DC HeroClix: Batman Preview Vehicles

The Vehicles of DC HeroClix: Batman – The Invisible Jet!

Greetings HeroClix Fans!

For today’s DC HeroClix: Batman preview, we take a look at a vehicle in the DC Universe that is arguably only surpassed by the Batmobile in terms of recognition and popularity.  We present to you Wonder Woman’s Invisible Jet! (click on image below to enlarge)


The Invisible Jet can be played in either Autopilot mode for 50 points or Piloted mode for 106 points.  Both versions have the Amazon, Justice League, Justice Society, and Vehicle keywords.  Both versions also have a range of six and can target a single character with ranged attacks.

The Autopiloted Invisible Jet hits the map with a trait called Difficult to Spot which modifies its defense value by -1 against ranged combat attacks for each opposing character adjacent to it.  The Piloted version also has a trait, Invisible, in which any character within five squares from the Invisible Jet can’t draw line of fire to it.

When Autopiloted, the Invisible Jet begins with three clicks of Phasing/Teleport as it flies at supersonic speed.  Defensively, it starts with two clicks of Energy Shield/Deflection which makes it a difficult target to hit with ranged attacks.  Energy Shield/Deflection is followed by three clicks of a special power, Taking Cover Beneath The Wings.  With this power, friendly characters adjacent to the Invisible Jet can use Super Senses but only succeed on a roll of 6.  In addition, when they use Super Senses and roll a 1 or 2, after actions resolve the Invisible Jet is dealt one unavoidable damage.  In the same three slots as Taking Cover Beneath The Wings, the Invisible Jet has Shape Change to make it even more difficult to attack.

As we reach the back half of the dial, the Invisible Jet drops Taking Cover Beneath The Wings and picks up a click of Regeneration.  That’s followed by three more clicks of Taking Cover Beneath The Wings and another click of Regeneration on the Invisible Jet’s final click.  Offensively, the Invisible Jet picks up Pulse Wave on its last four clicks.

The Autopiloted Invisible Jet possesses the <Standing Man/Passenger> 4 symbol, which allows it to transport up to four friendly characters without the -2 penalty to its speed value for using the Carry combat ability.

The Piloted version of the Invisible Jet possesses the <Standing Man/Passenger> 3 symbol and begins its dial with a five-click run of Phasing/Teleport.  Like its Autopiloted counterpart, it picks up Pulse Wave toward the end of its dial.  In this instance, the Piloted Invisible Jet has six clicks of the power starting on its eighth click.

Defensively, the Invisible Jet starts with three clicks of Taking Cover Beneath The Wings.  Those clicks are backed by Shape Change in the damage slot.  Shape Change sticks around for another click but Energy Shield/Deflection becomes the Invisible Jet’s defensive power of choice for the next three clicks.  A slightly longer run (five clicks) of Taking Cover Beneath The Wings follows Energy Shield/Deflection.  On the Invisible Jet’s last four clicks it Regeneration and Shape Change.

The Invisible Jet has a pair of Pilot Abilities, Purple Ray Rejuvenation and Extended Dome.

The prerequisite for Purple Ray Rejuvenation is that the pilot must have the Amazon keyword, the Justice Society team symbol or the Justice League team symbol.  When the Invisible Jet carries a character, after actions resolve, one carried character that has no action tokens may be given a non-free action this turn.  However, if you do then that character is given a second action token after the action resolves.

The prerequisite for Extended Dome is that the pilot must be named Artemis, Donna Troy, Queen Hippolyta, Troia, Wonder Girl or Wonder Woman.  After the resolution of a move action made by the Invisible Jet, it can immediately use Barrier as a free action and place six blocking terrain markers instead of four.  When Barrier is used as part of Extended Dome, two of the blocking terrain markers must be adjacent to the Invisible Jet but not to each other.

Thanks for reading!  Join us next week for more DC HeroClix: Batman previews, including visits with two characters that are making their HeroClix debuts!

DC HeroClix: Batman Preview

DC HeroClix Batman: KGBeast!

Greetings, HeroClix fans!

Welcome back as we take a look at another figure from the upcoming DC HeroClix: Batman set.  Today we go inside the KGB to examine an assassin sent to America to kill high ranking officials, the last of whom was the President of the United States as he was visiting Gotham City.  A canny opponent and capable foe, we are pleased to present the KGBeast!

KGBeast begins play maneuvering into position and seeking out the best vantage point s to strike thanks to an opening run of Leap/Climb.  Along the way, KGBeast can utilize a couple of clicks of his Super Strength to grab a handy object to pummel a foe.   Early- to mid-dial, Willpower demonstrates his tenacity and dedication to the mission while allowing him to ignore pushing damage.

However, if ranged combat attacks are more your bowl of borscht the KGBeast can deliver thanks to his intensive sniper training.  While the KGBeast possesses a printed 0 range normally, he has a special power called Long Distance Sniper which grants him an 8 range(!) and modifies his attack by +2 when making a ranged attack while he occupies hindering terrain.

Mid-dial, KGBeast demonstrates his extensive martial arts training as he enjoys a small stretch of Flurry.  It’s also at this point in the dial we see probably one of the most memorable moments of his introductory storyline, The Ten Nights of the Beast, represented as  KGBeast gains a cybernetic prosthesis to replace the limb he sacrificed evading capture (as well as leaving a shocked Caped Crusader in his wake).  The Prosthetic Weapon special power grants KGBeast the use of Blades/Claws/Fang but with a twist;  if his Blades/Claws/Fangs roll happens to be a 1 or 2, the damage dealt is penetrating, but if the result is 5 or 6 his damage value becomes 4 and is locked.

KGBeast  possesses damage reduction for the last half of his dial in the form of Toughness, and his defense numbers climb back up to their highest values.  At the end of his combat dial, KGBeast’s last three clicks also allow him to do more damage with Close Combat Expert. 

Should you choose to pair KGBeast with other figures using the Batman Enemy team ability, his attack values are pretty solid to share.  For theme team play, KGBeast is limited to the generic keywords Soldier and Spy which is apt considering he trained as a lone gunman.  For only 82 points, KGBeast brings solid combat values and an aggressive power set to whatever force you choose to include him on.

That is all for today.  Be sure to come back Friday as we continue to look at more exiting content from the upcoming DC HeroClix: Batman set.

DC HeroClix: Batman Preview

DC HeroClix Batman: Big Barda!

Greetings, HeroClix fans!

Remember that DC HeroClix fan vote held last year?  For today’s DC HeroClix: Batman preview, we catch a Boom Tube from Granny Goodness’s Home for Orphaned Youth on Apokolips and travel to suburban Bailey, New Hampshire for a visit with the winner of that fan vote, Big Barda! 

Big Barda comes in at 148 points and is a unique, as noted by the silver background on her character card and the silver ring on the base of her dial.  She begins play with a pair of traits:  Boom Tube and I Will Stand My Ground.  With Boom Tube, once per game give Big Barda a double power action to use Phasing/Teleport as if she had a speed value of 12.  After actions resolve, you may give her a close combat or ranged combat action as a free action.  The second trait modifies Big Barda’s defense value by +1 for each action token assigned to her.

Trained by Granny Goodness to be a warrior and lead the Female Furies, Big Barda starts her dial with three clicks of Charge and Super Strength.  With that combo, Big Barda can dish out between 6 and 7 clicks of damage if she attacks with an Ultra Heavy Object!  Super Strength remains on her next three clicks but Charge is replaced by four clicks of Flurry as her fists furiously fly into the faces of those foolish enough to confront a warrior born of fire and steel!  (Try saying that three times fast!)

The Mega-Rod is Big Barda’s primary weapon and she also carries a multipurpose Mother Box, both of which are represented as a special power in the first five clicks of her damage slot.  Mega-Rod & Mother Box allows Big Barda to use Penetrating/Psychic Blast and Quake.  The latter power works nicely with Big Barda’s Charge ability while Penetrating/Psychic Blast should come in handy to hurt opposing characters with damage-reducing powers.  On Big Barda’s last three clicks she puts away the Mega-Rod and Mother Box and instead uses Close Combat Expert as she rolls up her sleeves and engages in some fisticuffs.

Big Barda is fiercely devoted to her husband, Scott Free (aka Mister Miracle), and starts her dial with a click of Impervious to show that she’ll protect him no matter the cost.  That’s followed by two clicks of Invulnerability as her Apokaliptian armor protects her.  As a New God, Big Barda’s natural durability kicks in via two clicks of Toughness while Regeneration appears at the end of her dial to represent her status as an immortal.  Big Barda also has the Indomitable combat ability, which allows her to use Willpower and, as a result, ignore pushing damage.

Although Big Barda enjoys living in the ‘burbs with Mister Miracle (and his manager, Oberon), in the past she has been active on the roster of the Justice League and other teams.  This is reflected in the array of named keywords and the Justice League team ability she possesses.

Big Barda packs a punch with attack values that never dip below double digits until her last two clicks.  Her Mega-Rod & Mother Box special power offer options when she’s attacking.  At 148 points, Big Barda makes an excellent centerpiece for smaller-point forces.

That’s all for now!  Join us later this week for our next DC HeroClix: Batman preview as we take a look at an assassin who literally once gave Batman a hand!

DC HeroClix: Batman Preview

DC HeroClix Batman: Hugo Strange!

Greetings HeroClix Fans!

Our previews for the DC HeroClix: Batman set continue as we visit with a scientist who has come back to haunt the Caped Crusader several times.  At one point, he even impersonated Batman!  Please welcome Professor Hugo Strange!


Hugo Strange comes in at 89 points and begins play with a trait which represents his knowledge that Bruce Wayne is secretly Batman.  With I Know You As Myself, other characters that are within four squares of Hugo Strange can’t use Outwit or Perplex, two standard powers that are often possessed by the Gotham’s Dark Knight and his allies!

A master of psychology and chemistry, Hugo Strange starts his dial with a click of Mind Control in his movement slot.  He then switches to two clicks of Flurry as he lets anger dictate his actions.  Mind Control returns on Hugo Strange’s final two clicks.

In the first two clicks of his attack slot, Hugo Strange has a special power that represents him administering his growth hormone serum on others.  To use Monster Men Serum, give Hugo Strange a free action to choose an adjacent friendly character.  The chosen character can use Charge, Quake, and Super Strength until the end of your turn.  Hugo Strange’s Monster Men Serum does have a side-effect:  At the end of your turn, deal the chosen character one unavoidable damage. 

Physically, Hugo Strange has strengthened his body in order to take on Batman.  In his defense slot, Hugo Strange starts with Combat Reflexes to show just how much he’s trained.  As he moves to his second click he switches to Willpower to ignore pushing damage.  Combat Reflexes returns on Hugo Strange’s third click.

In his damage slot, Hugo Strange starts with two clicks of Outwit as his analytical skills put him over his opponents.  Perplex occupies the last two clicks as Hugo Strange spins the outcome of a confrontation in his favor!

Hugo Strange has the Batman Enemy team ability, which allows him to replace his attack value with the unmodified attack value of an adjacent friendly character using the same team ability.  He also has a trio of keywords (Arkham Asylum, Gotham Underworld, and Scientist) that offer options when incorporating him onto your force.

At 89 points, Hugo Strange leaves room for other characters who may benefit from his Monster Men SerumI Know You As Myself should complicate things for Gotham City’s heroes when they seek to target professor Hugo Strange with Outwit or Perplex!

Thanks for reading!  Please join us for our next DC HeroClix: Batman preview.  Until then, keep your Clix off their KOs!

DC HeroClix: Batman Preview Prime Figures

I Shall Become a BAT – Batman, the Caped Crusader!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: Batman set continues today with a closer look at Batman and some of his winged friends!

Batman begins play with a trait, Flock of Bats, which plays into his analysis that criminals are a superstitious cowardly lot who are fearful of the image of a bat.  To use Flock of Bats, give Batman a free action to attach an adjacent Flock of Bats to his base or remove an attached Flock of Bats and place it in an adjacent square.  When a Flock of Bats is attached, Batman can use its special power but the flock does not return to your starting area after the special power is used. If Batman is KOd with a Flock of Bats attached, place any attached Flock of Bats in an adjacent square before removing him from the game.

We’ll go into more detail later about what each Flock of Bats can do but for now let’s not keep the Dark Knight waiting and take a look at his dial!

Batman clocks in at 88 points.  He also has a 60-point starting line on his fourth click that is used when he is brought into play via #002 Bruce Wayne’s Alter Ego: Batman special power.  Batman also has the Improved plus on his base and his character card shows that he has an Improved Movement combat ability titled I Will Be Where I’m Needed.  This ability allows Batman to ignore elevated terrain, hindering terrain, and characters while moving.

Batman has a range of six and can target a single character with his ranged attacks.  However, Gotham City’s protector starts his dial by taking the fight up close with three clicks of Charge in his movement slot.  His attack values stay consistent throughout his dial, never dipping below a 10. Mid-dial, Batman gains two clicks of Quake to let his foes know that he will never be outnumbered! Defensively, Batman has the Indomitable combat ability and starts with four clicks of Combat Reflexes.

Batman’s damage slot starts with two clicks of Outwit to show that he’s smarter than Gotham’s criminal element. He then gains two clicks of Perplex to represent his preparedness in fighting crime.  Finally, Batman ends his dial with two clicks of Close Combat Expert to show his superior fighting skills.

This version of Batman has the Batman Ally team ability and only one keyword (Batman Family) but is an excellent addition to any force.

What’s this?  A black bat has just flown through the window!  A creature of the night! It must be part of the Flock of Bats (Black) that can attach to BatmanFlock of Bats (Black) costs 13 points and has a trait, Small, But Annoying, which prevents it from using the Carry ability.  The Flock of Bats (Black) has Plasticity in its movement slot and a special power in its damage slot, Shadow of the Bats.  When Flock of Bats (Black) is given a power action to use Shadow of the Bats, until the beginning of your next turn, squares that are adjacent to this Flock of Bats are hindering terrain for line of fire purposes.  When this special power is used, at the beginning of your next turn place this Flock of Bats in your starting area.

Whew!  That was interesting! We’ll take a look at another Flock of Bats later but now let’s turn our attention to The Caped Crusader!

The Caped Crusader is a Prime character, as noted by the green ring around his base and the green background on his character card.  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.

Weighing in at 139 points, The Caped Crusader has an Improved Movement ability, My Surroundings Can Be Advantageous, which allows him to ignore elevated terrain, hindering terrain, and characters while moving.  The Caped Crusader also has a pair of traits.  The first trait, Allies in Darkness, allows The Caped Crusader to begin the game with a Flock of Bats attached to his base at no additional cost.  While at least one Flock of Bats is attached to The Caped Crusader, he can use Super Senses.  You may give an attached Flock of Bats a move action to detach from The Caped Crusader and move on the map.  When The Caped Crusader has less than three Flocks of Bats attached, the Flock of Bats may end its move in the same square as The Caped Crusader; if it does, the Flock of Bats attaches to The Caped Crusader.

The second trait, I Shall Become A Bat, allows The Caped Crusader to take a free action and switch places with any unattached Flock of Bats on the map, even if the Flock of Bats didn’t start the game attached to The Caped Crusader.

The Caped Crusader starts his dial with Charge and an attack value of 12. He has a range of five and can target two characters with his ranged attacks.  Defensively, The Caped Crusader has the Indomitable combat ability and a full run of Toughness on his dial to represent his Kevlar, Titanium weave body armor.  In his damage slot, The Caped Crusader starts with two clicks of Exploit Weakness.

On The Caped Crusader’s second click, he loses Charge but gains a special power in his attack slot, The Bats Obey Me.  To use this special power, give The Caped Crusader a power action then give up to three unattached Flock of Bats move actions as free actions.  The Bats Obey Me appears on The Caped Crusader’s second, fourth, and sixth clicks.

Mid-dial, The Caped Crusader gains Running Shot and drops Exploit Weakness in favor of Probability Control. On his next click, Probability Control is replaced by Close Combat Expert to show that The Caped Crusader has other ways to hurt you aside from utilizing pressure points.

As we reach the back end of The Caped Crusader’s dial, we see that he retains Close Combat Expert and regains Charge.  On his last click, Probability Control returns and Charge makes way for Flurry as The Caped Crusader uses everything he has to vanquish his foes!

The Caped Crusader naturally has the Batman Ally team ability and an array of useful keywords to make his inclusion on any force that much easier.

But what have we here? A brown bat and a grey bat flying together!  It’s an omen!  These must be members of the Flock of Bats (Brown) and Flock of Bats (Grey)!  Both Flock of Bats (Brown) and Flock of Bats (Grey) have the Small, But Annoying trait, which prevents them from using the Carry ability.  Flock of Bats (Brown) comes in at 15 points while Flock of Bats (Grey) costs 18 points. (click on images below to enlarge)






Flock of Bats (Brown) has Super Senses in its defense slot and a special power, I Shall Become…, which comes into play when the Flock of Bats is given a power action.  Until the beginning of your next turn, characters adjacent to this Flock of Bats who can use Stealth modify their attack value by +1.  Flock of Bats (Grey) has Poison in its attack slot and its special power, Cowardly and Superstitious, activates when the Flock of Bats is given a power action.  Until the beginning of your next turn, before any opposing character adjacent to the Flock of Bats may be given a power action, roll a d6.  On a result of 1-3 place an action token on that character.  If the character may still be given a non-free action, it must continue to be given it.

Like Flock of Bats (Black), when Flock of Bats (Brown) and Flock of Bats (Grey) use their special power, they’re placed in your starting area at the beginning of your next turn.

That’s all we have for today!  Please join us next time as we reveal more secrets from upcoming HeroClix released.  Until then, keep your Clix guano-free and off their K.O.’s!

DC HeroClix: Batman Preview

DC HeroClix: Batman – Bruce Wayne and Batman!

Greetings, HeroClix fans!

We are pleased to continue our series of exclusive previews for the DC HeroClix: Batman set by spotlighting Gotham City’s Dark Knight himself, Batman!  First, however, let’s take a look at Batman’s secret identity, Bruce Wayne!

Bruce Wayne comes into play at 60 points, and has a range of six with one target.  He also possesses the Indomitable combat ability.  Bruce Wayne starts his dial with three clicks of Smoke Cloud in his attack slot, which is handy if other figures on your force have Stealth or the Batman Ally team ability.  On those same three clicks but in his damage slot, Bruce Wayne has a special power, CEO, Batman Incorporated, which allows him to use Leadership, Perplex, and Shape Change.  However, when Bruce Wayne uses Perplex, he can only target friendly characters.

As we move off Bruce Wayne’s top click, we see him incorporate his training as the Caped Crusader into his public persona as a rich playboy:  Just Like When I Climbed Rainier (Leap/Climb) appears in his movement slot for two clicks and explains his agility and speed.  In his defense slot, I Try to Spend Some Time in the Gym Every Day (Combat Reflexes) appears for three clicks and explains his acrobatic and self-defense skills.

Perplex appears on Bruce Wayne’s last two clicks while Smoke Cloud makes way for two clicks of a special power, Alter Ego: Batman.  To use this special power, give Bruce Wayne a power action that deals no pushing damage and replaced him with #001 Batman, #001 Batman, or #053A Batman on its orange starting line.  This power can’t be countered.

Bruce Wayne has several keywords (Batman Family, Batman Inc, Celebrity, and Gotham City) that make it easy to add him to many forces.  In addition, CEO, Batman Incorporated makes him an appealing choice as a support character while Alter Ego: Batman allows him to transform into another attacker.

Speaking of Bruce Wayne’s alter ego, let’s take a look at Batman!


One of the first things you’ll notice on Batman’s base is the “Plus symbol” to the left of the stat slot that designates him as an Improved character.  On Batman’s character card, the Improved symbol clarifies that he has an Improved Movement (denoted by the running figure) combat ability titled Swingline.  This ability allows Batman to ignore elevated terrain (denoted by the red box), hindering terrain (denoted by the green box), outdoor blocking terrain (denoted by the brown box with the “O”), and characters (denoted by the character base symbol) while moving.  When Batman ignores characters for movement, he doesn’t need to break away and can move into a square adjacent to an opposing character without having to stop.  He also can move through a square occupied by an opposing character.

Batman has the Batman Ally team ability and can be played at 200 and 100 points.  Batman also has a 60-point starting line that is only used when he is brought into play through Bruce Wayne’s Alter Ego: Batman special power.  This Alter Ego starting point is on Batman’s eighth click.  When played at 100 points, Batman begins his dial on click five.  At his 200-point level, Batman hits the battle map with a trait, Team Leader.  At the beginning of the game, choose a keyword possessed by Batman.  All friendly characters with that keyword and a lower point value can use the Batman Ally team ability while Batman is on the map.

With a range of six and one target, Batman begins play by alternating between Charge and Flurry on his first three clicks.  On his fourth click, he sticks to Flurry for all but two clicks on the remainder of his dial.  Charge returns on the two non-Flurry clicks.  In Batman’s attack slot, he starts with a high attack value of 12 but doesn’t utilize any special powers.  Once Batman moves off his top click he gains a special power in that slot, I Will Not Fail Gotham, which modifies his attack value by +1 when he’s marked with one action token.  I Will Not Fail Gotham appears for the remainder of Batman’s dial.

Defensively, Batman possesses the Indomitable combat ability and starts with a click of Toughness to represent his reinforced costume.  He then switches to Combat Reflexes for three clicks before Toughness returns for one more click.  Two clicks of Combat Reflexes highlight the back half of Batman’s dial; he then takes his chances with naked defense values on his last three clicks.  In his damage slot, Batman alternates between Perplex and Outwit for his first six clicks.  Both powers then disappear for two clicks.  Outwit and Perplex return respectively on Batman’s last two damage slots.

Batman’s variable point value, his mix of powers, and his combat values all make him an appealing choice for any force in which you choose to use him.  He also has an array of named keywords that make team building a snap.

Thanks for reading!  Please join us next time as we explore more secrets from the DC HeroClix: Batman set.  Until then, keep your Clix off their KOs!

DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Batmobile!

Greetings HeroClix Fans!

Today we are very pleased to begin a week of special sneak-peeks into the next DC HeroClix set, Batman! Arriving in stores everywhere this fall, and coinciding with the release of  the next HeroClix Storyline event, DC HeroClix: No Man’s Land, DC HeroClix: Batman introduces the next big game mechanic for HeroClix: Vehicles. 

We know fans are very excited about Vehicles in HeroClix, and these special pieces are definitely going to be the driving (ha! get it?) force behind  some special strategies, tricks, and tactics in the months to come after release.   However, before we take a look at a vehicle from the set, let’s take a moment and familiarize ourselves with the game play mechanics of Vehicles so that we have a better idea of what they will bring to your HeroClix game.

So, what exactly is a Vehicle? 


A Vehicle is a HeroClix character marked with the <Steering Wheel> defense symbol.   Vehicles can be played in one of two modes, Autopilot and Piloted (defined below), each with its own point value.   As with figures with multiple starting lines and/or point values, you must choose which mode the vehicle will be played in when building your force.   

A Vehicle can use the Carry ability, but does not modify its speed value by -2 and can carry up to the maximum number of friendly characters indicated on the vehicle’s base next to the <Standing Man> symbol.  When using the Carry ability, Vehicles ignore the combat symbols of friendly characters.  (Pretty much any friendly character can ride in a Vehicle.) 

Vehicles can use Improved Movement: Hindering Terrain and Characters.  (Easy enough, Vehicles run over terrain that would slow down a character, as well as characters. Vehicles can make ranged combat attacks against opposing characters to whom it can draw a line of fire, even when it is adjacent to an opposing character.  (Much like a colossal figure, Vehicles can shoot out of adjacency.)  A Vehicle can’t be dealt damage through the Mastermind power.

Now let’s have a look at the two ways to play a Vehicle: Autopiloted and Piloted.

Autopiloted Vehicles

When a vehicle in Autopilot mode is given an action, after actions resolve, if the vehicle made an attack during that action, deal it 1 unavoidable damage.  (Pretty simple, if a vehicle makes an attack, it takes a of click damage.  In this mode, a Vehicle acts as an independent character on your force, just like any other figure.)

Piloted Vehicles

A friendly character adjacent to a Vehicle in Piloted mode can be given a free action to become the Vehicle’s Pilot, that is unless the character is another Vehicle or can use Battle Fury (which makes sense: a Vehicle can’t drive a Vehicle, no Battle Fury helps prevent “road rage”.  Beyond that, any adjacent friendly character can be the pilot.)  A Vehicle in Piloted mode may only have one Pilot at a time. A character who becomes a vehicle’s Pilot is removed from the battlefield and placed on the vehicle’s character card; all of a pilot’s powers and abilities are ignored, unless a game effect specifies it activates when the character is a Pilot.  (As per normal HeroClix rules, a character off the battlefield can’t affect the battlefield.  However, there are some Vehicle effects that will allow a Pilot to use its abilities.  More on that in a bit.) 

When a character becomes its Pilot, the Vehicle may not be given an action until your next turn.  (Safety first; the Pilot has to buckle up.)  A Vehicle may also possess additional traits called Pilot Abilities.  When a Pilot matches any prerequisite listed for a pilot ability, the vehicle possesses that trait.  (This is the bit that will allow a Vehicle to use a Pilot’s powers and abilities.  We will look at one of these traits when we look at a Vehicle below.  It is important to note that if there are multiple prerequisites, and the Pilot meets them all, the Vehicle can use them all.)

A vehicle’s pilot can eject from the vehicle and return to the battlefield by giving the vehicle a free action, as long as the character did not become the vehicle’s pilot during the same turn.  When a pilot ejects, place the character in a square adjacent to the vehicle (or the closest unoccupied square it can legally occupy); the character may not be given a non-free action this turn and it may not be given an action to become this vehicle’s pilot again this turn.

The time between a character becoming a Pilot and being ejected is called a Trip.  During a game, different characters may take a trip in a given vehicle.  The same character might take multiple trips with a Vehicle.  Once per Trip, the Vehicle may be given a free action to replace its combat values with any or all of the combat values of its pilot.  (Need a higher attack, defense or damage that the Pilot has? This will help out your Vehicle a bit.)  When you do, the Pilot is dealt 1 unavoidable damage at the beginning of your next turn even if it is no longer the Pilot of that Vehicle.  (This is the price that must be paid for using this ability.)  If the pilot can use Battle Fury, it immediately ejects.  (Again,road Rage is unacceptable.  Even in HeroClix.)

When a vehicle in Piloted mode does not have a Pilot and is given a non-free action, after actions resolve, deal it 1 unavoidable damage.  (As with an Unpiloted Vehicle, there is only so much a Vehicle can do with remote control.  However, it is important to note that while an Unpiloted Vehicle takes damage after an action that results in an attack, a Piloted Vehicle without a Pilot takes damage after any non-free action.)

So what happens to a Vehicle that is K.O.’ed?  It becomes a Wrecked Vehicle, which has its own game effects.  Let’s have a look:

Wrecked Vehicles

When a Vehicle is knocked out, it is Wrecked.  A Wrecked Vehicle is defeated but its figure remains on the battlefield; all of its powers, abilities, and values are ignored and it is considered an Ultra Heavy Object until the end of the game.  (As you can imagine, a destroyed Vehicle doesn’t just disappear.  So it becomes an object that can only be lifted by figures with Super Strength and are over 100 points, and modifies damage by +3.)  If a Vehicle has a Pilot when it is wrecked, the Pilot immediately ejects into a square of its controller’s choosing and is dealt 1 unavoidable damage.  (Getting thrown out of a blowing up Vehicle probably smarts after all.)

So what about the bit where a Vehicle ignores characters for movement?  What kind of extra benefit is there for this on a Vehicle?


Some vehicles have the Ram combat ability:

Give this character a move action; it may only move along a straight horizontal or vertical path and it can’t change its orientation.  (Easy enough: go straight in the direction the vehicle is pointing and it can’t turn.)  After actions resolve, make a close combat action as a free action that targets all opposing characters that were moved through.  (Some people can dodge an oncoming Vehicle, some can’t.)  Each hit character is dealt this character’s damage value and deal this character 1 unavoidable damage for each 100 points of characters dealt damage during the movement.  (For example: the vehicle we will look at starts with a printed 3 damage.  So each hit character is dealt 3 damage.  And this Vehicle takes 1 unavoidable damage for each 100 points of characters hit.  Hitting a lot of characters or a really big one is bound to dent a fender.)

Now we have an idea of the rules of a Vehicle, let’s take a look at one of them, shall we?  Let’s start with perhaps the most iconic vehicle in the DC Universe, the Batmobile! (click on image to enlarge)


Batmobile, like all vehicles, can be played two ways: in Autopiloted mode, which will cost 64 points to add to your force, or Piloted at 119 points.  Both versions have the Batman Family, Gotham City, or Vehicle keywords.  Being able to avoid hindering terrain for movement, as per the vehicle rules, will allow the Batmobile to utilize its Batman Ally team ability to block line of fire to it, without worrying about modifying its speed value.

The Autopiloted Batmobile begins play with a special power called Bat-Tracer that allows the Batmobile to modify its attack by +1 for each time the target character has taken damage from an attack this turn.  Protecting the Batmobile from counter attack is its holocromatic camouflage (Shape Change) allowing it the potential to avoid attacks, and its armored body (Toughness) providing some damage reduction.  On its second click, Batmobile gains a long run of Flurry, allowing it to make two close combat actions for one action.

MId-dial, both Shape Change and Toughness leave the dial as the Batmobile picks up a small run of Energy Shield/Deflection.  Next we see some special powers alternating on the dial as Bat-Tracer departs for now and Targeted EMP shows up.  The Targeted EMP special power allows the Batmobile to use Outwit, but only targeting characters with the Armor, Robot or Vehicle keyword.

End-dial Targeted EMP is replaced by Bat-Tracer, which can be a large asset on this part of the dial, as the Batmobile has reached the lowest attack values on its dial.  As the Batmobile has a 0 range, Combat Reflexes will be a welcome addition to the rest of its dial.

The Autopiloted Batmobile possesses the <Standing Man> 4 symbol, allowing it to transport up to four of your figures around the map, all without the normal -2 penalty to movement from a normal character’s Carry ability.

The Piloted version of the Batmobile, at 119 points, brings something a little different to your force.  The Batmobile begins play with a special power called Look Out! It’s Batman! which allows the Batmobile to use Charge and the Ram ability.  When it uses the Ram ability, modify the attack value of up to three hit characters by -1 until the beginning of your next turn.  This power will give the Batmobile some move and attack options for nearly half of its dial.  A few opening clicks of the Targeted EMP again allows the use of Outwit against characters with the Armor, Robot and Vehicle keywords, and Toughness will provide a bit of damage reduction for the first third of its dial.

Mid-dial, Toughness is replaced by Shape Change,  and the Batmobile trades its move-and-attack special power for Flurry. Near the end of its dial, the Batmobile gives up Shape Change for Combat Reflexes for the rest of its dial.

The Batmobile has a 4 range, as well as the keywords and Batman Ally team ability mentioned above.  The Batmobile possesses consistent combat values, but again a Pilot can be given a free action to let the Batmobile use some or all of its combat values, for a click of unavoidable damage.

We mentioned Piloted Abilities in the description of what a Vehicle can do, and the Batmobile has two:

The first is called Familiar Controls.  It has the following prerequisites to use it: the Pilot must have the Batman Ally team ability or Batman Family keyword.  When the Batmobile replaces its combat values with the combat values of its pilot, modify any replaced combat value by +1.  This can go a long way to improve the already decent values of the Batmobile.

The second Piloted Ability is called Batcomputer Link.  The prerequisites for its use are: the Pilot must be named Alfred Pennyworth, Batman, Red Robin, Robin, or Nightwing.  For one of these figures as the Pilot, the Batmobile can use any standard damage power possessed by its pilot.

Keep in mind that any friendly figure can be made the Pilot of the Batmobile, you just get the greatest “Batmobile for your buck” when you use #001 Batman or #017 Robin.

As you can see, Vehicles are going to add a whole new level of strategic and tactical play to your HeroClix games, and introduces a mechanic long-awaited by fans! That is all for today, but be sure to come back later this week as we continue our special sneak-peeks into DC HeroClix: Batman.   We continue by turning a spotlight on Gotham City’s most eligible bachelor, and then even later in the week we follow up with a new game mechanic introduced in the 2012 rulebook– Wait, what’s that?  It sounds like…Bats?