DC HeroClix: Batman Preview

DC HeroClix Batman: The Bad Samaritan!

Greetings HeroClix fans!

The subject of today’s DC HeroClix: Batman set preview has a past that is clouded in mystery and intrigue.  What we do know, however, is Bad Samaritan has lived up to his name by clashing with the Outsiders and joining the covert agency known as Checkmate as the White Queen’s Bishop.


Bad Samaritan’s dossier shows that he is extremely sensitive to bright light and often wears sunglasses as a result.  Thus, he prefers to do his work in the shadows and shows this preference on his dial via Stealth on his first three clicks.

As a highly skilled assassin, Bad Samaritan possesses the Sharpshooter combat ability, which allows him to make ranged attacks against adjacent opposing characters and ignore opposing characters when drawing line of fire.  If he’s not based by an opposing character, he can take advantage of his range of six.  Bad Samaritan’s training as an assassin manifests itself on his second click when he gains a short run of Penetrating/Psychic Blast.

Although Bad Samaritan has been known to work with others, his true motives are often unknown and he’s been known to betray those he previously assisted.  This tendency is shown via a defensive special power, Plans Within Plans, which allows Bad Samaritan to use Mastermind and Super Senses and appears on the first three clicks of his dial.  Regular use of Mastermind closes out the last two clicks of Bad Samaritan’s dial as he lets others take the fall for him in a cold, calculating manner.

In his damage slot, Bad Samaritan starts with a click of Outwit.  That’s followed by a click of Perplex, which returns on his fourth click.  On his third and fifth clicks, Bad Samaritan gains a special power named Tactician, which allows him to use Outwit.  When he uses it to counter a power or ability of a target, the same power or ability is also countered on any opposing characters that are adjacent to the target!

Bad Samaritan comes in at 83 points and possesses the Calculator team ability, which makes him a Wild Card.  He also has a pair of keywords (Checkmate and Spy) which provide some options for theme team play.  Bad Samaritan makes a great addition to teams that use the Checkmate Additional Team Ability (available under the HeroClix Print and Play link in the Downloads section).

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


DC HeroClix: Batman Preview

DC HeroClix Batman: Beast Boy!

Greetings HeroClix Fans!

Welcome to yet another exciting preview from DC HeroClix: Batman set! Today we take a closer look at a New Teen TItan who is a one-hero menagerie, and looks great in green! However, before we begin we should go back a few sets to the DC HeroClix: 75th Anniversary release wherein we introduced a character with a new mechanic called Morph, DC75 014 Beast Boy!

DC HeroClix: 75th Anniversary included four versions of Beast Boy, (DC75 014) in his human form with the Teen Titans and Outsider team abilities (as well as a healthy helping of Shape Change).  DC HeroClix: 75th Anniversary also provided figure a Bear form for its raw power (figure DC75 015);

For its speed, Beast Boy can become a Cheetah (figure DC75 016):

Last but certainly not least, We have the Beast Boy ‘s T-Rex form (DC75 055), complete with its Giant Size ability  and tiny arms (which aren’t for carrying);

Beast Boy has the ability to shape shift at will from one beast form to another on the move, and this was shown very well by the synergy of these four figures, as a move action would activate the ability to change the figure you were using as your needs changed in the game.  As it has been awhile since Beast Boy has appeared in a set, we felt it was time to revisit him and bring a couple more versions of his near endless arsenal of animal forms to the game.  So, without further ado, we bring two more versions of Beast Boy!

Beast Boy #005 is an aquatic form familiar to Teen Titans fans as he assumes the shape of a Dolphin.  Appropriately, Beast Boy possesses the Dolphin Transporter combat ability, allowing him to use the Swim, Move and Attack, and Carry abilities.  Beast Boy begins play able to use Charge to take the fight straight to your opponent.  Should you choose to use the Move and Attack ability instead, Beast Boy has a special power on the front half of his dial called Grab My Fin! that will help him.  Grab My Fin! allows Beast Boy to ignore the -2 modifier to movement if he begins his Move and Attack action in water terrain.   On his second and third clicks, Beast Boy has Leap/Climb, allowing him to ignore terrain and characters for movement.

Beast Boy #005 has a full dial of damage avoidance due to Super Senses granted to him by another special power, The Flippers Aren’t Just Cute, They’re Quick!   Additionally, this special power allows Beast Boy to use Energy Shield Deflection while he is in water terrain.

On the back half of his dial, Beast Boy has a couple more clicks of Charge as his Grab My Fin! special power is gone.  At this point Beast Boy has shown the usefulness of his fin and flippers, and on his last two clicks, he shows off how useful his tail is as a weapon with Close Combat Expert.

As one would expect, Beast Boy #005 fits with all recent versions of the character with the Morph mechanic (found on the aforementioned Beast Boy forms) at 60 points.   Animal and Teen Titans keywords will give him a couple of theme team options.

Now that he has done battle on land and water, Beast Boy #019 finely takes to the air as this version represents him as a Pterodactyl! Not only does Beast Boy 019 possess the familiar Morph: Beast Boy trait, he also has a trait called The Logan Express that allows Beast Boy to carry up to three friendly characters that share a keyword with him.

Beast Boy  #019 begins play soaring through the skies using Charge to attack your opponent, and to make sure the damage sticks, he utilizes his talons in the form of a couple clicks of Exploit Weakness.  The Indomitable combat ability will allow Beast Boy to attack again without fear of pushing.  A full dial of Energy Shield Deflection will make targeting Beast Boy more difficult from range.

Mid-dial, Beast Boy #019 loses Exploit Weakness, and Charge skips a click before making it’s last appearance.   At the end of his dial, Beast Boy has Exploit Weakness for his last clicks.

Again at 60 points to work with the morph mechanic, Beast Boy #019 still has the Animal and Teen Titans keywords.  An amazing group transport for your Teen Titans or Animal teams  (Beast Boy is also a great figure to play the generic Animal Additional Team Ability on as well!), or if you just want to run 5 versions of Beast Boy in a 300 point game, he will be a welcome addition.

That’s all for today, we hope you enjoyed the trip down memory lane as much as we did!  Thanks for reading and be sure to check back again soon as we preview more figures from upcoming HeroClix releases.  Until then, keep your Clix off their K.O.’s!


DC HeroClix: Batman Preview

DC HeroClix Batman: Red Robin!

Greetings HeroClix Fans!

Welcome back to another preview from the DC HeroClix: Batman set.  Today we visit a hero who deduced the Caped Crusader’s secret identity and became his sidekick.  Today’s preview then eventually struck out on his own and changed his identity to lead the latest version of the Teen Titans; we are pleased to present Tim Drake, Red Robin!

Red Robin possesses a trait called I Know Bruce’s Tricks, which allows him to use Stealth if he is within 8 squares of another character that possesses the Batman Ally team ability.  (Note that this trait doesn’t specify that a figure must be friendly for this to work!)

On his opening click, Red Robin possesses a click of Toughness to protect him from some damage while Leadership allows Red Robin get his team into position with the potential to add another action to your action pool as well as remove an action token from an adjacent friendly figure.

After than initial click, Red Robin takes himself into battle.  Running Shot with the Flight combat ability will help him work around the Stealth granted by his trait as he rushes into battle.  A 4 range may be on the shorter side, but it will get him close enough to the action to set up the back end of his dial.  Perplex will allow Red Robin modify a combat stat where it will do himself or his team the most good.  Defensively, Red Robin has a special power called My Wings Will Protect Me that allows him to use Energy Shield Deflection, and if targeted by a range combat attack, Toughness as well.

Towards the end of his dial end, Red Robin gains Flurry on every click as he engages his opposition, while some more Toughness helps protect him from damage.  Red Robin also has a couple of clicks of Outwit to deprive an opposing figure of a key power.

Red Robin possesses the Teen Titans team ability to allow him to heal himself or an ally using this team ability.  The Batman Family, Detective, Teen, and Teen Titans keywords will provide plenty of theme team options for Red Robin to be put on.  At only 80 points, Red Robin brings a solid array of support powers, and will make an excellent secondary attack piece as he backs up his team’s heavy hitters!

Thanks for joining us and be sure to come back soon as we preview more figures from  the upcoming DC HeroClix: Batman set!

DC HeroClix: Batman Preview

DC HeroClix Batman: Grifter!

Greetings HeroClix Fans!

Today we enjoy a special BONUS preview from the upcoming release of DC HeroClix: Batman! We check in with a former member of the Team 7 special forces unit, master con-man, and all-around rogue.  We are pleased to present the WildC.A.T.s’ resident master shootist, the Grifter!

Trouble often finds its way to Grifter’s doorstep, and when it comes to visit Grifter often responds with both barrels a-blazing! Maneuvering around the battlefield thanks to an opening click of Running Shot, Grifter is able to target opposing figures thanks to his two targets at 8 range.  Penetrating/Psychic Blast demonstrates Grifter’s ability to hit his targets’ weak points with pinpoint accuracy, while the Sharpshooter ability represents Grifter’s mastery of any firearm (including his trademark VAD PP-30’s!) and ensures he is equally deadly at close and ranged attack distances.

After his initial click Grifter gains the Quickfire special power .  When Grifter is given a ranged combat action using Quickfire, he can potentially make a second ranged combat attack as a free action after the first ranged attack resolves! Grifter also gains Perplex for a couple of clicks to represent his fast-talking ways, further enhancing his early-dial capabilities.

Late-dial Grifter gains a single click of Telekinesis to represent his (often unreliable) Gen-Factor mental powers, while he trades Perplex for a couple of end-dial clicks of Ranged Combat Expert.

Initially, Grifter alternates between Willpower and Super Senses throughout most of his dial until his last click where he gains Regeneration, allowing him to potentially return as high up on his dial as his second click!

With consistent and modest damage potential on every click and synergistic power and ability combinations on almost every click, Grifter is a great deal at 88 points.  The Soldier and WildC.A.T.s keywords offer both named and generic theme team options while his combat values, abilities, and powers make Grifter a solid choice as a ranged secondary or tertiary attack piece for many strategies.

That’s all we have for today, but be sure to join us again next week as we continue to explore Gotham City and hopefully avoid a run-in with one of the world’s deadliest warriors! Until then, stay on that top click!

DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – G.C.P.D. Cruiser!

Greetings HeroClix Fans!

Welcome back to another Vehicle preview from the upcoming DC HeroClix: Batman set.  Today we look at the transport of choice of the Gotham City Police Department, the GCPD Cruiser!


As with the other Vehicles previewed from the DC HeroClix: Batman release, GCPD Cruiser can be played in one of two ways, Autopilot at 52 points, or Piloted for 68 points.  Either way, the GCPD Cruiser possesses the Gotham City, Police and Vehicle keywords, as well as the Police team ability.

The Autopilot version of GCPD Cruiser possesses a 5 range and is able to carry 2 passengers.  Initially, the  GCPD Cruiser  enjoys a couple clicks of Toughness, as well as an opening click of Enhancement (which always pairs very nicely with the Police team ability).

On its second click, GCPD Cruiser gains the Tactical Response special power which allows the use of Perplex as long as the target is adjacent to the GCPD Cruiser. Depending on how one maneuvers the GCPD Cruiser, it will have its share of targets for the Tactical Response special power due to its 2 x 4 base size on the map.

Mid- to late-dial the GCPD Cruiser gains Willpower, allowing it to act without fear of pushing damage for the rest of its dial.  On its last two clicks, GCPD Cruiser exchanges the Tactical Response special for the return of Enhancement. 

The Piloted version of GCPD Cruiser possesses a 6 range and may carry one passenger.  GCPD Cruiser begins play being able to ignore push damage thanks to Willpower, and begins play with the Tactical Response special power, again allowing it to use Perplex on adjacent characters.

Mid-dial, as the GCPD Cruiser loses Willpower, Enhancement appears for a few clicks.  After this, the Tactical Response special power returns for the remainder of its dial, and finally three clicks of Incapacitate rounds out the dial of GCPD Cruiser.

GCPD Cruiser possesses two Pilot abilities.  The first is Clear the Streets, and this ability has a prerequisite of either the Gotham City keyword or the Police team ability.  Once per turn, when GCPD Cruiser passes through a square occupied by an opposing carrier, immediately place that character in a square within 3 squares and line of fire to its current square and deal it 1 unavoidable damage, then complete GCPD Cruiser’s movement.

The second ability is Cuffed to the Bumper, and the prerequisite for this ability are a figure with either “GCPD’’ or Gordan” in its name.   GCPD Cruiser can use Plasticity; characters that automatically break away or ignore characters for movement purposes do not automatically break away or ignore GCPD Cruiser for movement purposes.

Both abilities allow the GCPD Cruiser’s controller to manipulate and control the battleground as they maneuver the GCPD Cruiser around the map.  The ability to move opposing figures (Clear the Streets) and potentially tie up figures who normally ignore other characters for breakaway (Cuffed to the Bumper) can really throw a monkey wrench into the opposing team’s plans! Consider also the Tactical Response special power and the Police team ability, and the Piloted GCPD Cruiser is an excellent addition to your force at only 68 points!

Thanks for joining us for this latest Vehicle preview! Be sure to check back soon as we preview a WildC.A.T. from the upcoming DC HeroClix: Batman set who has spent more time in the back of police cruisers than he cares to admit.  Until then, keep those Clix off their K.O.s!

DC HeroClix: Batman Preview

DC HeroClix Batman: August General In Iron!

Greetings HeroClix Fans!

Welcome back as we continue to explore the DC HeroClix: Batman set.  Today’s preview takes us to a member of the current lineup of the Justice League International as well as the leader of the Chinese Government’s ‘super-functionary’ program, August General in Iron!

August General in Iron begins play using Charge to engage the opposition, and once in position to make an attack, he can choose between a standard close combat action, or he can use his special power, As the Party Requires.  This special power allows August General in Iron to use Quake with the added bonus of a choosing one hit figure to take the damage as penetrating damage.  Impervious will allow August General in Iron to reduce damage for a few clicks, if not ignore it outright.  August General in Iron has a 0 printed range, but brings range support to your force with his only click of Enhancement.

Next up on August General in Iron’s dial, he gives up Enhancement and Charge to be able to pummel a foe or two with Flurry.  Rounding out the first half of August General in Irons dial is Exploit Weakness.  The Indomitable combat ability will allow August General in Iron to ignore pushing damage as he moves to grab an object with Super Strength, and then use it on an opposing figure.  A click of Regeneration will give August General in Iron the opportunity to heal back to the top of his dial.

August General in Iron starts the back half of his dial in much the same way as the front half.  Charge and his As the Party Requires special power are back, this time with Invulnerability to reduce damage.  On his next click, he trades his special power for a couple of clicks of standard Quake, while still being able to use Charge.  One more click of Flurry shows up before the end of his dial.  On his last click, August General in Iron has the option to make his close combat attack stick with Exploit Weakness or attempt to heal back to mid-dial with another click of Regeneration. 

August General in Iron has the Justice League team ability, allowing him to move without using and action from your action pool.  August General in Iron will find his way onto a few theme teams with Great Ten, Justice League International, and Soldier keywords.  At 142 points, August General in Iron will be a great addition to whatever team you choose to build around.

Thanks for reading, and be sure to come back soon as we explore more figures from the upcoming DC HeroClix: Batman set!



DC HeroClix: Batman Preview Prime Figures

DC HeroClix Batman: Hush…And Bruce Wayne?

Greetings HeroClix Fans!

For today’s DC HeroClix: Batman preview we examine a man who was a childhood friend of Bruce Wayne who eventually became bitter enemies with the heir to the Wayne fortune.  Please welcome Dr. Thomas Elliot, also known as Hush!


Hush comes into play at 107 points and has the Batman Enemy team ability, which allows him to replace his attack value with the unmodified attack value of an adjacent character using the same team ability.  Hush also starts with a trait, A Better Enemy, which works as a complement to the Batman Enemy team ability.  When Hush replaces his attack value, it’s then modified by +1 if it’s not already modified by this effect.  In addition, A Better Enemy allows Hush to ignore the Batman Ally team ability.

Characters with the Batman Ally team ability may not be hidden from Hush, but he’ll be hard to spot as he possesses Stealth on all but his last two clicks.  Hush’s attack slots don’t show any standard or special powers but he has a range of five and has the Sharpshooter combat ability, which allows him to ignore opposing characters when drawing line of fire and make ranged combat attacks that target adjacent opposing characters.

Hush also has the Indomitable combat ability, which allows him to use WillpowerHush starts his dial with four clicks of a special power, Faces of Wayne, which lets him use Mastermind and Shape Change.  His last three clicks feature no standard or special powers in his defense slot.  Another special power appears on the first two clicks of Hush’s damage slot.  The Surgeon Cuts allows Hush to use Exploit Weakness and SupportOutwit occupies the damage slot on Hush’s last five clicks to show that he’s one step ahead of his opponents.

For theme team play, Hush has a pair of keywords (Celebrity and Gotham Underworld) that provide some options when including him on a force.  Hush has a steady set of attack and defense values up front, and when used wisely A Better Enemy makes him a threat your opponent won’t want to ignore.

In the Heart of Hush storyline from Detective Comics, Hush had plastic surgery performed to make him look identical to Bruce Wayne.  In the DC HeroClix: Batman set, #037b Bruce Wayne is Hush masquerading as the wealthy head of Wayne Enterprises.

This version of Bruce Wayne is a Prime character, as shown by the green background on the character card and the green ring around the base.  Prime characters take the Unique game mechanic to another level in that you may only field ONE Prime character per force regardless of the build total.  Bruce Wayne comes into play at 95 points and has the Calculator team ability, which makes him a wild card.

Bruce Wayne hits the battle map with a pair of traits that play off Hush’s scheme to impersonate the Batman’s secret identity.  The first trait, Infiltrating the Batman Family, allows Bruce Wayne to use the Batman Ally team ability if no friendly characters on the map possess it.  The second trait, I Will Strike Wayne Through Those Most Dear to Him, allows Bruce Wayne to ignore Stealth.

Whereas Hush preferred to manipulate behind the scenes, Bruce Wayne is willing to run and gun and starts with Running Shot in his movement slot.  He also has a range of five and can target two characters with ranged attacks.  Toughness is on the first two clicks of Bruce Wayne’s defense slot as he boasts that his hardships have hardened him.  Bruce Wayne also possesses the Indomitable combat ability.

In his damage slot is a special power, Brilliant Surgeon…..After Turning the Knife On Myself, which represents the lengths Thomas Elliot is willing to go for revenge against his childhood friend.  This special power allows Bruce Wayne to use Outwit, Shape Change and Support.  In addition, when Bruce Wayne uses Support, you don’t subtract 2 from the d6 roll.

Running Shot disappears on Bruce Wayne’s second click while Penetrating/Psychic Blast appears in his attack slot.  Brilliant Surgeon… is replaced by Shape Change as Bruce Wayne continues to his ruse.  Mid-dial, Bruce Wayne confuses his opponents by mixing ranged- and melee-based powers on his third click.  Running Shot returns and provides a nice partner for Bruce Wayne’s second click of Penetrating/Psychic BlastBrilliant Surgeon… returns to the damage slot.  However, defensively Bruce Wayne drops Toughness in favor of Combat Reflexes as he reaffirms his dedication to beating Batman.

As we reach Bruce Wayne’s fourth click, we see that Running Shot remains but Penetrating/Psychic Blast has been abandoned.  Brilliant Surgeon… has disappeared again and in its place is Exploit Weakness.  On click five, Bruce Wayne has settled in as a close-combat attacker and gains Blades/Claws/FangsToughness replaces Combat Reflexes while Brilliant Surgeon… makes it final appearance on the dial.  On Bruce Wayne’s last click, Toughness and Blades/Claws/Fangs remain but Brilliant Surgeon… is again replaced by Exploit Weakness.

Bruce Wayne is a viable candidate for many forces and has the Batman Family, Celebrity and Gotham City keywords for ease in theme team building.  His combat values remain steady throughout his dial, with attack values that never dip below 9 and defense values that never fall below 16.

Thanks for reading!  Join us for our next DC HeroClix: Batman preview when we travel to China and visit with one of that country’s oldest “super-perfunctories.”

DC HeroClix: Batman Preview

DC HeroClix Batman: Warblade of the WildC.A.T.s!

Greetings HeroClix Fans!

You’ll want to be very careful when shaking hands with the subject of today’s DC HeroClix: Batman set preview.  Making his HeroClix debut, please welcome Warblade from the WildC.A.T.s!

Warblade comes in at 92 points and is a unique, as noted by the silver background on his character card and silver ring around his base.

After the alien Daemonites killed his parents, Warblade trained in the martial arts to avenge their deaths.  Warblade begins his dial with two clicks of Charge to quickly get him into combat.  This is followed by two clicks of Flurry to represent his martial arts training.  The next two clicks of Warblade’s movement slot don’t have any powers but Charge and Flurry respectively return on his last two clicks.

As his name implies, Warblade can create deadly blade-shaped objects from his body.  This ability is represented by Blades/Claws/Fangs on Warblade’s first click and reappears on clicks three, five, and seven.  Exploit Weakness appears on clicks two, five, and seven.

Defensively, Warblade has the Indomitable combat ability which allows him to use Willpower.  He begins with two clicks of a special power, Bio-Morphic Shield, which represents Warblade’s body shifting into a defensive stance and his Kherubim heritage granting him enhanced durability.  Bio-Morphic Shield lets Warblade use Toughness.  In addition, if Warblade has no action tokens he can use Barrier as a free action until your next turn but he can only place up to two terrain markers.  This power reappears on clicks five and seven.

On Warblade’s third click he has no defensive powers but the combination of Flurry and Blades/Claws/Fangs makes him a deadly offensive threat.  Warblade’s Kherubim blood grants him a high degree of resistance to pain and damage.  This ability to bounce back from an attack and keep the fight going is represented via Regeneration on Warblade’s fourth, sixth, and eighth clicks.  At these points in his dial, Warblade also has Close Combat Expert to show that he’s no slouch in a fight even when he’s not using his blades.

Warblade has two keywords, Martial Artist and WildC.A.T.s, which limit his options in theme team play.  However, at 92 points he leaves plenty of room on a force for additional attackers and support characters.  In Golden Age play, you can assign Warblade the Automatic Regeneration and Vampirism feats (available under the HeroClix Print and Play link in the Downloads section).

Thanks for reading!  Join us next week as we uncover more secrets from the DC HeroClix: Batman set!


DC HeroClix: Batman Preview Prime Figures

DC HeroClix Batman: Sasha Bourdeaux and the Black Queen!

Greetings HeroClix Fans!

And welcome as we continue to explore the upcoming DC HeroClix: Batman set.   Today we look at a former bodyguard of Bruce Wayne, partner to the Caped Crusader, and the eventual OMAC powered Black Queen of Checkmate, Sasha Bordeaux!

Sasha Bordeaux begins play with a trait called Bodyguard, which says to choose another friendly character as a Client at the beginning of the game.  At the end of your turn, if Sasha Bordeaux is within 4 squares and line of fire of the Client, she may be placed adjacent to the Client.  What good is this trait to her Client?  It synchs up very well with her defense special power Executive Protection.  This power allows Sasha Bordeaux to modify her defense by +1 against close combat attacks, as well as use Defend if the attacker is within line of fire.  An opening click of Flurry pairs nicely with this she should be in close combat.

After her initial click of Flurry, Sasha Bordeaux has a couple of mid-dial clicks of Charge to be able to take the fight to an opposing figure.  If, after this attack, Sasha Bordeaux would be better off somewhere else, her Charge shouldn’t take her out of range of her Bodyguard trait.

On her last two clicks, Sasha Bordeaux once again has Flurry.  Also showing her never give up attitude on these clicks is Willpower.

Sasha Bordeaux has the Batman Ally team ability to show her stint working with the Dark Knight.  The Gotham City and Police keywords will give her a couple of theme team options.  At 50 points, Sasha Bordeaux will bring a useful team ability for any team with Wildcards a unique way to protect a key figure on your force.

We also mentioned that Sasha Bordeaux was the Black Queen of Checkmate, and Prime figure #023b in this set represents her as such.


Black Queen has a trait called OMACtivated.  This trait allows Black Queen to select a team ability an opposing figure can use at the beginning of the game, and make it uncopyable.  In addition, Black Queen can’t be targeted by Incapacitate or Mind Control, and when she is targeted by Penetrating/Psychic Blast, she modifies her defense by +2.

Black Queen has the Improved Movement: Hindering Terrain ability.  This works very well with all powers in her movement slot, particularly an opening click of Stealth.  An opening click of Toughness will provide some protection from counter attack.  Black Queen can also deprive the opposing force of a key power with the use of Outwit.  The Indomitable combat ability will allow her to act without fear of pushing.

On her second click, Black Queen picks up a run of a movement special power, Optimized Targeting Optics and Infrared Vision.  This special power allows Black Queen to use Running Shot, and, ignore opposing character’s Stealth.  Black Queen upgrades to her only click of Invulnerability, before changing back to Toughness.   Black Queen switches support powers at this point to a couple of clicks of Perplex.  

Click four offers an interesting choice.   Go for the KO on a figure with a 3 damage and Pulse Wave, still able to use Running Shot, or use Regeneration to get Black Queen back into damage reducers.  After this, Black Queen loses her Optimized Targeting Optics and Infrared Vision special power, keeping Pulse Wave and another click of Outwit.  Combat Reflexes will make her harder to hit close combat for a couple of clicks.

At the end of her dial, Black Queen sees one more click of her Optimized Targeting Optics and Infrared Vision special power.  On her last click, Black Queen has one has one more click of Outwit, and again gets the ability to attempt to heal due to Regeneration.

Black Queen brings the Calculator wildcard team ability to help herself, and the Police team ability to help her allies.  Black Queen has the Checkmate, Robot, and Spy keywords for plenty of good theme team options.  At 135 points, Black Queen will be a solid cornerstone with plenty of room for support on any force you choose to include her on.

That is all for today.  Be sure to come back Friday as we preview a member of a Covert Action Team with a killer handshake from the upcoming DC HeroClix: Batman set!

DC HeroClix: Batman Preview

DC HeroClix Batman: Socialist Red Guardsman!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming DC HeroClix: Batman set.  Today, we are pleased to present a member of the Chinese Government’s ‘super-functionary’ program, the Great Ten, making his HeroClix debut.  Ladies and Gentlemen, Socialist Red Guardsman!


Socialist Red Guardsman begins play utilizing his 6 range and two targets to do as much damage as possible with an opening run of Energy Explosion.  Invulnerability represents the containment armor Socialist Red Guardsman is forced to wear to keep his solar powers in check.  Enhancement represents the control his government keeps over all of the Great Ten.  On his second click, Toughness replaces Invulnerability for a few clicks of his dial.  Though his armor is quite heavy, shown by his low movement values, Socialist Red Guardsman gains couple of clicks of Running Shot.

Mid way through his dial, Socialist Red Guardsman trades Energy Explosion for Pulse Wave, which will cover the last half of his dial.   Damage reduction is given up for the ability to pour on the damage as Willpower allows Socialist Red Guardsman to act without fear of pushing damage for the rest of his dial.

Socialist Red Guardsman has the ability to dish out some solid damage with his printed damage values and attack powers, but his trait allows him to be even more dangerous.  Runaway Reactor allows Socialist Red Guardsman to deal penetrating damage when he uses Energy Explosion, and he can choose not to halve his range value when he uses Pulse Wave.  In either case, Socialist Red Guardsman is dealt 1 unavoidable damage after the attack resolves.

Socialist Red Guardsman possesses the Armor and Great Ten keywords, giving him a couple of theme team options.  At only 78 points, Socialist Red Guardsman brings an aggressive power set and solid stats to any force you choose to include him on.

That’s all for this time.  Thanks for reading, and as always, be sure to come back later in the week as we preview another figure from the upcoming DC HeroClix: Batman set!