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DC HeroClix: Justice League - Trinity War

DC HeroClix: Justice League Trinity War: Suicide Squad Strategy Article!

Greetings HeroClix Fans!

Welcome back as we take a look at more team builds from the DC HeroClix: Justice League – Trinity War set!  Today, we blur the line that separates heroes and villains and build a 300-point team utilizing the Suicide Squad keyword.  First, let’s start with a character found in the Justice League – Trinity War set, Copperhead!

Copperhead

Copperhead comes in at 70 points and makes for an excellent tie-up piece as he starts his dial with two clicks of Phasing/Teleport, then a pair of Plasticity clicks, and ends with two clicks of Sidestep.  Copperhead also can use the Swim combat ability, which allows him to ignore water terrain when he moves.

As a tie-up piece, Copperhead makes it difficult to land attacks on him.  He starts his dial with defense values of 17 and two clicks of Shape Change and Super Senses to double his changes at evading attacks.  Shape Change remains on Copperhead’s third click but defensively he switches to Combat Reflexes to buff up his defenses to 18s in close combat.

Like his namesake, Copperhead can be deadly when he strikes.  He starts his attack track with two clicks of a special power called Venomous Bite that lets him use Flurry and Incapacitate.  When Copperhead uses Flurry and hits the same character with both attacks, give that character an action token.  Venomous Bite is followed by three clicks of Poison before returning on Copperhead’s last click.

For themed team play beyond the Suicide Squad keyword, Copperhead has the Animal, Gotham City Underworld, and Secret Society of Super Villains keywords.

Our next Suicide Squad member is Fiddler from the DC HeroClix: Flash set!  At 76 points and with a range of seven squares, Fiddler adds a medley of ranged attacks and defensive strength to our force, starting with his Improved Targeting ability, I’ll Get In Your Bones, which lets him ignore elevated terrain and characters when he draws line of fire.

Fiddler

On the first two clicks of his dial, Fiddler starts with a special power called Let the Rhythm Move You which lets him use Mind Control and Sidestep.  Defensively on those first two clicks, Fiddler can use Defend through another special power, Sonic Force Bubble.  Additionally, Sonic Force Bubble modifies the defense values by +1 of adjacent friendly characters with a lower point value.  You may want to keep Fiddler and Copperhead close to one another so that the latter can enjoy a +1 bump to his defenses in addition to his use of Super Senses and Shape Change!

In addition to the Suicide Squad keyword, Fiddler has the Celebrity, Injustice Society and Secret Six keywords.

Pied piper

The next chair on our 300-point Suicide Squad symphony belongs to Pied Piper, who also comes from the DC HeroClix: Flash set and has a point value of 76 points.  Like Fiddler, Pied Piper has a range of seven squares and should play the role of ranged attacker on your force.

On Pied Piper’s first three clicks he has the combination of Running Shot and the special power Hypnotic TonesHypnotic Tones lets Pied Piper use Pulse Wave and lowers the damage values of hit characters by -1 until your next turn.  Additionally, Pied Piper can immediately use Mind Control as a free action to make a close combat attack with an area of effect that includes any hit opposing characters.  On those same three clicks, Pied Piper has Enhancement as an option when he’s not using Pulse Wave through Hypnotic Tones.  You can end Pied Piper’s Running Shot movement adjacent to Fiddler, then the latter can enjoy the +1 bonus to his damage value from Enhancement when he makes a ranged combat attack.

For theme team building purposes, Pied Piper has only the Rogues keyword.  Wait, what?  How can he be on a Suicide Squad keyword theme team?  Let’s introduce the last member of our 300-point team, Amanda Waller!

Also from the DC HeroClix: Flash set, Amanda Waller has a point value of 60.  Amanda Waller has a trait, Special Recruit, which reads, “When you build your force, choose a character with the Arkham Asylum, Injustice League, Rogues, Secret Society of Super Villains or Society keyword.  That character has the Suicide Squad keyword this game.”  Welcome to the Suicide Squad, Pied Piper!

This Suicide Squad force comes in at a total of 282 points, which leaves plenty of room for tactics such as bystander tokens, resources or special objects.

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DC HeroClix: Justice League - Trinity War

DC HeroClix: Justice League Trinity War: Justice League Dark Strategy Article!

Greetings HeroClix fans!

In an effort to bring you the best coverage we can for the DC HeroClix Justice League: Trinity War set, we’ve endeavored to bring you some team-building articles focused on themes from the set.  Today’s piece will bring you a 300-, 400-, and 500-point team featuring one of our favorite keywords, the Justice League Dark!

250px-Justiceleaguedark

One of the things you’ll notice right off the bat with the Justice League Dark is that many of the characters featuring that keyword have great synchronicity from their traits or special powers, typically keying off of the caveat of “When adjacent to a friendly character with the Justice League Dark keyword.”  While the positioning can be challenging, the Dark league can be incredibly effective when used well.

For our 300-point team, we chose to combine solid range with strong powers, close combat, and major-league versatility and support.  First on the team is the previously seen Blue Devil at 135 points.  His dial and abilities speak for themselves, and his trait – Demon Hunter – allows for friendly adjacent, or friendly characters with the Justice League Dark keyword to ignore the Mystics team ability.  Next on the team is Zatanna, who offers a bevy of powers like Outwit, Pulse Wave, and Support.  Her trait, Ananym, grants versatility to the team by allowing Zatanna to begin on either click 1 or click 6, with her dial either proceeding normally down the dial, or moving in reverse toward the front.

046-blue-devil

 

Zatanna

Also on this team, and coming in at a slight 44 points, is Black Orchid.  Possessing a very straightforward dial for close combat, Black Orchid brings some tie-up and punch to an otherwise all-range squad.  Don’t forget her opening two clicks with Charge and Super Strength which, when paired with her Shape Change power, will mean that even at only 44 points Black Orchid will be a major tie up piece that will hopefully allow for you to position Blue Devil and Zatanna to blast your opponent with ranged attacks or, in a pinch, use Zatanna’s Telekinesis to get Black Orchid out of danger.

Black orchid

Our next team comes in at 392 points, and features Black Orchid returning to fill a secondary tie-up role.  Joining her as the primary close combat fighter is Frankenstein, whose indomitable undead body will allow for the monster to push in consecutive turns.  He also has a special power in the middle of his dial called Necronauts, which states that when Frankenstein or a friendly character KO an opposing character of over 50 points, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn.

Frankenstein

Also on the team as a bothersome floater who fills many roles, Deadman brings some fun design to the equation with two sets of countdown clicks, making him incredibly difficult to permanently eliminate.  His trait, Whose Body Am I In? grants Deadman both Phasing/Teleport and Shape Change, but also makes it that when an adjacent friendly character with the Justice League Dark keyword makes an attack, opposing characters can’t use Shape Change.  Joining them on the team are Tim Hunter, whose trait prevents opposing characters from using Probability Control against adjacent friendly characters with the Justice League Dark keyword, and John Constantine, whose trait We Operate From The Shadows, Alright? grants him and adjacent friendly characters with the Justice League Dark keyword the ability to use Stealth.

055-tim-hunter

Constantine

madame xanadu

Finally, we have a 489-point team which returns both John Constantine and Tim Hunter to the front lines in the war on evil.  Joining them is Madame Xanadu, the definition of a support piece.  Her standard powers of Telekinesis, Probability Control, Outwit, and Stealth make her an ideal back-line player, but don’t be shy about using Penetrating/Psychic Blast if the opposition gets in too close.  She also has the trait It’s In the Cards, which states that when an opposing character targets either Madame Xanadu or a friendly adjacent character with the Justice League Dark keyword with an attack, you’ll be able to choose a number between 1 and 6.  After the actions resolve, you’ll be able to heal one damage to that character for each die in the final attack roll showing the chosen number.

024-I-vampire

Also along on the 500-point level squad is the powerhouse I, Vampire, played at his 170-point starting line.  A brutal mixture of power, destruction, and support in areas, I, Vampire is likely to be the focus of your opponents’ aggression.  Which is precisely where Black Orchid comes into play, this time represented in her dial from the DC HeroClix Justice League: Trinity War gravity feed primer!  This version of the character comes in at 90 points, and features a lot of the same abilities as her main set version (albeit on a longer dial), with one notable exception:  her trait, Shape Shifters & Con Artists.  This trait states that when she’s part of a Justice League Dark themed team, the first time each game a friendly character not named Black Orchid would be dealt damage by an attack, you may instead choose to deal that damage to Black Orchid.  If you choose to do this, you would then place Black Orchid and the friendly character in each other’s squares.

So, there you have it – our picks for Justice League Dark theme teams at 300-, 400-, and 500-point levels.  The 400- and 500-point teams allow for you to play around with Relics and lower-cost Resources to help fine tune your teams to your play style.  Be sure to mix and match teams until you find something that works for you, and make sure you’re looking towards a team that plays naturally and can support itself strongly in most situations!

Until next time, keep rolling sixes and shape change for the win!

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DC HeroClix: Justice League - Trinity War

DC HeroClix: Justice League Trinity War: Crime Syndicate Strategy Article!

Greetings HeroClix Fans!

Happy release day and welcome back as we take a look at the upcoming DC HeroClix: Justice League Trinity War set.  Today we’ll look at some team builds utilizing the stars of the set, the Crime Syndicate.   First up, a refresher of the Crime Syndicate team ability.  They have an uncopyable team ability that allows a character using it to use Probability Control.  When they do, they have to place an action token on a friendly character or the roll isn’t ignored.  Having some cheap CSA members on your team or some bystanders on your force can help a lot with this team ability.

Let’s build a quick 300 point team.  For a primary attacker, let’s use #041 Deathstorm at 150 points.  He starts with Running Shot, 2 targets at 7 range, and the Improved Targeting ability to ignore Elevated and Hindering terrain.   He has a special power called Human Experimentation that lets him use Perplex, and when he does he can modify a combat value other than damage by +2 or -2 if he targets a charter 75 points or less.

041-deathstorm

Let’s get him a friendly figure under 75 points to target.  #013 Atomica is 64 points.  Is a solid close combat figure for her points.  Stealth will allow her to hide, Super Senses helps her avoid attacks, Combat Reflexes makers her harder to hit in close combat and Poison allows her to do passive damage at the beginning of her turn.  Later in her dial, she has a special power called Hidden Loyalties that allows her to use Shape Change.  If the attacker has a shared keyword, she modifies her roll by +2.

New DC16 previews4

Lastly, she has trait called Twisted Couple that says if she is adjacent to a friendly figure named Johnny Quick, they both modify their attack value by +1.  So let’s get a friendly Johnny Quick figure.

Johnny Quick

#043 Johnny Quick comes in at 82 points, bringing our total to 296 points.  Johnny Quick has 4 clicks of Hypersonic Speed for a lot of hit and run attacks.  If Atomica is adjacent to the square where he will attack from, her trait will help him.  His first two clicks also have a power called What a Rush that’s let him increase his stats by +1 or 2, and he takes that many clicks of damage at the end of his turn.  Precision Strike and Exploit Weakness will make sure he can damage most foes.

Next, let’s build a 400 point team focusing on the members of the CSA who started the invasion of Earth-Prime.

The first member to reveal herself as a traitor to the Justice League and JLA was Atomica, and we will again use #013 for 64 points.  Again, she is a solid tie up piece who makes a decent secondary attacker.   She revealed to Cyborg that the sentient being in him was #042 The Grid, at 115 points.

The Grid has damage reduction on every click, as well as Shape Change, either as a standard power or as part of a special power,Ttaking Over Cyborg’s Frame.  This power lets him use Outwit and Shape Change, and if a character that has a power countered by him tries to target The Grid his Shape Change works on a 4-6.  He has a trait called Justice League Data Hoard that makes it so opposing characters with the Justice League or Justice League of America keyword can’t use Outwit, Perplex, or Probability Control to target The Grid or adjacent characters friendly to him.  His Have A Nice Day special power makes it so opposing characters within 6 squares can’t ignore pushing damage.  Pulse Wave will do damage to anyone it hits, and Mind Control will let you use your opponent’s figures against him.

 

Next it was revealed that Pandora’s Box wasn’t referencing the Trinity, but Earth-3.  And it was opened to bring forth the CSA by The Outsider.

031a-the-outsider

#031a The Outsider is 66 points.  He helps your use of the CSA team ability being able to be dealt 1 unavoidable damage instead of placing an action token from a use of Probability Control with his A Different Kind of Butler trait.   Stealth will let him hide and Outwit will counter a power on an opposing figure.  Later in his dial, he can also remove you figures from danger with his Dimensional Portal special power.  He is given a power action to place two friendly figures adjacent to him, and then he can use Smoke Cloud as a free action. Characters placed this way can’t be given non-free actions until your next turn.  He can then use Support on his next turn to heal one of them.

SeakingThe first member of the CSA to come through the portal was #014 Sea King.  He promptly died, but at 135 points, he is a solid close combat figure.  At the beginning of your first turn, his trait, Travel to Prime Earth kicks in, allowing you to place up to 6 squares of water terrain on the map at least 5 squares away from  any starting area.  His Indomitable combat ability will let him act two turns in a row without fear of pushing damage, and his Swimmer Transporter ability lets him carry a friendly figure while ignoring  water terrain for movement purposes, and giving him a less powerful use of Hypersonic Speed.

Except for clicks 1 and 3, which have Sidestep, all other clicks have Charge, giving Sea King the ability to move and attack on every click.  The front half of his dial has Super Strength to pummel foes with objects, and most of the last half of his dial allows him to try for more than his printed damage with Blades/Claws/Fangs.  Sea King has Leadership on the front of his dial to pull action tokens off of friendly adjacent characters, and on the back of his dial, he can help them do more close combat damage with Empower.  Defensively, he starts out with Invulnerability, then switches to Toughness, and when he does his defense value raises to its highest pint.  A closing click of Regeneration may keep him in the game longer.

This brings are total to 380 points, plenty of room to throw a couple bystander tokens on the team.

Next up we’ll build a pretty simple 500 point team of the three leaders of the CSA.  First up, we’ll use #025 Ultraman at 225 points.

025-ultraman

A full dial of move and attack will keep him moving.  Hypersonic  Speed and Charge, both with Super Strength, and Running Shot with Penetrating/ Psychic Blast, with his 8 range, give him plenty of attack options. A full dial of damage reduction, from Invincible to Toughness, will give him protection from most attacks.  Ultraman has an Improved Targeting ability that lets him ignore Hindering terrain, as well as a trait that makes it so his powers and abilities can’t be countered if he occupies hindering terrain.

026-owlman

Next up is #026 Owlman at 116 points.   Combat Reflexes on every click of his dial, weather from the standard power or from his special power Training and Technique, also giving him Toughness and Willpower, will make him harder to hit in close combat where he should be when his Stealth can’t protect him.   Owlman also has some clicks of a special power that gives him Outwit, and makes it so opposing figures within 6 squares can’t use Outwit on higher point figures.   A few clicks of Perplex can help his team, and most clicks on his dial have either Precision Strike or Exploit Weakness, letting him do some damage to pretty much any figure.

027-superwoman

Lastly for this team build is #027 Superwoman at 143 points.  On the front end of her dial she has Charge or Sidestep (with Super Strength on these clicks) to move and attack with added damage, and Flurry on the back of her dial to get two attacks for one power action.  Exploit Weakness on her first two clicks will make sure damage reducers are ignored, and Close Combat Expert lets her modify her attack or damage by +2 or both by +1.   A couple mid dial clicks of Empower help her teammates do more damage.  Damage reducers on every click help keep Superwoman safe.  She also has a trait that says adjacent opposing characters within 6 squares that share a keyword modify their defense by -1.

This brings the point total to 484 points, leaving enough room for a few bystanders.

Lastly we’ll build a team with al 7 main members of the Crime Syndicate at the lowest point level we can get them all on, 600 points

#025 Ultraman will be used on his 125 point start line.  Ultraman will start with Charge and Super Strength, with Range Combat Expert as a range attack option, before moving to Running Shot with Penetrating/ Physic Blast.  Late dial, he has Hypersonic Speed, and will transition from Impervious to Toughness for damage reduction.

Next is #026 Owlman at 50 points.  Starting with Charge before closing out his dial with Flurry, he can ignore some damage reduction on all 3 clicks with Precision Strike before going to Exploit Weakness.   An opening click of his Smarter Than You Know Outwit power is on this section of dial.

#027 Superwoman added 100 points to this force.  Opening clicks of Charge and Sidestep with Super Strength before switching to Flurry and Close Combat Expert give her a lot of close combat damage potential.   Superwoman has damage reduction with Invulnerability and Toughness, and she still has her You Will Betray Each Other trait.

Next we’ll add some figures we haven’t used yet, starting with #044 Power Ring for 70 points.

DC16 previews

 

Power Ring has a trait called The Ring Is Killing Me, that makes him roll a d6 after he is given a non-free action other than a move action, and on a 1 or 2, he takes a click of unavoidable damage.  He has Running Shot to help him move and attack, Phasing/ Teleport to move around with ease, and a special power called We’re Going Somewhere? That lets him use Phasing/ Teleport and carry up to 3 friendly figures that share a keyword ignoring their move symbol.

Sprinkled around his dial is another special power called Power of Volthoom’s Ring, letting Power Ring use Perplex, and making it so opposing figures can’t target higher cost figures within 6 squares with their own Perplex.  On the front half of his dial, alternating clicks of Telekinesis will let him control the map some, while Pulse Wave will damage anyone it hits.  Clicks of Energy Shield Deflection will make Power Ring harder to hit at range, and Willpower lets him act 2 turns with little fear of pushing damage.

We are going to use some figures from the DC HeroClix: Justice League Trinity War Fast Forces pack to round out or team.  First we’ll use #005 Johnny Quick at 100 points.

Johnny Quick

Johnny Quick has an Improved Movement ability called Up and Over, ‘Round and ‘Round letting him ignore Elevated terrain for movement.  He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.  Johnny Quick has Plasticity to keep enemies close or help him break away easier, as well as Flurry, giving him two close combat attacks for one action.  A couple clicks of Shape Change will give him some protection from attacks.  Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower.  Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.

Next on this team build is #006 Deathstorm at 125 points.

Deathstorm

Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.

Deathstorm has a lot of move and attack with Running Shot transitioning into Sidestep.  He has Energy Explosionon almost every click of his dial, either from the standard power or a special power called Destroying Central City, which now adds Precision Strike to his power set.  The middle of his dial has a special power called Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex.  It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.   Energy Shield Deflection will make Deathstorm harder to hit from range and Toughness will give him some damage reduction.  On his last 2 clicks, Deathstorm has Outwit and Regeneration to keep him useful and in the game.

Last on our force is #007 Atomica at 25 points, bringing our build total to 595 points.

Atomica

Atomica has the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.  She also has Plasticity on all three of her clicksShe has a click of Precision Strike followed by a click of Exploit Weakness.  On her first two clicks, she has a special power called Traitor to All But My Homies.   When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect.  On her last click, she has Super Senses.

 Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War Crime Syndicate! 

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Pandora’s Box & the Rock of Eternity!

Greetings HeroClix Fans!

Welcome back to our ongoing preview coverage of the DC Heroclix: Justice League Trinity War set with a pair of new resource dials harnessing the power of the Seven Deadly Sins to strengthen your team.

First up is the item responsible for the Trinity War itself, Pandora’s Box! 

R101-Pandoras-box

Pandora’s Box can be assigned to your force for 12 points plus 4 per Sin that is attached, making this resource scalable from 16 to 40 points. And as this resource tends to be more effective when on a team with at least 3 characters, the variable cost will allow you to fine tune your team composition.

To turn your characters into Sinners allowing them to reap the benefits of the resource, you can give them a power action to place one of the sins from the resource on the character’s card. This can only be done once per turn and a character cannot be given a second sin until at least 3 friendly characters have Sins on their cards. So you’ll need to plan your actions accordingly to make sure that as many of your team members as possible can use the powers that Pandora’s Box provides.

Taking a look at what Pandora’s Box brings to your characters, you have to take a look at each of the paths of sin that you can choose to follow. If you choose to start the resource on the red starting line, known as the Path of the Hunter, your characters will have access to some early mobility with Phasing/Teleport and Running Shot as well as some assist powers before transitioning to some damaging ranged attack powers and ending with Hypersonic Speed or Toughness. The blue starting line corresponds to the Path of the Ravager and is extremely close combat focused offering powers such as Super StrengthPlasticity, and Exploit Weakness. And finally the green starting line provides plenty of map control and supportive powers like Barrier and Perplex making the Path of the Manipulator very strategic in nature.

Once a character has become a Sinner, each turn a d6 roll will determine which of the two powers visible on the dial the Sinners can use until your next turn. The number of assigned sins and the path chosen at the beginning of the game determines the click that Pandora’s Box should be turned to.  For instance, if you have chosen the Path of the Hunter and have assigned 5 Sins to your characters, if the d6 roll at the beginning of the turn is 1-3 your Sinners can use Steal Energy and if the roll was 4-6 they could use Close Combat Expert.

If you can manage to assign all 7 Sins to your team this game, at least 3 Sinners are still on the map, and if all Sinners have at least 1 action token, you can turn the resource dial to its final state which will result in your Sinners having one of two very strong powers.

The first, Third Eye Possessed, grants your characters Improved Movement AND Improved Targeting to ignore Hindering and Elevated terrain as well as breaking through Blocking Terrain. You’ll also modify all of your Sinner’s combat values by +1 and then by and additional +2 for both Speed and Range. The other power, Gateway to Earth-3, grants the same +1 to combat values as well as the Mystics team ability and allows you to choose another DC team ability that your sinners can use whenever they have access to this power.  You’ll still have to roll the d6 each turn to see what power you will use but both powers are extremely strong and will give you a distinct advantage.

Pandora’s Box is a resource that takes a few turns to spread amongst your team but offers some very strong powers and the choice of path can drastically alter your strategy and since that choice is made at the beginning of the game, you can size up your opponent’s force before you commit. Beware the Sinners, fellow clixers.

The next resource arriving with the DC Heroclix: Justice League Trinity War set is the Rock of Eternity.

R102-Rock-of-eternity

The Rock of Eternity costs 12 points plus 2 points for each Sin included on your force with a minimum of 1 up to all 7, meaning it has a point cost range of 14 to 26 points. In fitting with its reduced cost, this resource is assigned only to a single character on your force that is at least 50 points and this character is now designated as your Champion. Now when you would normally be placing objects during game setup, you can choose to place up to 3 Sins on the map at least 5 squares away from each other and any starting areas, as well as in its own row and column.  All remaining Sins are placed on your sideline but they won’t be there for long.

There are two methods of reattaching Sins to the Rock of Eternity. First, you may attach a Sin from your sideline to the Rock of Eternity if your Champion does not have two action tokens. You may also give your Champion a free action to attach a Sin in the same square as your Champion to the Rock of Eternity.  But what does attaching the Sins do, you ask? They relate to the powers granted to your champion by the two dials on the resource.  First let’s tackle the SHAZAM! dial.

Similar to Pandora’s Box, at the beginning of the game you will be choosing a path but the Rock of Eternity offers the red Cunning Path and the blue Mighty Path, the color determining the starting line the resource’s SHAZAM! dial. You will click your dial to the click number that relates to the number of Sins attached to the resource. Your Champion will then be able to use whatever power is showing in the slot for the SHAZAM! dial that relates to the number of action tokens on the Champion. So if the Rock of Eternity has 2 Sins attached and your Champion has one action token, your Champion could use Mind Control if you chose the Cunning Path or Hypersonic Speed if you chose the Mighty Path.

On top of the powers granted by collecting the Sins, you can also seek to Unlock the Power of SHAZAM! At the beginning of your turn when your Champion has no action tokens, you’ll roll 2d6 and add the current click number of your SHAZAM! dial, and if the result is 16 or greater your Champion will become The Power Personified.  The champion is given a double power action and the SHAZAM! dial is turned to click 9, which is identical for both dials. This click grants the Champion a truly spectacular set of powers and abilities including Impervious, Probability Control, Pulse Wave, Running Shot, the Mystics Team ability, the Wing speed symbol, the Indomitable defense symbol and a range of 8 if the Champion’s range was less than that.  This alone makes this dial truly fearful but we haven’t even spoken of the Sin Dial yet!

The Sin dial of the Rock of Eternity begins the game at click 1 and like the SHAZAM! dial grants the use of the Sin’s power that relates to the color visible on the current click but as you can see, we don’t have any powers visible at click one so lets start turning that dial. When one or more action tokens are placed on one of your opponent’s characters, you’ll click the Sin dial once clockwise (to a higher click number) and when your Champion receives an action token, you’ll turn the dial counter-clockwise (to a lower number and away from the good powers). Note that the characters don’t have to take an action, just receive an action token so uses of Incapacitate can be a great way to manipulate the dial.

Not long into the dial you will encounter a special power to go along with the Sin colors on the dial.  Represented by special power number 2, your Champion will be Giving in to Sin by taking a free action to select a Sin that they will be able to use until your next turn at the cost of clicking the dial counter-clockwise 3 clicks. Then after making it through the first 16 clicks of the dial the Growing Temptation power allows the user to immediately choose a Sin and use its power until the dial is clicked again.  Evil’s Seduction is similar but appears a bit later in the dial and allows the selection of 2 Sins to be used immediately.  And finally, Ultimate Transgressor is present on the 20th and final click which allows the use of all attached Sins on the resource.

The Sin Dial is sounding a bit like the original resource, the Infinity Gauntlet, isn’t it? Unlike that resource the Sin dial cannot be clicked past click 1 or click 20 so there is no worry of overshooting the sweet spot but taking actions will move your Champion back down the dial so planning ahead will be important.

Now I’m sure by this point you’re screaming “But what do the Sins do!?” And for that you’ll just have to wait, fellow clixers.

The Rock of Eternity features two separate dials that both need to be managed carefully, making this a resource that can be potentially unpredictable but undeniably powerful.

Thank you for joining us for another preview of the DC Heroclix: Justice League Trinity War set.  Keep an eye out for even more previews coming soon.

 

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Crime Syndicate Fast Forces Pack Pt 2!

Greetings HeroClix Fans!

Welcome back as we look at the other three figures and a bonus in the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

First up, the biggest coward from Earth 3, Power Ring!

power ring

First, #002 Power Ring has the Crime Syndicate keyword, as well as their signature CSA team ability, allowing the user to use Probability Control if an action token is placed on another friendly character.  At an even 100 points, Power Ring has a trait called Bully and Coward Combined… Lovely.   This trait says that if he attacks a lower point cost figure he modifies his attack and damage by +1, and if he attacks a higher point value figure he modifies them both by -1.

Power Ring begins play with a couple of special powers on the front half of his dial.  First is called Attack From a Position of Safety, which lets him use both Stealth and Running Shot.  The second is called The Will of Volthoom.  This power lets him use Energy Explosion with his 2 targets at 7 range.  If he chooses to damage only 1 opposing figure, any other hit characters get an action token.  Defensively, he starts by reducing damage with Invulnerability then switches to Energy Shield Deflection, continuing to do this for his first four clicks.

On the back half of his dial, Power Ring switches up his attacks a bit.  First a couple clicks of Sidestep will give him some free action mobility.  Pulse Wave will let him do penetrating damage to all figures within 4 squares or with proper positioning, his printed 2 damage to one figure.  Another attack option he gains is Range Combat Expert, letting him modify his attack or damage by +2, or both +1 each.   He also now has Barrier in this section which he will keep for the rest of his dial.  On his last click, the Ring of Vothoom abandons him, leaving him with Earthbound.

Next up, is the scientific mind of the Crime Syndicate, Deathstorm!

Deathstorm

#006 Deathstorm also has the Crime Syndicate team ability as well as the keyword, along with Scientist, for 125 points.   Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.

Deathstorm begins with a solid power set around his 7 range with 2 targets.  First, a good stretch of Running Shot will keep him mobile, while Energy Shield Deflection will make him harder to hit with range attacks.  Energy Explosion can allow him to deal a good bit of damage.  On click two, Deathstorm picks up his first special power, Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex.  It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.

On click 3 Deathstorm gets his second special power, Destroying Central City, which now adds Precision Strike to his Energy Explosion.  He also has a couple of clicks of Toughness  to give him some damage reduction.   On click 4 he now has free action movement with a couple clicks of Sidestep.  Click 5 sees the return of Energy Shield Deflection for a click and his Owlman isn’t the Only Smart Guy in the CSA special power is gone from his dial.  On his last 2 clicks, he can choose to Outwit an opposing figures power.  He also has Regeneration to try to get above his mid dial.

Next up, we look at the resident speedster of the Crime Syndicate, Johnny Quick!

Johnny Quick
As with the other characters, #005 Johnny Quick has the Crime Syndicate team ability and keyword, as well as Speedster, for 100 points.  He has an Improved Movement ability called Up and Over, ‘Round and ‘Round  letting him ignore Elevated terrain for movement.  He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.

Johnny Quick starts with Plasticity to keep enemies close or help him break away easier.  On his next click is Flurry, giving him two close combat attacks for one action, and he’ll swap these two powers over his entire dial.  A couple opening clicks of Shape Change will give him some protection from attacks.  Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower.  Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.Click 3 sees Johnny Quick gain a couple of clicks of Precision Strike.  On click 4 he trades defensive powers for Energy Shield Deflection to make him harder to hit at range.  On his last click he has Combat Reflexes to make him harder to hit in close combat.

Last up is a surprise “figure” in the fast forces pack, a traitor to the Justice League and Earth Prime, Atomica!

Atomica#007 Atomica has a hand full of keywords representing the teams she infiltrated, as well as her own, A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America and Spy, and the CSA team ability.  At 25 points, she is 3 clicks long with the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.

Atomica has Plasticity on all three of her clicksShe has an opening click of Precision Strike followed by a click of Exploit Weakness with her only click of 2 damageOn her first two clicks, she has a special power called Traitor to All But My Homies.   When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect.  On her last click, she has Super Senses.

Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Crime Syndicate Fast Forces Pack Pt 1!

Greetings HeroClix Fans!

Welcome back as we take a look at the DC Heroclix: Justice League Trinity War Crime Syndicate Fast Forces pack.  First up, the most powerful member Ultraman!

ultraman

#001 Ultraman possesses an Improved Targeting ability called Ultra-Vision allowing him to ignore hindering terrain for line of fire purposes.  He also has a trait called Syndicate Rules, that says when he is part of a Crime Syndicate theme team you may add one use of theme team Probability Control to your pool when your opponent uses theme team Probability Control.

Ultraman has a 7 range with 1 target, the Flight ability, and the Indomitable combat ability.  At 250 points, Ultraman begins play with a couple clicks of Hypersonic Speed.  He will have Precision Strike alternating on and off over half his dial.  On the first two clicks with Precision Strike, he has a special power calked Ruler of His Earth, allowing him to use Impervious and Mastermind.  Additionally, when he rolls a 4 for Impervious he reduces damage dealt by 3.  On alternating clicks he has Invulnerability.  On clicks 3 and 4, he has.

Click 5 sees his 150 point start line.  As before, Ultraman starts with Hypersonic Speed, Precision Strike and his Ruler of the Earth defensive special power.  The next click sees the return of Charge and Invulnerability.  After this, Ultraman spends a couple clicks changing between Sidestep with Combat Reflexes and Charge with Toughness.

On his last click, Ultraman has Earthbound/ Neutralized, countering his Flight and Indomitable abilities, Toughness  and a new special power called Secret Kryptonite Recharge.  This power says that when this click is revealed due to damage taken from an opposing figure, stop turning the dial.  Ultraman may be given a free action to destroy an unheld object within 4 squares to use Regeneration as a free action.

Ultraman possesses the Brute, Crime Syndicate, and Ruler keywords.

Next up we’ll take a look at the woman he has claimed as his own, though she has her own opinion on the matter, #003 Superwoman!

superwoman

Superwoman has a trait called Choose Your Loyalty: Ultraman or Owlman?  This trait tells you to pick Ultraman or Owlman at the beginning of the game.  If you choose Ultraman, any friendly Ultraman and Superwoman can use Super Strength.  If you choose Owlman, he modifies his defense by +1, and Superwoman can use Combat Reflexes.

Starting on her 150 point line, Superwoman takes the fight to your opponent with a couple of clicks of ChargeInvulnerability will provide her damage reduction on these clicks.  She also has a special power on these clicks called Lasso of Inhabitations Released.  This power reads “When Superwoman hits a character with a close combat attack, place an Unfettered Inhibitions token on that character’s card if it doesn’t have one already. Characters with an Unfettered Inhibitions token on their card can’t ignore pushing damage and can’t be targeted by a friendly character’s Perplex. A character with an Unfettered Inhibition token on its card may be given a double power action to remove the token.“  On click #2, Superwoman has a click of Close Combat Expert.  Her next click sees the addition of Flurry, with Toughness to reduce damage.

Click #4 is Superwoman’s 100 point starting line, and it starts as before with Charge, Invulnerability and her L Lasso of Inhabitations Released  special power.  She also has Close Combat Expert on this click.  On her next click she goes back to Flurry with Toughness to protect her for a couple of clicks.   On her last click of this section, Superwoman regains Close Combat Expert for a couple of clicks.  She also has Quake on these clicks.  On her last click, Superwoman may be able to heal back up to her 100 point starting line with Regeneration.

Superwoman can be played in theme using her Amazon and Crime Syndicate keywords.

So we’ve seen the Ultraman figure from this fast forces pack that Superwoman’s trait can effect, let’s see the other man she manipulates, Owlman!

owlman

Owlman has a trait called All My Father’s Men Belong to Me.  This trait allows Owlman to use Stealth and, when building your force, friendly characters with the Gotham City or Police keyword also have the Gotham City Underworld keyword.  He also has an Improved Targeting ability that lets him ignore hindering and an Improved Movement ability that ignores hindering and elevated terrain called I Own the Night.

On his 150 point starting line, Owlman starts with a special power called Into The Shadows, which lets him use Charge, and lets you give him a free action to place him in a square of hindering terrain within 4 squares and line of fire.  He also has a defensive special power called All Crime Profits Me in the End.  This power lets Owlman use Mastermind and Toughness, and when he uses Mastermind.   Over his first three clicks, Exploit Weakness will swap with Outwit.  On his third click, he gains a click of Sidestep.

Click #4 is Owlman’s 100 point starting line.  He starts with the same special powers in his movement and defense slots, and now he has another in his damage slot called Secretly *I* Run the World, allowing him to use Empower, Enhancement, and Outwit.  Next up on his dial is a click of Sidestep and Combat Reflexes.  On his last two clicks Owlman has Flurry and Precision Strike, as well as Outwit an Exploit Weakness.

Owlman has the Crime Syndicate and Gotham City Underworld keywords.

That’s all we have for now.  Be sure to check back soon as we show off the other figures in the upcoming DC Heroclix: Justice League Trinity War Crime Syndicate Fast Forces pack.

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DC HeroClix: Justice League Trinity War: Scarecrow & Shaggy Man!

Greetings HeroClix Fans!

Welcome back as we take a look at a couple more figures from the upcoming DC HeroClix: Justice League Trinity War set.  First, let’s take a look at the master of phobias, Scarecrow!

scarecrow

Scarecrow has an Improved Targeting ability that allows him to ignore hindering terrain called I See You Hiding.  Scarecrow begins hiding himself in hindering terrain with Stealth.  Also making him hard to target is an opening click of Shape Change.  Should an opposing figure manage to hit him, he can use Mastermind to transfer the damage to an adjacent friendly figure.  Keeping friendly figures adjacent also helps to share attack values with the Batman Enemy team ability.

Scarecrow also has a special power over half his dial called Fear Rules You Now which allows him to use Incapacitate, Mind Control and Poison.  When he uses Incapacitate to place a second token on a target, the target modifies its attack by -1, and after actions resolve, Scarecrow may use Mind Control as a free action to target any hit characters.  His 5 range with 2 targets may get him 2 figures to turn on your foe.   A click into his dial, Scarecrow gets a couple of clicks of Outwit.

On his last two clicks, Scarecrow keeps opposing figures close with Plasticity, allowing his Poison to damage any adjacent opposing figure.  Willpower will allow him to act 2 turns in a row with no fear of pushing damage.  And Shape Change will again give him the ability to try to avoid attacks.

Scarecrow can be played in theme on teams using the Arkham Asylum, Legion of Doom, Scientist, and Secret Society of Super Villains keyword.  At 93 points, Scarecrow will be a fun secondart attacker on most team builds.

Next up, we look at Shaggy Man.

shaggy man

Shaggy Man has a trait called Regenerate From Any Wound that allows you to heal him of one click of damage at the beginning of your turn.

Shaggy Man begins play rushing into battle using the always useful combination of Charge and Super StrengthBattle Fury will let him ignore an opposing figures Shape Change and    .  Invulnerability will protect him from counter attack.

On click 4, Shaggy Man slows down a bit as he now has Sidestep.  Defensively, he has Toughness to reduce a bit of damage.  On click number 6, he loses Super Strength.  His defensive numbers begin to climb again as he has a special power called Restore Lost Limbs, allowing him to use Regeneration without reducing the result by 2.  On his last click, he can try to avoid an attack with Super Senses.

Shaggy Man can be played in theme using his Robot and Secret Society of Super Villains keywords.  At 153 points, he is a solid close combat attacker with strong attack and damage values, as well as good damage reduction with above normal Regeneration abilities.

That’s all for now.  Thanks for joining us and be sure to check back soon as we preview more figures from the upcoming DC HeroClix: Justice League Trinity War set!

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Superwoman & Wonder Woman!

Greetings HeroClix Fans!

Welcome back for another amazing preview from the DC HeroClix: Justice League – Trinity War set!  Today we have two strong Amazon women who won’t back down from a fight.  The Crime Syndicate’s Superwoman from Earth 3 and Wonder Woman!  First up is Superwoman

027-superwoman

The Lois Lane of Earth 3 is a member of the Crime Syndicate and is that world’s version of Wonder Woman.  Superwoman has two point costs, an experienced version at 142 points and a rookie version which comes in at 100 points.  Superwoman’s combat abilities include the Flier symbol and the Indomitable symbol so she can taxi in a teammate and then push to attack on her next turn without fear of taking pushing damage.

Superwoman’s trait, You’ll Betray Each Other, says opposing characters within six squares that are adjacent to each other and share a keyword with each other modify their defense values by -1 unless already modified by this effect.  This helps against those theme teams with Empower or Enhancement because they are going to be adjacent already, and can be a big help with opponents with Defend as well.  Superwoman’s keywords are Amazon and Crime Syndicate, and her Crime Syndicate team ability will allow her the use of Probability Control.

Superwoman has an extra two clicks at her 142 point version over her 100 point version, but it starts with a bang.  Her top click starts with Charge, Super Strength, Impervious, and Exploit Weakness.  With a natural 4 damage, and an Ultra Heavy object, she can deal 7 penetrating damage out of the gate!  On her second click she has Sidestep instead of Charge and Invulnerable instead of Impervious. S he can use Sidestep for a free movement to potentially position herself for another attack, or even use her trait to modify defense values of opposing characters with her trait so other members of your team can benefit.

At 100 points, Superwoman is still a ferocious Amazon that can hold her own.  Her lack of range could be tricky against opposing characters with a long range, but this Superwoman won’t have an issue carrying a lackey to shield her from attacks.  She opens with Charge and Super Strength the same as her higher point value, but defensively opens with Invulnerability and has Empower as well.  Her attack is an 11, but it goes down to a 9 for almost the rest of her dial.  But remember her trait can potentially lower defenses as well!  Her second click she trades Charge for Sidestep as well, but after that she no longer has any movement then attack type powers.  Superwoman has Toughness and Flurry for her last three clicks but has a choice as well since she has Close Combat Expert, which will allow her to bump up attack and/or damage when she attacks.

052-wonder-woman

 

Princess Diana left her home on the island nation of Themyscira as an ambassador for her homeland in the Patriarch’s world with the mission of bringing peace to the outside world.

Wonder Woman has two different dial costs like her counterpart above, 200 and 100 points.  At both costs and like above, Wonder Woman has the Flier symbol and the Indomitable symbol.  Her keywords are Amazon, Deity, Justice League and Trinity so a theme team build will be difficult only because of the large amount of figures to choose from will make it hard to choose a team.

Wonder Woman has two traits, the first is A New Kind of Justice League that allows adjacent friendly characters with a lower point value and the Justice League keyword to use Support.  Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.  Her second trait, Lasso of Truth, states adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex or Probability Control.

At 200 points, Wonder Woman is a competent and capable character who will bring the “truth” to your opponent. Her dial is eight clicks deep at that cost and three of those clicks are what cost the extra 100 points.  The top of her dial starts with Charge, Invincible, and two special powers.  Her attack special power, Strongest Woman in the World, allows Wonder Woman to use Super Strength.  If Wonder Woman isn’t holding an object and is adjacent to a square of blocking terrain, you may give her a free action to destroy that square of blocking terrain.  If you do, place a standard heavy object into that square.  With this trait, you can potentially churn out a heavy object each turn for her and the rest of the team.

Her special damage power, Deflected Bullets, states when Wonder Woman is targeted by a ranged combat attack that misses, after actions resolve give the attacker an action token.  If you can’t, deal the attacker 1 unavoidable damage.  Wonder Woman’s stats on her top click are impressive with a 12 attack, an 18 defense and 4 damage that can easily go up depending on the object she is carrying.  Power-wise on the top three clicks, the only change is that click two has Impervious rather than Invincible.

At 100 points, Wonder Woman starts her dial similarly:  Charge, Strongest Woman in the World, Impervious, and Deflected Bullets.  Some of Wonder Woman’s combat values on her top click are lower but with her damage value of 4, and holding an object, she can hurt a character just as much as her 200-point version.  Wonder Woman keeps Strongest Woman in the World for her next two clicks, but her dial is different otherwise.  On her next two clicks Impervious falls away to Invulnerable and for the rest of Wonder Woman’s dial she has Sidestep and Close Combat Expert and these last two work really well together, especially when she is able to use Super Strength along with it.  The last two clicks she possesses Regeneration and if luck is with your dice, she can heal back up to her top click, and if luck is not with your dice, her trait A New Kind of Justice League will allow another character to heal her up with Support!

Thanks for reading this latest DC HeroClix: Justice League – Trinity War preview, and keep your Clix off their KO’s!

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Green Arrow & Stargirl!

Greetings HeroClix fans!

Welcome to another in our line of previews for the upcoming DC HeroClix Justice League: Trinity War set!  Today, we bring two representatives of the short-lived Justice League of America, Green Arrow and Stargirl!

Green Arrow comes in at 122 points, and is a seven-click ranged combat sharpshooter, sporting a native 8 range with two targets.  He couples that with his trait, Watch and Learn, which grants friendly adjacent characters with the Justice League of America keyword the Sharpshooter ability!  This will make characters like Stargirl, Green Lantern, and Martian Manhunter even more formidable in short-combat situations!

Being the master of ranged combat that he is, Green Arrow sports a movement power on every click but his final, bouncing in between Running Shot and Sidestep.  His attack powers include two clicks of Energy Explosion, two clicks of Penetrating/Psychic Blast, and two clicks of Pulse Wave, before giving way to a special power he possesses on his final click, called One-In-A-Million Shot.  Once per game, this power states Green Arrow may be given a power action, and on his next turn, he may use Ranged Combat Expert as a free action to target any character occupying outdoor terrain on the map.  With a printed 11 attack and 2 damage, you can easily see Ollie dropping 4 damage on his opponent from out of nowhere!

Defensively, Green Arrow comes equipped with alternating clicks of Super Senses and Combat Reflexes over his first four clicks.  On his damage, he has a special power on his first three clicks called Sharp Eyes and Sharp Arrows, which allows Green Arrow to use both Enhancement and Ranged Combat Expert.  He follows that special power with one click of standard Ranged Combat Expert on his fourth click.

Green Arrow will only find a home on Justice League of America theme teams, as that is his only keyword, but the utility he offers to teams based on that keyword is vast.  And that utility is on display when you take into consideration our second preview today, the teenage celebrity superhero Stargirl!

 stargirl

At 95 points and six clicks of life, Stargirl is a flyer who brings 7 range with 2 targets to the table.  Her trait, Inspirational Ally, states that when a second action token would be given to a friendly adjacent character, you roll a d6.  If that character has the Justice League of America keyword, add 2 to the result.  If the result is a 6 or higher, they can use Willpower this turn – while the odds for getting that 6 on a d6 is a 16.6 percent chance of happening, with the additional +2 to the roll, you’re looking at a 50 percent chance of it hitting if they have the Justice League of America keyword!

Don’t think, though, that Stargirl is only there for support.  She brings a lot to the table over her dial!  On movement, she alternates click for click between Running Shot and Force Blast.  On her attack, she begins with two clicks of Energy Explosion, followed by one click of Penetrating/Psychic Blast, before alternating between Energy Explosion and Penetrating Psychic/Blast on clicks 4 and 5.  Her final click grants her Pulse Wave,  which is a powerful way for California’s finest to close out her dial!

On her Defensive front, Stargirl begins with two clicks of Toughness, followed by two clicks of Energy Shield/Deflection, and closes out with two clicks of Willpower. On offense, she brings Ranged Combat Expert on her second, fourth and sixth clicks.

You’ll be able to run Stargirl on the aforementioned Justice League of America as a theme team, as well as with the generic keyword Cosmic, meaning she’ll partner well with powerhouses like Parallax, Mr. Majestic, Starfire and Ganthet to be a great secondary attacker for higher point teams.

That’s it for today, HeroClix fans!  Be sure to join us next time as we look at two more wonderful pieces from the DC HeroClix Justice League: Trinity War set.  Until then, don’t be afraid to push!

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Johnny Quick & Atomica!

Greetings HeroClix fans!

We’re back again with another look at the evil side of things in the DC Universe with our latest previews from the DC HeroClix Justice League: Trinity War set! First out of the gate today is the psychotic speedster, Johnny Quick!

Johnny Quick

Featuring Improved Movement – Ignores Hindering Terrain and Characters, Johnny Quick is set up as an 82 point mobile harasser, able to utilize the Speed tokens initially introduced in the DC HeroClix: The Flash set from late in 2014. Johnny utilizes them via his traits. First up, and familiar to those who have figures from the aforementioned Flash set, is the Speed Force trait. If you remember, this allows Johnny Quick to add a Speed token to his character card if he moves at least one square and hits one or more adjacent opponents. These Speed tokens increase Johnny Quick’s already impressive speed, equal to the number of tokens on the card.

To go along with Speed Force is his second trait, A Different Connection to Speed. This trait allows Johnny Quick to remove a Speed token from his card as a free action, which allows the usage of Perplex until his next turn. However, this can only be used to target an opposing character. That character, in turn, can’t use speed powers until your next turn!

Given his need for speed, it should come as no surprise that Johnny Quick has movement powers on each click of his 6 click dial, and his values in this regard are all in double digits. Starting at a 12 before dropping to an 11, Johnny Quick opens up with four clicks of Hypersonic Speed, and wraps up his dial with two clicks of Sidestep. His attack values are more reasonable, bouncing between a 10 and a 9, but he picks up the invaluable Precision Strike on clicks 2-4, making him a dangerous opponent for characters with both damage reducers and avoidance abilities.

Defensively, Johnny Quick has a balanced set of powers and values, having 2 clicks of 17 defense paired with Energy Shield/Deflection, 2 clicks of 16 defense with Willpower, and then closing with 2 clicks of 15 defense with Super Senses. On his damage line, Johnny Quick is again very balanced, opening with two clicks of a special power called What A Rush! This power allows you to give Johnny Quick a free action when he has no action tokens, and allows you to pick either 1 or 2. That number will increase all of his combat values by that amount until your next turn, but in doing so, you’ll deal him unavoidable damage equal to the amount chosen at the end of your turn. He follows that with 2 clicks of Shape Change, before finishing his dial with 2 clicks of Exploit Weakness.

Johnny Quick comes packed with all the powers and abilities you’d want, on top of coming equipped with the Crime Syndicate team ability. Coupled with his Crime Syndicate and Speedster keywords, he’s a great addition to either theme team, and packs a punch that other Speedster characters might lack!

Atomica

Of course, you can’t have Johnny Quick without his main squeeze, the pint-sized peril, Atomica! And given the fact that they’re inseparable, Atomica features a trait called Twisted Couple, which will grant both characters +1 to their attack value when adjacent to each other, assuming it hasn’t already been modified by this effect.

Her traitorous nature is represented by her opening 2 clicks of Stealth, followed by Phasing/Teleport on the final 2 clicks of her 6 click dial. Her attack powers feature three clicks of Poison with a 10 attack, followed by two clicks of Precision Strike on clicks 4 and 5. She’s definitely not an offensive powerhouse, but Atomica’s powers make up for her lack of punch by having some truly frustrating powers to deal with for your support and board control pieces.

Defensively, Atomica begins with 2 clicks of Super Senses at an 18 and 17 value, respectively, followed by 2 clicks of Combat Reflexes at a 17 defense. On her Damage track, she opens with 2 clicks of Exploit Weakness, before picking up a special power on her final 4 clicks called Hidden Loyalties, which allows her to use Shape Change. When she does, and she and her attacker share a keyword, the result of her Shape Change roll is modified by +2.

Unlike most members of the Crime Syndicate, Atomica comes heavily loaded with keywords that will allow that Hidden Loyalties special power to really shine. She can be played on A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America, and Spy theme teams.

That’s all for today, HeroClix fans! Join us next time, as we look further into the DC HeroClix Justice League: Trinity War set! Until then, may all your hits be critical, and your misses be infrequent!