can use Regeneration.

The Haunted Tank Piloted dial begins its dial with three clicks of the Clankety-Clankety-Clankety special power.  Clankety-Clankety-Clankety makes another three-click appearance mid-dial.

In its attack slot, the Haunted Tank Piloted dial starts with a click of Penetrating/Psychic Blast.  On its third click, the Haunted Tank switches to a short run of Energy Explosion before following up with another click of Penetrating/Psychic Blast.  This pattern repeats itself starting on click 8.

Defensively, the Haunted Tank’s Piloted dial closely mimics the Autopilot version with three clicks of Invulnerability chased by three clicks of Toughness.  It then switches to the Stuka Patrol! special power for three clicks.  The Haunted Tank closes out its dial defensively with Willpower to show that it’s Army strong!

Finally, the Haunted Tank Piloted dial can lob high-explosive anti-tank shells (represented on the dial as Ranged Combat Expert) at opposing characters on its first two clicks, and again on clicks 7 and 9.

Thanks for reading!  Please join us next time as we reveal more secrets from upcoming HeroClix releases.  Until then, keep your clix off their KOs and listen when ol’ General Stuart gives you advice!

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DC HeroClix: Batman Preview

DC HeroClix Batman: Voodoo!

Greetings, HeroClix fans!

Halloween is just a few days away so let’s kick off a week of previews featuring characters with a mystical, macabre or murderous flavor!  For today’s DC HeroClix: Batman preview, we peek in on a woman whose name conjures images of magic, mayhem, and danger.  Please welcome Voodoo of the WildC.A.T.s!

Voodoo comes into play at 91 points and has the Celebrity and WildC.A.T.s keywords to aid in theme team building.  Voodoo begins her dial with a five-click run of a special power in her speed slot, Mind Lock.  This special power lets Voodoo use Mind Control.  When she does, her attack value is modified by +2.  In addition, the target character does not need to be within range or line of fire if Voodoo previously hit it with Mind Control!

The Kherubim warrior Zealot trained Voodoo in the ways of the Coda so her last two clicks respectively feature Charge and Flurry to reflect this training.

Mind Lock isn’t the only special power to start off Voodoo’s dial.  The Sight, Voodoo’s ability to discern whether a person is possessed by a Daemonite, is represented on the first two clicks of her damage slot.  The Sight allows Voodoo and adjacent friendly characters to ignore the use of Shape Change and Super Senses by opposing characters. 

Strangely enough, Voodoo has Daemonite ancestry and this is reflected via Shape Change on the last two clicks of her damage slot.  Mid-dial, Voodoo picks up three clicks of Penetrating/Psychic Blast in her attack slot, then her Daemonite genes kicks in again as she switches to Blades/Claws/Fangs on her last two clicks.  Voodoo can target a single opposing character up to four squares away with her Penetrating/Psychic Blast attacks.

Defensively, Voodoo starts with three clicks of Willpower.  That’s followed by two clicks of Regeneration, which represent the durability and near-immortality granted by Voodoo’s Kherubim DNA.  Finally, Voodoo switches to Combat Reflexes on her last two clicks as her Coda training with Zealot has improved her reaction times.

Thanks for reading!  Please join us on Wednesday when we visit with Arkham Asylum’s resident “zombie” killer.  Until then, keep your nightlight on and keep your clix off their KOs!

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DC HeroClix: Batman Preview

DC HeroClix Batman: Batgirl!

Greetings HeroClix Fans!

Welcome to whole new week, which means we have another preview from the upcoming DC HeroClix: Batman set!  Today we shine the spotlight on a heroine who went from being the Spoiler to Robin, and finally donned the mantle of Batgirl!

Batgirl begins play able to get to where she will do her force the most good thanks to Leap/Climb.  Once in a good spot, a run of Perplex will allow Batgirl to modify a combat value to best help her team, her Electro-Magna-Gooperangs special power will allow Batgirl to use Energy Explosion with two targets, with the added benefit of giving an action token to any characters that are hit by this attack.  Lastly, Toughness will allow some damage reduction for the first half of her dial.

Late-dial, Batgirl can make multiple close combat attacks thanks to a helping of Flurry.  Willpower will allow her to act without fear of pushing damage in this part of her dial.  Batgirl also gains the ability to use Outwit on an opposing character within 5 squares of her due to a special power called In Contact With Proxy. 

Batgirl possesses the Batman Family, and Batman Inc keywords to give her a couple of theme team options, while the Batman Ally team ability will allow her the use of Stealth to keep her fairly well protected on her opponents turn.   At 71 points, Batgirl will be a useful support figure and secondary attacker on whatever force you choose to include her on.

Thanks for reading, and as always, be sure to check back soon as we preview more figures from more upcoming HeroClix releases!

 

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DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Bug!

Greetings HeroClix Fans!

Welcome back as we conclude our Blue & Gold week with the transport of choice for the Blue Beetle (as well as the largest vehicle in the DC HeroClix: Batman set, resting on a 3 x 6 base), The Bug!

As with all of the vehicles found in DC HeroClix: Batman, The Bug can be played as an Autopilot (at 99 points) or Piloted  (at 139 points) addition to your force.   Either way, it can be included on a couple of different theme teams as it has the Justice League, Justice League International and Vehicle keywords.   The Bug is designated with a unique ring, and possesses the Flight and Giant combat abilities, so the Carry ability will always be an option.   In addition to the normal two dials, The Bug has two other dials called Hazardous Environment Dial and The Beetle Dial, which we will get into in a bit.   But first, the Autopilot dial.

The Bug begins play as a solid attack piece utilizing its Hypersonic Speed, while Invulnerability will protect it from counter attack.  A printed 6 range will also allow The Bug to make range attacks.    The Bug also can be a solid support piece for your force, as Telekinesis will allow it reposition figures and objects.  Having the ability to carry 6 figures is a benefit for your entire force, but The Bug goes a step further, with a special power called Skywire, allowing it to pick up friendly characters in squares The Bug passes adjacent to or through when given a move action, even if they weren’t adjacent at the beginning of that move action!

After the opening couple of clicks, The Bug moves into a more close combat orientated section of its dial, as it now has Charge, where it can use its printed 3 damage or use Quake, with its damage value locked at 2, but able to attack figures in up to 22 adjacent squares.  Invulnerability will continue to protect The Bug in this section of its dial.   The next section of dial on The Bug sees the return of both Telekinesis and the Skywire special power, this time with Toughness to provide damage reduction.  The Bug also sees the last click of move and attack on its dial as Charge sees its final click. 

The back end of The Bug’s dial on sees its powers shift again as Quake makes one last appearance before giving way for the rest of the dial to Poison.  Overlapping with these two attack powers are the last clicks of damage reduction, as Toughness makes its last showing on the dial.  Aside from Poison, the Skywire special power reappears for two more clicks at near the end of The Bug’s dial.

On the he Piloted version, nothing much changes on the first third of the dial of The Bug other than combat values.  This version also begins play with Hypersonic Speed, and it will appear on every odd number click of The Bug’s 12 click dial.  Impervious will provide damage reduction, if not allow The Bug to avoid damage altogether.   The Skyline special power is also available on the Piloted version of the Bug, but now it can carry only 5 friendly figures An 8 range with some solid damage potential makes for some great range attacks, or Energy Explosion can be used to try to break up those clusters of opposing figures.

We some new powers appear on the next third of The Bug’s dial; one last click of Impervious gives way to Invulnerability while Poison shows up for two clicks, before switching back for two more clicks of Energy Explosion.  This particular of The Bug’s dial has Perplex to modify a combat value where it will do the most good for your force.  The last section of dial on The Bug has both Poison and Skyline on it, and a final click of Invulnerability gives way to Toughness for the rest of the dial. 

As solid as the Piloted Version of The Bug is, its real value comes from using one or both of its Pilot Abilities and these will bring into play the extra two dials on The Bug.  These two dials will allow a bit of customizing what The Bug can do, allowing you adapt it to suit your needs.  First up is Beetle Built Some Nice Tricks into This Thing.   This ability has the prerequisites of either the Justice League team ability or the Scientist keyword.   “The Bug can use all powers and abilities on the Hazardous Environment dial.  When The Bug would take damage, you may click the Hazardous Environment dial instead.  The Bug is only wrecked when its Piloted dial is knocked out.”   Let’s take a look at what the Hazardous Environment dial adds to The Bug. 

First off, the 6 click Hazardous Environment dial has the Dolphin combat symbol, allowing The Bug to use the Swim ability.   Running Shot is on all the odd number clicks.  The front half of this dial has Willpower, allowing The Bug to act without fear of pushing damage.  The back half has Combat Reflexes, coming in very handy as The Bug has a lot of powers requiring adjacency to an opposing figure.    The attack slot has a special power for its entire length called Hazardous Environment Support, which says, “Give The Bug a move action and after actions resolve, if The Bug carried at least one friendly character, The Bug can use Support as a free action, modifying the result of the attack roll by +1 for each character carried.”  If the Skyline special power is showing on the regular dial of The Bug, the modifier should be easy to get.

The second Pilot ability is called I Know How to Keep this Baby Flying, and has the prerequisites of using either Blue Beetle or Booster Gold as your pilot.  The text of this ability is “The Bug can use all powers and abilities indicated on the Hazardous Environment dial and The Beetle dial.  When The Bug would take damage, you may click either the Hazardous Environment dial or The Beetle dial instead.  The Bug is only wrecked when its Piloted dial is knocked out.”

The defensive slot has a special power for the entire length of the 5 click The Beetle dial called Keep It Together…, that allows you to heal one click of damage on one of the other dials on The Bug immediately after the resolution of a move action.   This, in addition to the Hazardous Environment Support special power can provide a lot of healing for your force.   Beyond this special power, The Beetle dial brings two standard powers that were on the Autopilot dial, but not the Piloted dial, to The Bug.  Charge and Quake bring their uses to The Bug through this Pilot ability.

The Bug concludes our Blue and Gold week here on HeroClix.com.  Thank you so much for joining us and be sure to check back next week as we take a look at a Gotham City heroine who has donned three different identities in her short career!  Until then, have a great weekend and play some HeroClix!

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DC HeroClix: Batman Preview

DC HeroCix Batman: Booster Gold!

Greetings, HeroClix fans!

We are pleased to have you join us as we celebrate Blue & Gold Week at WizKids Headquarters!  For today’s DC HeroClix: Batman preview, we shine the spotlight on a hero who LOVES the spotlight.  Please welcome the “Gold” representative of the Blue & Gold team, Booster Gold!

 

Booster Gold comes into play at 98 points and has a range of seven with one target.  Booster Gold’s powers all come from technology that he, ahem, “borrowed” from a museum in the future so he begins his dial with two clicks of Running Shot in his speed slot as his Legion Flight Ring whisks him into position for a ranged attack.  Flurry appears on his last four clicks as Booster Gold gets caught in the heat of the moment and serves up a plate of knuckle sandwiches.

In Booster Gold’s attack slot, he starts his dial with three clicks of a special power, Skeets, which represents the security robot that assists Booster Gold.  Skeets changes Booster Gold’s Standard attack symbol to the Duo symbol.  Mid-dial, Skeets disappears as Booster Gold utilizes his wrist blasters (Energy Explosion) for three clicks.  Skeets returns on Booster Gold’s last click.

Defensively, Booster Gold’s power suit grants him increased strength, durability, and is light-weight so he starts his dial with a click of Energy Shield/Deflection.  Booster Gold’s suit is also equipped with a force field generated by Brainiac 5’s belt.  This force field is represented via three clicks of Toughness.  Energy Shield/Deflection returns for Booster Gold’s last three clicks.

Although Booster Gold initially became a hero to earn fame and riches, he’s since worked hard to improve his image.  In Booster Gold’s damage slot, he starts with a click of Leadership as he shows his teammate that he’s more than he appears.  On his last two clicks, Booster Gold has Perplex as he gets the better of those who assume him to be a buffoon.

In between Leadership and Perplex, Booster Gold has a special power for the majority of his dial that allows him to shift the odds in his favor.  The Advantage of Time Travel allows Booster Gold to use Probability Control.  When Booster Gold uses it for his own attack roll, he may used Probability Control again as long as the rerolled value is higher than the previous ignored value.

Booster Gold has the JLA team ability and a trio of keywords (Celebrity, Future, and Justice League International) that open up options when adding him to a force.  At 98 points, Booster Gold is an ideal secondary attacker in larger-point games and leaves plenty of room for other teammates.

Thanks for reading!  Please join us next time as we continue Blue & Gold Week and preview a character who’s arguably smarter than Batman.  Until then, keep your clicks of their KOs and don’t tell J’onn J’onzz where his cookies are hidden!

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DC HeroClix: Batman Preview

DC HeroClix Batman: Maul

Greetings HeroClix Fans!

For today’s DC HeroClix: Batman preview, we check in with a hero who can grow to the size of a skyscraper but suffers from decreased intelligence the larger he becomes.  Please welcome a member of the WildC.A.T.s, Maul! 

Maul comes into play at 113 points and possesses a trait, Brute Strength, which allows him to use Super Strength.  In addition, when Maul moves through a square occupied by or adjacent to a non-held object, he may choose to destroy that object.

When he’s not battling Daemonites alongside his WildC.A.T.s teammates, Maul is an award-winning biochemist with a genius-level intellect.  This is reflected in his damage slot via two clicks of Perplex at the start of his dial.  Once Maul is off his top click, he gains a four-click run of Flurry in his speed slot.

In Maul’s defense slot, he starts with two clicks of Toughness that represents his increased durability when he grows in size.  That’s followed by three clicks of Invulnerability at the heart of his dial.  On Maul’s last two Invulnerability clicks, he gains a special power in his damage slot, Half-Titanthrope, which represents his ability to increase his size and appears for the remainder of his dial.  With Half-Titanthrope, Maul has the Giant damage symbol (which grants him the Giant Reach and Great Size combat abilities) and he can use Close Combat Expert.

Following Maul’s Invulnerability clicks, he gains a pair of Impervious clicks as he draws perilously close to losing control of his intellect.  His last click features another special power, Getting…Too…Big, which allows him to use Impervious and Regeneration and represents Maul’s struggle to stay in control.

Maul, naturally, has the WildC.A.T.s and Scientist keywords  but  he also possesses the Brute keyword to open up even more team-building options.  Maul makes an ideal choice if you’re looking for a character that gets stronger and tougher to hit as he gets deeper into his dial.

Thanks for reading!  Please join us next time as we preview more figures from the upcoming DC HeroClix: Batman set!

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DC HeroClix: Batman Preview

DC HeroClix Batman: Blackbat!

Greetings HeroClix Fans!

Welcome back as begin another exciting week of previews.   Today we look at another exciting addition to the upcoming DC HeroClix: Batman set.  We are happy to present to you all with a character born and trained by assassins, accepted into the Batman Family as Batgirl, and now serving as the representative of Batman Inc. in Hong Kong, Blackbat!

Blackbat has an Improved Movement ability entitled Freedom of Movement, which allows her to ignore Elevated Terrain, Hindering Terrain, and Characters for movement purposes.  Blackbat also posseses a trait called Shrouded in Shadow, which allows her to use Smoke Cloud as free action immediately after an opposing character takes damage from her attack.  This will pair up very nicely with her Batman Ally team ability, to provide her cover from most opposing figures.  The Indomitable combat ability will allow Blackbat to act without fear of pushing damage.

The opening bit of Blackbat’s dial allows her to take the fight to nearly any opposing figure within her Charge range, as her Improved Movement ability will let her negotiate most terrain.  Once she bases her opponent, she can make an attack with her printed 3 damage, or attempt to break up clusters of foes with a special power called One Against the Triads, allowing her to use Quake, with the added benefit of giving all hit characters an action token if she rolls doubles.  An opening click of Combat Reflexes will make Blackbat harder to hit in close combat.  Her second click sees Blackbat able to use Exploit Weakness on opposing figures with damage reduction, and Super Senses will allow her try to avoid attacks.

In the middle of her dial, Blackbat switches up her close combat attacks with Flurry, backed up by some of her highest attack values.  Outwit will make sure no damage reducers or avoider is in her way, or she can opt to use it to help her team.  Blackbat is still protected by Super Senses at this point in her dial.

End-dial, Blackbat regains Combat Reflexes as her defensive values reach their lowest point.  Her One Against the Triads special power is back for the rest of her dial. And remember, Blackbat may only have a printed 1 for a damage value, but the use of Quake granted by her special power will lock her damage at 2.  Or, if only one opposing character needs to be targeted, Blackbat can use her newly acquired Close Combat Expert. 

Blackbat has the Batman Family, Batman Inc, and Martial Artist keywords, giving her a few theme team options.  At 100 points, Blackbat brings an aggressive close combat power set that can be an asset to any force you choose to include her on.

Thanks for joining us today.  Be sure to check back later in the week as we bring you more previews from the upcoming DC HeroClix: Batman set!