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Update: HeroClix Watch List

Greetings HeroClix Fans,

Over the past two weeks we have been diligently reviewing the figures on the Watch List. After extensive internal debate and play testing the following changes were decided on.

Tellus (Link Telepathically Trait)

Old Wording: LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.

New Wording- LINK TELEPATHICALLY: Friendly characters with the Legion of Superheroes keyword and within 4 squares can draw lines of fire and count range from the square of any one friendly character within 4 squares of Tellus.

The Change: We removed the counting squares part of the power and limited the power to Legion of Superheroes keyworded characters.

Highfather (The Pact Trait)

Old Wording: THE PACT: At the beginning of the game, you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack or they are the only 2 characters on the map. This ability can’t be ignored.

New Wording: THE PACT: At the beginning of the game you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack, they are the only 2 characters on the map, or your opponent only has one character on the map. This ability can’t be ignored.

The Change: Pact ends when opponent’s force has less than 2 characters.

Arwen (I Call on the LoudWater Epic)

Old Wording: I CALL ON THE LOUDWATER!: Give Arwen an epic action; she can use Smoke Cloud as a free action regardless of range and line of fire, but the first token must be placed in any square on the edge of the map and she may place 1 additional hindering terrain marker per 100 points of the build total; after action resolve, deal 1 penetrating damage to each opposing character occupying a square into which a marker was just placed.

New Wording : I CALL ON THE LOUDWATER!: Once per game give Arwen an epic action; she can use Smoke Cloud as a free action regardless of range and line of fire, but the first token must be placed in any square on the edge of the map and she may place 1 additional hindering terrain marker per 100 points of the build total; after action resolve, deal 1 penetrating damage to each opposing character occupying a square into which a marker was just placed.

The Change: Made the power once per game.

Thanks,

The WK Team

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Daxamite and Mon-El!

Greetings HeroClix Fans!

To celebrate the release of  DC HeroClix: Superman and the Legion of Super-Heroes  set, we are pleased to present a pair of powerful previews!  Today, we bring you a member of an alien race related to Kryptonians, and there greatest champion.  First up, Daxamite!

005a-Daxamite

Daxamite is the common figure in the set with a Prime figure associated with it. Daxamite #005a can be played in theme with other figures with the generic Cosmic keyword, or with other figures with the Servant of the Great Darkness keyword. Daxamite has the option to be played as a 122 point figure, or for only 100 points.

Daxamite has a trait called Under Darkseid’s Control, which says that if a friendly character named Darkseid is on the map, Daxamite modifies his attack by +1 and defense by -1.  He also has an improved targeting ability called X-Ray Vision allowing him to ignore hindering terrain for line of fire proposes.

On his 122 point starting line, Daxamite takes the battle to his opponent with his 6 range and Running Shot.  Energy Explosion will let him do damage to characters adjacent to his target.  And keeping him safe for nearly half his dial is Invulnerability.  A click into his dial and he will trade Running Shot for Hypersonic Speed. 

Click 3 is the 100 point starting line for Daxamite.  He will again start with Running Shot for a click before switching to Hypersonic Speed.  On these clicks he will be able to ignore damage reducers for range combat attacks as he now has Penetrating/Psychic Blast.  Also giving more power to his range combat attacks is the ability to modify his attack and damage by +1 each, or either one by +2 with Range Combat Expert.  And this section of dial sees Daxamite’s last click of Invulnerability before switching to Toughness for most of the rest of his dial.

The last bit of his dial sees Daxamite take things more up close and personal as he now has Charge to take the fight right to an opposing figure.  Helping him dish out more damage is the ability to grab an object on the way with Super Strength.  And once adjacent to an opposing figure, Daxamite can be given a power action to modify his attack and damage by +1 each, or either one by +2 with Close Combat Expert.  On his last click, Daxamite can attempt to go out swinging with Close Combat Expert or try to heal with his only click of Regeneration.

Next up, we have a look at a leader of the Legion of Super Heroes and future Green Lantern, Mon-El!

005b-Mon-El

Mon-El  #005b is the Prime version of Daximite.   Mon-El has a trait called Man of Valor, allowing him to share his defense value with adjacent friendly figures with Defend, as well as modify their defense by an additional +1.  Mon-El has the wildcard Legion of Super Heroes team ability, as well as the Superman Ally team ability, allowing him to draw lines of fire ignoring hindering terrain, making for not having the improved targeting ability of Daximite.   He can be played in theme using the Future, Past, and Legion of Super Heroes keywords.

Mon-El begins play with a good chunk of clicks of move and attack with Hypersonic Speed.  Aiding him in his attacks is a long 10 range, cut in half when hypersonic speeding, as well as Super Strength, allowing him to grab an object with which to pummel a foe, adding to his already solid printed 4 damage.  At 175 points, Mon-El’s Leadership will be able to pull a token off almost any figure he is teamed up with on a successful roll, as well as adding another token to your action pool.  Keeping him safe from harm, Impervious let him reduce damage if not avoid it altogether.

A few clicks into his dial, Mon-El begins to switch things up a bit.  As he sees his last click each of Super Strength and Hypersonic Speed, Range Combat Expert will let him modify his attack and damage by +1 each, or either one by +2 with for his range combat attacks.  A good stretch of Invincible will allow him to ignore half of the damage dealt to him.  After Super Strength leaves the dial, Quake will lock his damage value at 2 and hit all adjacent opposing figures.

At the end of his dial, Mon-El goes down swinging as he has the ability to make two close combat attacks with Flurry.  Or, he can choose to increase his attack and damage by +1 each, or either one by +2 with Close Combat Expert.  And protecting him from a good bit of damage is Invulnerability. 

That’s all we have for now.  Be sure to check back as we bring you more previews from the upcoming DC HeroClix: Superman and the Legion of Super-Heroes  set!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Helspont!

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set we shall all bow before the true High Lord of the Daemonites. Helspont and the Daemonites crash landed on Earth thousands of years ago. Hiding in plan site by possessing the other lesser earthling beings; it is now time to move against humanity and Helspont’s sworn enemy the WildC.A.T.s.

042-Helspont

Helspont has a trait that proves he is High Lord of all Daemonites. This will allow him to use Leadership and when he does, treat all characters named Daemonite within 5 squares as if they were adjacent. With the SLOSH #04 Daemonites at just 50 points each teaming Helspont with multiples of them should make it easy to take advantage of his trait.

Helsponts other trait called Immortal Power allows him to use Shape Change. When Helspont makes a successful Shape Change roll, immediately heal him of 1 damage.

Helspont can start the game on 2 different starting lines; the first brings him into the game at 200 points. Helspont opens with Phasing/Teleport, Telekinesis, Impervious, and a special power called Smarter Than Lord Emp. This will allow Helspont to use Outwit and Perplex. When he uses either power and targets a character with the WildC.A.T.s keyword, he can use that power a second time this turn.

Helsponts other special power is revealed on click 2 and is called I Infiltrated You Long Ago. You may give Helspont a double power action and select an opposing character of a lower point value. Place Helspont and the chosen character in each other’s squares, and after actions resolve, Helspont may be given a close or ranged combat attack as a free action. Helspont also gains some Penetrating/Psychic Blast on this click as well. On click 3 Helspont regains Phasing/Teleport and can now also use Invulnerability and Exploit Weakness.

Click 4 is also Helsponts 125 point starting line and resembles click 1 with a slightly lower attack value. Even at this point value Helspont can still use I Infiltrated You Long Age on click 6. Helspont ends his dial with Phasing/Teleport and the ability to use Pulse Wave or Exploit Weakness.

Helspont should prove to be a beast on the battle field between his traits with an ability to heal or just cutting through defensive reducers with Penetrating/Psychic Blast or Exploit Weakness. This guy has is one powerful bag of tricks.

In all Helspont has a 9 click dial with a 7 square range and the Indomitable combat ability allowing him to use Willpower to ignore pushing damage. This will come in handy when Helspont uses his double power action special power. Helspont has the Daemonite, Past, Ruler, and The Cabal keywords.

Thanks for reading and be sure to continue to check back as we look at more figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC Comics Superman and the Legion of Super-Heroes: Validus!

Greeting HeroClix Fans!

Today we preview another character from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, Validus! Let’s see if he’s a validating experience!

 055-Validus

Validus is another villain from the 30th century who plagues the Legion of Super Heroes with fellow members of the Fatal Five and the Legion of Super Villains. Validus has two point values, 249 and 175 respectively; we’ll start at his 249-point value.

Validus has the trait Monstrous Body that states Validus can use Super Strength and can’t be targeted by Penetrating/Psychic Blast. At the beginning of your turn, roll a d6, and on a result of 4-6, Validus can immediately use Pulse Wave as a free action with a locked damage value of 2, ignoring friendly characters.  That’s an amazing trait, the only thing missing is free parking validation! If Validus does roll the 4-6, with his 8 range halved to 4, that gives him a 9 x 9 area to deal 2 damage from Pulse Wave to opposing characters.

Validus starts with Charge, Quake, and Impervious on his top click. With the Giant combat symbol, he can Charge up to 6 squares, and make a close combat action within another 2 squares using Quake or an object using Super Strength.  He has just the one click of Charge at his top 3 clicks at 249 points, and doesn’t gain it again until clicks 7 and 8. He transitions to Flurry for clicks 2 and 3.

Click 4, or Validus’ starting 175-point click, shows he is not tied down for options as he is dangerous for close or range attacks. He starts this click with Running Shot, Invulnerable, and the special power Brain Bolts that says Validus can use Penetrating/Psychic Blast. When an opposing character with an action token takes damage from Validus’s attack, give that character an action token. Notice the second part of that power, it says from his attack. If you roll a 4-6 for his trait and attack with Pulse Wave, give those characters an action token if they have one already, and any close or ranged attack as well.

Validus has Indomitable, so don’t worry about pushing him, and once again, with his trait, he may potentially attack with Pulse Wave as a free action even with 2 tokens on him. He has the Calculator team ability as well, so make sure you have some other characters to copy team abilities from. Alternatively, you can use the Legion Lost Additional Team Ability (ATA) that allows once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card team ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already.

We hope it was a validating experience for you, and we hope you’re around for next week’s preview of DC HeroClix: Superman and the Legion of Super Heroes!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Black Manta!

Greetings HeroClix fans!

The subject of today’s DC HeroClix: Superman and the Legion of Super-Heroes preview is a villain who has committed a host of heinous acts against Aquaman, such as killing the sea king’s infant son!  Please welcome the enigmatic Black Manta!

038-Black-Manta

Black Manta comes into play at 97 points and hits the battle map with a trait called Technology and Patience, which allows him to use the Carry ability.  Additionally, lines of fire drawn to Black Manta by opposing characters are blocked if they cross water terrain.

In Golden Age play, consider adding to your force the Bucket of Water special object (from the DC HeroClix: DC 75th Anniversary OP kit) for some somewhat portable water terrain.  You may also want to try out an unconventional team-up of Black Manta and Tempest from the DC HeroClix: Crisis set.  Tempest’s Summon the Elements special power transforms clear grounded terrain within three squares into water terrain.

Moving on, Black Manta has the Swimmer speed symbol, which lets him use the Swim ability.  Black Manta also has the Indomitable combat ability, which lets him use Willpower, and has a range of 5 squares and two targets for his ranged attacks.  Black Manta has worked with other villains in the past so he has the Calculator team ability, which makes him a wild card.

Black Manta starts his dial with Sidestep in his speed slot, allowing him to use a free action to move with a with locked speed value of 2.  He then switches to Running Shot for a click.  In his attack slot Black Manta begins with a pair of Penetrating/Psychic Blast clicks to deal penetrating damage with his ranged attacks.  Defensively, he’s supported by Toughness to reduce damage dealt to him by 1.

Mid-dial, Black Manta changes from a ranged attacker to a close combatant as he picks up Charge in his speed slot and Blades/Claws/Fangs in his attack slot.  If that’s not enough, Black Manta can fall back on Close Combat Expert to increase his attack value or damage value by +2 (or both by +1).  In his defense slot, Black Manta gains Combat Reflexes to ignore knock back and gain a +2 modifier to his defense value against close combat attacks.

On his last two clicks, Black Manta reverts back to making ranged attacks.  Running Shot and Sidestep return, respectively.  Close Combat Expert makes way for Ranged Combat ExpertIncapacitate replaces Blades/Claws/Fangs.

Finally, Black Manta has the Injustice League and Legion of Doom keywords to offer options when including him on themed teams.

At 97 points, Black Manta leaves plenty of room for other attackers and support characters.  His attack and damage values make him a viable choice as a secondary attacker, and the Carry ability (from the Technology and Patience trait) make him an excellent choice as a taxi for the other characters on your force.  On a map with an adequate amount of water terrain, Black Manta could help lead you to victory!

Thanks for reading!  Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!  Just keep asking yourself if it truly is safe to go into the water…

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Mr. Majestic!

Greetings HeroClix Fans!

Today we go to Metropolis and there is a new man in town. In the upcoming DC HeroClix: Superman and the Legion of Super-Heroes set we will be visited by a true prince. Mr. Majestic is believed to be one of the most powerful of all the Kherubim Lords and has been known to aid the WildC.A.T.s in their ongoing battle with the Daemonites.

023-Mr.-Majestic

Mr. Majestic has Improved Targeting and can ignore hindering terrain when drawing line of fire. Mr. Majestic has the Transporter Flier combat symbol which will allow him to use the Carry, Flight and Move and Attack combat abilities. The Move and Attack ability will allow Mr. Majestic to use Hypersonic Speed if he is not adjacent to an opposing character when given the power action but his attack value is modified by -2.

Mr. Majestic has a trait called Molecular Sight this will allow him to ignore other characters Shape Change. The Daemonites rely heavily on Shape Change to foil their enemy’s attacks but Mr. Majestic is no one’s fool. When Mr. Majestic uses the Move and Attack ability, he would modify his attack value by -1 instead of the standard -2. Mr. Majestic has a 7 range with duel targets and the Indomitable combat symbol which will allow him to use Willpower.

Mr. Majestic starts with Running Shot, Energy Explosion, an 11 attack and a 5 printed damage value. This guy will be bringing the pain. He has Impervious and Leadership and at 220 points it would be easy to pair Mr. Majestic up with friendly characters of a lower point value. On click 2 he shows us just how much he has learned over the years by gaining Perplex.

Mr. Majestic eventually gains some Super Strength and even Change in his mid-dial and will trade Impervious for Invulnerability only to regain Impervious on click 5 which is where Mr. Majestic can now use Close Combat Expert.

At the end of the dial Mr. Majestic can use a little more Running Shot with Penetrating/Psychic Blast, and ends his dial with Toughness and Perplex.

Mr. Majestic has the Cosmic, Metropolis, Past, Ruler, Soldier, and WildC.A.T.s keywords. Mr. Majestic will be a welcomed addition to the already great WildC.A.T.s that we got in DC HeroClix: Batman and DC HeroClix: Batman: Streets of Gotham.

For 1 additional point you could also add the WildC.A.T.s Additional Team Ability (ATA) to Mr. Majestic; “Once per turn, when a character using this team ability makes an attack roll and one of the dice is a 1, you may reroll that die. This team ability is Uncopyable.

Thanks for reading and be sure to continue to check back as we look at more figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Gates!

Greetings HeroClix fans!

For today’s DC HeroClix: Superman and the Legion of Super-Heroes preview we travel with a member of the Legion who was drafted into the group by the leaders of his homeworld of Vyrga.  We are pleased to present to you the politically opinionated insectoid known as Gates!

022-Gates

Gates comes into play at 60 points and has the Future, Legion Lost and Legion of Super Heroes keywords to offer options for theme team building.  Gates begins his dial with a pair of special powers in his speed and defense slots, respectively.

In Gates’ speed slot is his Teleport Disks special power, which allows him to use Phasing/Teleport.  Additionally, Teleport Disks lets Gates carry up to four friendly characters, regardless of their speed symbols, and if they all share a keyword with Gates then he doesn’t modify his speed value from using the Carry ability.  Teleport Disks appears on Gates’ first, third, and fifth clicks.  In between those uses of Teleport Disks are clicks of Phasing/Teleport.

A special power called Instantaneous Shift appears in Gates’ defense slot and lets him use Super Senses with a successful result coming from a d6 roll of 4 to 6.  Instantaneous Shift shows up on Gates’ first two clicks, and then reappears on his last click.  On his non-Instantaneous Shift clicks Gates has Toughness.

Finally, Gates is no slouch tactically and has Perplex on all but his first and last clicks.

Gates has the Legion of Super Heroes team ability, making him a wild card.  Gates’ attack and damage values mean he likely won’t be fighting on the front line but instead he should see plenty of use as your force’s taxi, thanks to his high speed values and Teleport Disks special power.

Thanks for reading!  Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and Legion of Super-Heroes: The Cheetah!

Greetings HeroClix Fans!

And welcome back as we continue to offer previews from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!  Today we go back to one of Wonder Woman’s earliest and most persistent foes, no matter who bears the mantle of Cheetah! 

017a-Cheetah

This early version of Cheetah is Priscilla Rich, an aristocratic debutante who suffered from multiple personality disorder.  This Cheetah possesses an Improved Movement ability called Never Corner a Cat, granting her the ability to ignore Hindering Terrain for movement.  She also has a trait called Hatred For My Prey, that allows her to choose an opposing character once per game.  As long as that character is on the map, Cheetah modifies her combat values except range by +1.  Additionally, if that character is named Wonder Woman, Cheetah can use Exploit Weakness.

Cheetah begins play rushing into battle with Charge, letting her move and attack.  For her attack, she can use her 2 damage, modified by her trait, or try to increase the damage further with a full dial of Blades/Claws/Fangs.  Super Senses gives Cheetah a chance to avoid attacks.  On the back half of her dial, she switches things up with Leap/Climb to reposition herself with ease to where she will be of more use to your force.  Combat Reflexes will make her harder to hit in close combat.

Cheetah can be played in theme on generic Past theme teams, or on named theme teams built around the Legion of Doom and Villainy Inc keywords.  At 50 points, Cheetah will be a solid secondary attacker with some decent mobility.

Next up, we take a look at the Prime version of Cheetah.  The woman known as the Cheetah in modern time is Barbara Ann Minerva, a covetous archaeologist and mortal vessel for the Goddess of the Hunt!

017b-Cheetah

This version of Cheetah also has an Improved Movement ability, this time called Catlike Reflexes, which allows her to ignore other characters and hindering terrain for movement purposes.  As with her Golden Age counterpart, she also possesses a trait.  In this instance, it’s called We’ve Danced This Dance Before and grants her the use of Combat Reflexes and, if she has no action tokens, Exploit Weakness.

Cheetah begins play with a special power granting her a move and attack ability called Pounce My Prey.  This power lets Cheetah use Leap/Climb to get to where she will be useful with ease.  Once she has resolved this move action, she can be given a close combat action as a free action.  She can use her opening 3 damage, or opt to use the Blades/Claws/Fangs she has on the front half of her dial.  Defensively on the front of her dial, Cheetah can attempt to evade being targeted with Shape Change.  If she is successfully attacked, Toughness will let her reduce damage a bit.

After her first two clicks, Cheetah gives up her special power for standard move and attack with Charge, appearing on the rest of her dial on all but the last click.  On the back of her dial, Cheetah switches tactics a bit as she will have Poison for the rest of her dial.  To help make sure damage reducers won’t be an issue for her Poison to work, she has a special power called Pressing My Advantage that allows her to use Outwit to target opposing figures with two action tokens.  Also at this point, Super Senses will allow Cheetah to attempt to avoid attacks.

Cheetah can be played in theme on generic Animal or Scientist teams, or on named theme teams with her Society and Injustice Society keywords.  She brings the Calculator team ability to copy friendly teammate’s team abilities.  For 90 points, she will be a great close combat attacker to allow your range attackers to do their job.

That’s all we have for now.  Be sure to check back soon as we bring you more previews from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Toyman!

Greetings HeroClix fans!

Welcome back as we continue previews from Superman and the Legion of Super-Heroes, our next DC HeroClix set!  The holidays may be over but that hasn’t stopped the subject of today’s preview from dishing out new playthings for his campaign of crime!  We are pleased to welcome a villain who has clashed with Superman numerous times, Toyman!

050-Toyman

Toyman comes into play at 81 points and has an array of keywords to help you build a themed team around him:  Injustice League, Legion of Doom, Superman Revenge Squad, and Scientist.  Additionally, Toyman has the Calculator team ability, which makes him a Wild Card.  Toyman also begins play with a trait appropriately titled, I Love My Toys!, and reads:

Characters with the Bear Icon icon are Toys.  Toyman may begin the game with 1 Toy attached to his base at no additional cost.  Toyman increases his defense value by 1 for each Toy attached.  Toyman can have up to 2 Toys attached.

We’ll discuss the various Toys that can be attached to Toyman momentarily.  In the meantime, let’s take a look at Toyman’s dial!

Toyman has Stealth on all but one of his clicks to prevent lines of fire from being drawn to him if they cross hindering terrain.  Defensively, Toyman has Mastermind on all but his last click as he transfers damage dealt to him onto a single adjacent friendly character with a lower point value.  On Toyman’s last click he has Regeneration, which allows him to potentially heal back to the top of his dial.

In the first three clicks of his damage slot, Toyman has the popular Outwit power, which allows him to use a free action to counter a power or combat ability on an opposing character.  On Toyman’s last two clicks is another popular power, Probability Control, which allows him to reroll a single die roll and ignore the original result.

At the heart of Toyman’s dial is a special power in his attack slot called Power Boost, which lets him use Perplex normally as a free action.  Additionally, Toyman can also use Perplex as a power action to modify the same combat value (except damage) of all friendly Toys on the map.

Now that we’ve seen what Toyman can do, let’s take a look at the single-click dials of some of his wonderful (yet deadly) Toys!

First up is the Airplane, which comes in at 15 points!099a-AirplaneAirplane, along with the rest of Toyman’s Toys, has the Toy keyword.  You’ll notice that Toyman doesn’t have the Toy keyword, which could be troublesome when trying to build a themed team around one of Toyman’s keywords.  This is addressed by the Mobile Toys trait, which is possessed by all the Toys.

Let’s break down the Mobile Toys trait.  The first sentence reads:

When you build your force, Airplane has all keywords possessed by a friendly character named Toyman.

Toyman doesn’t have the Toy keyword?  No problem!  Mobile Toys give Airplane the Injustice League, Legion of Doom, Superman Revenge Squad, and Scientist keywords when you build your force.  Moving on to the next two sentences:

Give Airplane a free action and attach it to an adjacent friendly #050 ToymanWhen attached, you may give Airplane a move action to detach and move on the map.

Nothing fancy here: Use a free action to attach Airplane to an adjacent friendly Toyman.  Use a move action to detach Airplane from Toyman and move it on the map.  The next sentence reads:

When on the map, you may give Airplane a move action as a free action if it is within and remains within 3 squares of #050 Toyman.

Once you’ve detached Airplane from Toyman, you can move it as a free action if is within and stays within 3 squares of Toyman.  The final sentence of Mobile Toys is unique to Airplane:

Airplane can’t use the Carry ability.

No rides on Toyman Airlines, unfortunately, as Airplane can’t Carry other characters!

Airplane also begins play with the Buzzing Blitzkrieg trait, which decreases the attack value by 1 of opposing characters for each Airplane that is attached to Toyman.  Got two Airplanes attached to ToymanToyman’s defense will increase by 2 because of the I Love My Toys! trait and opposing characters will see their attack values decrease by 2 when they target him with an attack, thanks to the Buzzing Blitzkrieg trait.

Moving on to Airplane’s dial, it naturally has the Flyer speed symbol and the Tiny Size damage symbol, which increases Airplane’s defense by +1 against ranged combat attacks and allows it to be carried by larger adjacent characters.  Each of Toyman’s Toys has the Tiny Size damage symbol.  Airplane also has a range of 4 squares and can target two characters when it makes ranged attacks.  Defensively, Airplane has Super Senses to potentially evade attacks on a d6 result of 5 or 6.

Finally, in Airplane’s attack slot is a special power called Mounted Machine Gun, which lets it use Energy Explosion to spread out damage to multiple characters.  Additionally, when Airplane is within 3 squares of a friendly character named Toyman, modify its attack value by +1.  Finally, when Airplane is KO’d, roll a d6.  On a result of 1 or 2, give all friendly characters named Toyman an action token.  This condition appears on each Toy’s special power.

Next up in Toyman’s arsenal is the Race Car!

099b-Race-Car

Race Car is 22 points and has a trait called They Double as Roller Skates.  When Race Car is attached to Toyman, he can use Improved Movement to ignore characters when he moves.  Toyman’s speed value is also modified by +1 for each attached Race Car.

Energy Shield/Deflection occupies Race Car’s defense slot, giving it a +2 bonus to its defensive value against ranged attacks.  In Race Car’s speed slot is a special power called This Thing is FAST! which lets it use the Move and Attack ability.  However, if Race Car is within 3 squares of a friendly Toyman, it can use the Hypersonic Speed power instead.

Coming in at 17 points is the Cymbal-Banging Monkey!

099c-Cymbal-Banging-Monkey

Cymbal-Banging Monkey hits the battlefield with a trait called Distraction, which lets Toyman use Super Senses when Cymbal-Banging Monkey is attached.  This use of Super Senses only succeeds on a result of 6.  However, add 1 to your result for each attached Cymbal-Banging Monkey.

Combat Reflexes appears in Cymbal-Banging Monkey’s defense slot, giving it a +2 bonus to its defensive value against close combat attacks.  In Cymbal-Banging Monkey’s attack slot is a special power called Thunderclap.  If Cymbal-Banging Monkey ends a move action adjacent to an opposing character, it can use Quake as a free action.

Our next Toy is the cuddly (yet destructive) Teddy Bear!

099d-Teddy-Bear

Teddy Bear has a value of 14 points and a trait called Extra Stuffing.  This trait reduces damage dealt to Toyman by 1 for each attached Teddy Bear.  In the damage slot Teddy Bear has Shape Change, which potentially allows it to avoid being the target of an attack.

Finally, Teddy Bear has a special power in its attack slot called Hidden Explosives.  When you give Teddy Bear a move action and it is adjacent to an opposing character after actions resolve, Teddy Bear can use the Pulse Wave power as a free action with a range value of 6.  Teddy Bear is then KO’d after actions resolve. Last and certainly not least, the Teddy Bear is packed with Toyman in DC HeroClix: Superman and the Legion of Super-Heroes five-figure boosters!

There’s one more toy in Toyman’s diabolical toychest found in the DC HeroClix: Superman and the Legion of Super-Heroes Organized Play kit.  Stay tuned for details on that last Toy (and more) soon!

Thanks for reading!  Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!  Don’t forget to put your toys away when you’re done playing with them!

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Announcements DC HeroClix: Superman and the Legion of Super-Heroes

WizKids Games Announces Manufacturer Sell-out of DC HeroClix: Superman and the Legion of Super-Heroes

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Hillside, New Jersey (10 January 2014): WizKids Games, manufacturer of HeroClix, the leading collectible miniatures game in the industry, announced today the manufacturer sell-out of the latest DC HeroClix release, Superman and the Legion of Super-Heroes.

“We’re very pleased at the response and level of support we’ve received from our distribution partners, the retailers, and the player and collector communities for Superman and the Legion of Super-Heroes,” said Justin Ziran, President of WizKids Games and added  “More than anything, this sellout announcement is a reminder for all of our retail partners to contact their distributors to discuss product availability for their in-store Organized Play events.

Scheduled to release in stores everywhere February 2014, DC HeroClix: Superman and the Legion of Super-Heroes adds over 60 new figures to the HeroClix universe to play with and collect, and features such popular themes as Jack Kirby’s New Gods, the Legion of Doom, and, of course, the fan-favorite Legion of Super-Heroes.

 

About Wizkids/NECA, Inc.

A wholly owned subsidiary of the National Entertainment Collectibles Association Inc. (NECA), WizKids/NECA is a New Jersey-based game developer and publisher dedicated to creating games driven by imagination. The HeroClix brand is the most successful collectible miniatures game on the market today, with over 250 million miniature game figures sold worldwide. For additional information, visit wizkidsgames.com.

 

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For media inquires, please contact:
Jerome Gonyeau
jeromeg@necaonline.com