Galactic Guardians Heroclix Preview

Galactic Guardians Release Special: Ziran the Tester!

Happy Release Day HeroClix Fans!

To tie into today’s arrival of the Marvel HeroClix: Galactic Guardians set, we bring you a preview of one of the colossal figures included in the Super Boosters. Please sharpen your No. 2 pencils and welcome the Celestial known as Ziran the Tester!

Charged with testing species to determine if they are worthy of evolving, Ziran the Tester has individual dials that allow him to be played at 300, 600 or 800 points. By combining his individual dials, he can also be played at 1100 (the 800- and 300-point dials), 1400 (the 600- and 800-point dials), and 1700 (the 300-, 600-, and 800-point dials) points!

Regardless of the point value he’s played, Ziran the Tester begins play with a trait, Celestial, which allows him to use the Multiattack ability and prevents him from being targeted by Exploit Weakness and Mind Control.

But wait, there’s more!  When he’s played at his 600- and 800- point levels, Ziran the Tester gains an additional trait, Testing, which allows the player using him to roll a d6 at the beginning of the game and turn his Testing dial the same number of times as the die roll result.  The player then rolls 2d6 three times and turns the Testing dial again according to the result of each roll. The Testing dial results are listed on Ziran the Tester’s character card and determine which tests he will use during the game on those who oppose him.  When a test is failed, Ziran the Tester may deal two damage among any opposing characters!

When played at his lowest-pointed dial (Contemplation), Ziran the Tester opens defensively with five clicks of Invulnerability, followed by Toughness for the remainder of the dial. In his damage slot, Ziran the Tester starts with three clicks of Perplex, then gains three clicks of Probability Control toward the end of the dial. In his attack slot, Ziran the Tester uses Energy Explosion to scatter his enemies.  On his fourth click, Ziran the Tester ditches Energy Explosion and gains a special power, Planets Become Weapons, which shows up on every other click of the Contemplation dial.  When given a power action for Planets Become Weapons, Ziran the Tester can deal one unavoidable damage at the start of his next turn to each opposing character if he did not take any damage during his previous turn!  On the clicks that Planets Become Weapons doesn’t appear, he gains either Penetrating/Psychic Blast or Pulse Wave.

At the start of Ziran the Tester’s 600-point (Arrival) dial is another special power in his attack slot.  This special power, Analyze Specimens, allows him to use Incapacitate.  When he does, each character that is hit is also dealt damage equal to the number of action tokens on them after actions resolve.  Analyze Specimens appears again at the middle and the end of the Arrival dial.  Two clicks each of Penetrating/Psychic Blast and Poison are sandwiched between the runs of Analyze Specimens.

Another special power appears at the mid-point of the Arrival dial, this time in the damage slot.  This special power, Landing, allows Ziran the Tester to use a free action once per game to gain the (Foot Speed) symbol for the remainder of the game.  When he does, he may use Quake as a free action to target all opposing characters that can’t use the Flight ability.

Ziran the Tester’s 800-point (Decision) dial plays straightforward with only standard powers for the first two-thirds of its run.  On click 14, however, Ziran the Tester’s opponents are faced with another special power in his movement slot, A Last Chance to Prove Yourself Worthy!  When this special power appears, you can roll 2d6 after actions resolve and turn the Testing dial according to the result of the roll.  If your opponents’ force can pass the test on their current clicks, all enemy characters are healed one damage!  Another special power appears, Judgment Day Sacrifice, on Ziran the Tester’s last four clicks.  When this special power first appears, each opposing character may choose to be dealt one unavoidable damage after actions resolve.  You may then roll 2d6 and add 1 to the result for each opposing character that is dealt damage in this manner.  If the final result is less than 12, Ziran the Tester modifies his combat values by +2 and he can use Outwit, Perplex, and Probability Control.

Ziran the Tester has a range of 12 and can target three characters with his ranged attacks.  He also has the Power Cosmic team ability and a pair of keywords (Cosmic and Deity), which make him a formidable figure to field on his own.

That’s all we have for today!  Until next time, keep your clix off their KOs!

Galactic Guardians Heroclix Preview

Knowhere Security Chief: Cosmo!

Greetinks HeroClix Comrades!

For today’s Marvel HeroClix: Galactic Guardians preview we are presentink to you Mother Russia’s inadvertent addition to the Guardians of the Galaxy.  Please to be welcomink the space dog known as Cosmo!


As the liaison to the Guardians of the Galaxy and Annihilators and the head of security for Knowhere, Cosmo comes into play with the Police team ability.  Cosmo may look like an ordinary dog in a space suit but don’t underestimate this crafty canine’s mental powers!  Cosmo begins play with one click of Telekinesis to move objects or characters.  That’s backed defensively by Super Senses to represent Cosmo’s premonition.  Cosmo also has Enhancement on his starting click, which increases the damage dealt by friendly characters that make ranged attacks.  Characters with Running Shot and the Carry ability may find it handy to bring Cosmo along, although he’s likely to protest at being toted around like a celebrity’s pampered Chihuahua!

Cosmo switches tactics once he’s off his first click.  Enhancement and Telekinesis disappear.  In his movement slot he gains Mind Control, which can be handy since he also has a range of six and three targets.  That range and number of targets also is useful for the power in his attack slot, Incapacitate!  Defensively, Cosmo ditches Super Senses in favor of Barrier.  This trio of powers appears on Cosmo’s dial for two clicks.

As we reach the back end of Cosmo’s dial, Mind Control disappears and Barrier is replaced by the reappearance of Super SensesEnhancement also makes a return.  On Cosmo’s last click, Incapacitate makes way for a last-ditch use of Pulse Wave.

Cosmo checks in at 52 points and has a handful of helpful keywords (Annihilators, Animal, Guardians of the Galaxy, and Police) that make him a great, low-cost addition to any force!

That’s all we have for today!  Join us on Monday for our next DC HeroClix: The Dark Knight Rises preview as we visit with some of the members of Bruce Wayne’s support staff.

Galactic Guardians Heroclix Preview

The Lord of Latveria: Dr. Doom!

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Galactic Guardians preview we visit with a monarch who is often regarded as the second-smartest man on Earth behind Mr. Fantastic of the Fantastic Four.  Please welcome Dr. Doom.

Dr. Doom begins play with a trait, See? I Am Still Your Superior, which represents his status as the Fantastic Four greatest enemy and the Future Foundation’s unexpected ally.  See? I Am Still Your Superior allows Dr. Doom to heal one damage whenever a friendly or opposing character with the Fantastic Four keyword or team ability is KO’d.

On the first two clicks of Dr. Doom’s movement slots he has Phasing/Teleport to make a grand entrance.  On those same two clicks but in the damage slots, Dr. Doom has Outwit.  Both powers return on Dr. Doom’s last two clicks to allow him to flee from battle or help him make a last-ditch attack.  Sandwiched between the Outwit clicks are four clicks of Probability Control.

Scattered throughout Dr. Doom’s attack slots is a special power, Doom Will Solve Your Problems, Feeble Ones, which represents the Latverian despot making the best of missed opportunities.  With this special power, Dr. Doom modifies his attack and damage values by +1 when he attacks a character in the same turn that another friendly character missed with an attack.  Dr. Doom has Penetrating/Psychic Blast and Pulse Wave, respectively, when Doom Will Solve Your Problems, Feeble Ones is not showing on his second, fifth, and last clicks.

Defensively, Dr. Doom begins with a click of Impervious to represent the shields in his armor protecting him from harm.  Once he is off his top click, Dr. Doom’s defense downgrades to three clicks of Invulnerability.  On the back half of his dial, Dr. Doom’s defense becomes Toughness.  Regardless of his click number, Dr. Doom possesses the Indomitable team ability to prevent himself from taking pushing damage.

Dr. Doom comes in at 169 points and has a range of eight.  He also possesses an array of keywords which make him a viable option as a primary attacker on many forces.  Finally, Dr. Doom also possesses the Minions of Doom team ability, which makes him a wildcard.

Speaking of Dr. Doom’s minions, the Doombot clocks in at 55 points, has the Armor and Robot keywords, and the Minions of Doom team ability.

Doombot hits the map by using its Gauntlet Blasts (Energy Explosion) and its range of six on its first two clicks.  On those same two clicks, Doombot has a special power, The Real Doom, or just a Bot?, which allows the figure to target itself with Perplex if there is another friendly character on the battle map whose name includes “Doom” or “Doombot” as a separate word.  If there are no other friendly characters with “Doom” or “Doombot” as part of its name, Doombot can use Leadership and Shape Change.  Defensively, Doombot is protected by Toughness on its first three clicks.

Mid-dial, Doombot changes to a close combatant when it picks up the Charge and Super Strength combination of powers for two clicks.  On its last click, Doombot switches tactics again, this time to the combination of Running Shot and Pulse Wave.

With or without Dr. Doom by its side, Doombot makes a great addition to many different forces.

That’s all we have for today!  Join us on Monday for our next DC HeroClix: Dark Knight Rising preview when we visit with a man connected to Ra’s al-Ghul.  Then come back on Wednesday for another Marvel HeroClix: Avengers Movie set sneak peek when we highlight an Avenger who rarely misses his target.  Until then, keep your clix off their KOs!

Galactic Guardians Heroclix Preview

The Thing: It’s Clobbering Time!

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Galactic Guardians we make our way to Yancy Street, the tough childhood neighborhood of Benjamin J. Grimm – who is also known as the ever-lovin’, blue-eyed Thing!

Thing clocks in at 140 points and has the Indomitable combat ability. He begins his dial with the useful combination of Charge and Super Strength. Although Thing retains Super Strength for all but his last click, Charge only appears again on his third and fifth clicks. In Golden Age games, you can assign Thing the Rip It Up feat for 20 points and/or the Unstoppable feat for five points (both feats are available under the Print and Play link) to really make use of the Charge/Super Strength combo!

In the damage slot of Thing’s first four clicks is a special power, Had Enough Clobberin’ Yet?, which forces opposing characters to make a hard decision. Each time an enemy character takes damage from Thing’s close combat attacks, the opposing character’s owner can select from two options after actions have resolved: 1) Deal the opposing character one unavoidable damage or 2) get ready for another knuckle sandwich as Thing immediately makes another close combat attack on the same opposing character as a free action!  If the second option is chosen from Had Enough Clobberin’ Yet? and the opposing character takes damage from the attack, Thing can activate the power again!

Defensively, Thing’s rocky orange hide protects him from damage (but not the Yancy Street Gang’s insults) by way of Impervious on his first two clicks. That’s followed by Invulnerability at the heart of Thing’s dial. Finally, Toughness on Thing’s last two clicks represents Aunt Petunia’s favorite nephew at his most vulnerable. But even at his weakest, Thing still has some fight left in him and this is represented as Close Combat Expert on his last three clicks!

Thing has a trio of keywords (Avengers, Celebrity, and Fantastic Four) and a steady set of attack and defense values which make him a good choice as the primary attacker for many teams.

That’s all we have for today! Join us on week for our next Marvel HeroClix: Galactic Guardians preview as we visit with one of the Fantastic Four’s earliest foes!

Galactic Guardians Heroclix Preview

Hammer Time with Ronan the Accuser!

Greetings, HeroClix fans!

For our final Marvel HeroClix: Galactic Guardians Annihilators Fast Forces pack preview, we turn the spotlight toward one of the Kree Empire’s greatest defenders. Please welcome the last (but certainly not the weakest) member of the Annihilators, Ronan the Accuser!

Ronan can be played at 75, 100, and 150 points. When played at 75 points, he begins on click four.  His 100-point starting line is on click three. Regardless of his point level, Ronan possesses a range of six and the following keywords:  Annihilators, Cosmic, Inhumans, Kree, and Ruler.

When played at full strength, Ronan begins as a hand-to-hand fighter and has Charge and Close Combat Expert on his first two clicks. Those are followed by two clicks of Running Shot. Ronan, however, is never without his feared Universal Weapon and has a special power of the same name on the first four clicks of his dial. Universal Weapon grants Ronan the use of Incapacitate, Penetrating/Psychic Blast, and Pulse Wave! Defensively, Ronan possesses Impervious on his first click to help him absorb most or all damage dealt to him and prove to others (and himself) that he’s not the weak link of the Annihilators! Once Ronan is off his top click, he trades in Impervious for three clicks of Invulnerability.

Once we reach the back half of Ronan’s dial, we see that Charge and Close Combat Expert have returned. Gone is the Universal Weapon; in its place is three clicks of Quake.  Defensively, Ronan’s love for his wife, Crystal of the Inhumans, keeps him going and is represented via Toughness for the remainder of his dial. On Ronan’s second-to-last click he regains Running Shot and also picks up Ranged Combat Expert to dish out extra damage from a distance!

With three different point values and several popular keywords, Ronan the Accuser makes an excellent addition to many forces!

That’s all we have for today! Join us on Wednesday for our next Marvel HeroClix: Avengers Movie sneak peek as we visit with an armored foe of the mighty Thor, then come back on Friday when Aunt Petunia’s favorite nephew takes the stage! Until then, keep your clicks off their KOs!

Galactic Guardians Heroclix Preview

Skrull Ally to the Fantastic Four: Lyja the Lazerfist!

Greetings, HeroClix fans!

Today we continue our previews of the Marvel HeroClix: Galactic Guardians set as we visit a Skrull invader both friend and foe to the Fantastic Four, Lyja the Lazerfist!

Lyja the Lazerfist possesses a trait called Wedded Duo, allowing herself and a friendly character named Human Torch or Johnny Storm who is adjacent to Lyja the Lazerfist, to both modify their attack values by +1 if not already modified by this effect.  Lyja the Lazerfist also possesses both the Fantastic Four team ability, allowing team healing, and the Skrull  team ability, making her that much harder to target.

Lyja the Lazerfist begins play with Stealth, and she keeps it for her entire dial, except click number 3, which has her only click of Running Shot.  On her attack slot, Lyja the Lazerfist has a couple powers to utilize her 6 range, starting on her first two clicks with Energy Explosion.  This is followed on clicks 3 and 4 with Penetrating/Psychic Blast.

Defensively, Lyja the Lazerfist starts with 3 clicks of Toughness to soften the blow if an opposing figure manages to hit her.  This is followed on her last 3 clicks by Energy Shield Deflection.  To add to the challenge of hitting Lyja the Lazerfist beyond her Stealth and Skrull team ability, she also has a special power on her first 4 clicks called Seductive Infiltrator.  This allows Lyja the Lazerfist to use Shape Change, and when Lyja the Lazerfist succeeds on a Skrull team ability roll, she can’t be targeted with an attack for the rest of the turn by any character!

Lyja the Lazerfist has solid stats for her 80 points, making her a decent tie-up figure and secondary attacker.  She will be useful on most forces, and especially so on a team with Human Torch or Johnny Storm!

Thanks for reading, and join us next Wednesday as we continue to explore the Marvel HeroClix: Avengers Movie expansion as we get a look at Asgard’s most powerful weapon!  Be sure to come back Friday as we continue our previews of Marvel Heroclix: Galactic Guardians Annihilators Fast Forces with a member who has ruled his people!

Galactic Guardians Heroclix Preview

Oathbrother to Thor: Beta Ray Bill

Greetings, HeroClix fans!

For today’s Marvel HeroClix: Galactic Guardians Annihilators Fast Forces pack preview, we visit with a warrior who is among an elite group to have wielded Thor’s enchanted hammer, Mjolnir. Please welcome Thor’s oath brother, Beta Ray Bill!

Beta Ray Bill can be played at either 150 points or 100 points. If Beta Ray Bill is played at 100 points, he begins his dial on click three.

When Beta Ray Bill begins play at his 150-point level, he starts with a special power in his damage slot called Cosmic Storm and Eclipse.  This special power, which only appears on his first two clicks, lowers the speed and attack values of opposing characters by -1 if they possess the Wing speed symbol and are within six squares of Beta Ray Bill.  For friendly characters within six squares that can use Stealth, this power also blocks lines of fire that are drawn to them when it is not your turn!

Beta Ray Bill has the combination of Charge and Super Strength on his first click, which allows him to pick up an object as he closes in for a melee attack and use it to deal extra damage! Defensively, Beta Ray Bill was empowered by Odin and therefore uses Impervious on his first two clicks. As a cyborg, he also has the Indomitable combat ability and can use Willpower to ignore pushing damage. The third and fourth clicks of Beta Ray Bill’s dial are almost identical in their powers, with the exception of Impervious leaving in favor of Invulnerability and Cosmic Storm and Eclipse disappearing altogether.

As we begin the back half of Beta Ray Bill’s dial, we see that Charge is gone and the hammer Stormbreaker takes over in the form of two clicks of Phasing/Teleport. Defensively, Beta Ray Bill’s cyborg body protects him via Toughness for the remainder of his dial.  Beta Ray Bill also gains a special power in his attack slot called Chain Lightning! When Beta Ray Bill uses his range of six to make a ranged combat attack, he can also attack an additional opposing character within three squares and line of fire of his first target. If Beta Ray Bill hits both targets in this manner, the first character is dealt three damage and the second is dealt two damage! You’ll want to note that when using Chain Lightning, the second target doesn’t need to be within Beta Ray Bill’s range or line of fire.

Chain Lightning appears on Beta Ray Bill’s dial for three clicks. On his last two clicks, Phasing/Teleport disappears in favor of Force Blast. You can assign the Whirlwind feat (available under the Print and Play link) to use Force Blast on multiple adjacent enemies!

With a handful of useful keywords (Annihilators, Asgardian, Cosmic, Robot, and Warrior) and two point levels of play, Beta Ray Bill makes a fun and versatile addition to any force!

Thanks for reading! Join us on Wednesday for our next Marvel HeroClix: Avengers Movie sneak peek as we visit with another character with ties to the mighty Thor!

Galactic Guardians Heroclix Preview

Guardians of the Galaxy: Pluto’s Champion!

Greetings HeroClix Fans! We journey to the far-flung future for today’s preview, a dystopian era where a crusading team of heroes have banded together to fight tyranny and oppression as the Guardians of the Galaxy! We are pleased to present Martinex!

Martinex begins play with two special powers on his dial; on his attack slot, Martinex wields his Hot and Cold special power which enables him to use Energy Explosion.  As an added treat (though not for his targets!), Martinex is also able to use Incapacitate as a free action once his Energy Explosion attack resolves! On his defense slot, Martinex possesses the Brittle Crystal Form special power.  Brittle Crystal Form grants Martinex the use of Toughness, but when an opposing character attacks him and rolls an 8 or less, Martinex can instead use Impervious!

Mid-dial Martinex displays his scientific acumen with some ever-handy Perplex, while late-dial his Brittle Crystal Form gives way to standard Toughness and Hot and Cold becomes Penetrating/Psychic Blast!

At only 82 points and with solid attack values throughout almost his entire dial, Martinex will be an asset to your Guardians of the Galaxy teams! The Defenders team ability will allow him to share the defense values of hardier allies (who are also using that team ability) while his Future, Guardians of the Galaxy, and Scientist keywords ensure Martinex will be useful for a number of strategies!

That’s all we have for today but join us next week as we check in with the Thunder God’s Oathbrother on Monday, and continue with the Thunder God’s oft-misunderstood half-brother on Wednesday! Until then, keep your clix off their K.O’s!

Galactic Guardians Heroclix Preview

Quasar – Wielder of the Quantum Bands

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Galactic Guardians Annihilators Fast Forces set preview, we visit with a hero who returned from the dead just in time to join the Annihilators and protect the universe from Lord Mar-Vell’s attack.  Please welcome the keeper of the Quantum Bands, Quasar!

Quasar can be played at either 175 or 100 points.  If played at 100 points, Quasar’s dial starts on click four.  When used at full strength, Quasar starts with two clicks of Hypersonic Speed in order to hit and run.  On those same two clicks, Quasar’s Quantum Bands grant him Energy Explosion in his attack slots.  Defensively, Quasar adjusts his density (which is represented via one click of Impervious).  He then switches tactics and uses Invulnerability.  Finally, Quasar’s ability to tap into his Quantum Bands for a boost in power is represented via Perplex for two clicks!

On click three, Quasar retains Invulnerability but replaces Hypersonic Speed and Perplex for Running Shot and Enhancement.  This allows Quasar to move adjacent to a friendly character and make a ranged attack.  If the friendly character can make a ranged attack of its own, it’ll receive a +1 to its damage value thanks to Quasar’s Enhancement!

Click four introduces us to a special power found in Quasar’s movement slot.  This power, First Line of Defense, allows Quasar to use Phasing/Teleport.  In addition, he can carry a single-base figure regardless of the speed symbol it possesses!  Attackwise, Quasar picks up two clicks of Pulse Wave.  Defensively, he switches from Invulnerability to Toughness for two clicks.

As we reach the middle of Quasar’s dial, we see that he regains Running Shot for three clicks before First Line of Defense returns.  One of those Running Shot clicks overlaps with his second Pulse Wave click, which makes for a potent combination if Quasar flies into a group of opposing characters!  Starting with click six, Quasar again changes strategies and drops Pulse Wave for two clicks of IncapacitateToughness is also replaced by Energy Shield/Deflection to make him difficult to hit with ranged attacks.  Enhancement also returns for the final four clicks of Quasar’s dial.  On Quasar’s final two clicks, he switches defensively to using Quantum Constructs (Barrier) and his attack becomes Telekinesis.

With a trio of keywords (Annihilators, Avengers, and Cosmic) and a range of eight and two targets, Quasar makes an excellent primary attacker at 175 points or can be used as an effective secondary line of defense at 100 points.

That’s all we have for today!  Join us on Wednesday for our next Marvel HeroClix: Avengers Movie preview as we spotlight a villain whose hatred for Captain America has spanned generations!  Then come back on Friday as we continue our Marvel HeroClix: Galactic Guardians previews with a member of the Guardians of the Galaxy whose bravery is crystal clear!

Galactic Guardians Heroclix Preview

The Universal Church of Truth!

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Galactic Guardians preview, we focus on the Universal Church of Truth, an intergalactic religious order that has placed its faith in the teachings of Adam Warlock’s evil alter ego from the future, the Magus! First, we take a look at the Cardinal of the UCT!

Very little can deter the Cardinal of the UCT from its mission to convert the entire universe into worshippers of the Magus! With this in mind, the Cardinal begins play with Phasing/Teleport in its speed slot. Defensively, the Cardinal relies upon holy armor (Toughness) to protect him from harm while Close Combat Expert represents the holy weaponry!

Starting on his second click, the Cardinal gains a long run of a Minion special power, Belief Battery, which represents its empowerment by its fellow believers! If a friendly character named Magus or Cardinal Raker is within eight squares, Belief Battery charges the Cardinal of the UCT with the Flight ability! Belief Battery works in combination with the Cardinal’s new movement ability, Charge, and his damage ability, Exploit Weakness, both of which appear for two clicks. On those same two clicks, the Cardinal’s boost in power is represented defensively in the form of Invulnerability. Mid-dial, the Cardinal regains Toughness and Exploit Weakness to smite any unbelievers. On his last click, the Cardinal’s belief that the Magus will sustain him is represented via Regeneration.

The Cardinal of the UCT has a range of four. At 66 points, the Cardinal is a viable option for your crusading strike force – particularly one that includes Magus or the mysterious Cardinal Raker!


Cardinal Raker was a high-ranking member of the Universal Church of Truth who has clashed directly with Adam Warlock and the Guardians of the Galaxy. As one of the more powerful warriors in the Universal Church of Truth, Cardinal Raker clocks in at 132 points and has a range of six.

Like the Cardinal of the UCT, Cardinal Raker begins play with Phasing/Teleport as his preferred mode of movement. Unlike the Cardinal of the UCT, Cardinal Raker possesses Impervious on his opening click to help him absorb all or some damage dealt to him. In his damage slot, Cardinal Raker possesses a Minion special power, Our Immortal Deity! This power, which appears on every one of Cardinal Raker’s clicks, modifies his attack value by +1 if a character named Magus is within eight squares. In addition, if Magus is on his first click, all of Cardinal Raker’s combat values are modified by +1 and he can use Willpower.

Starting with Cardinal Raker’s second click, he begins the use of Blades/Claws/Fangs for the majority of his dial. This run of Blades/Claws/Fangs is interrupted on the back half of dial when he switches to Penetrating/Psychic Blast for two clicks! Also on Cardinal Raker’s second click, he picks up Charge, which can be used in combination with Blades/Claws/Fangs to really put the fear of Magus into those who oppose the Universal Church of Truth! As a follow-up, Charge makes way for two clicks of Flurry. Defensively, Cardinal Raker switches from Impervious to Invulnerability as his damage reducer of choice. Mid-dial, he then switches to Toughness for three clicks before ending his dial with Regeneration. Phasing/Teleport reappear on Cardinal Raker’s last two clicks to help him regroup and heal with Regeneration.

Both the Cardinal of the UCT and Cardinal Raker have the Universal Church of Truth and Warrior keywords. Cardinal Raker makes for a viable leader on most forces or can be an empowered zealot if used with Magus!

That’s all we have for today! Please join us on join us on Monday as we continue our previews of the Marvel HeroClix: Galactic Guardians Annihilators Fast Forces pack with a hero last seen in the Captain America expansion. Speaking of Cap, be sure to return on Wednesday when we explore the Marvel HeroClix: Avengers Movie expansion and visit with the sentinel of liberty’s greatest enemy!