Categories
Marvel HeroClix 10th Anniversary Preview

Marvel HeroClix 10th Anniversary: Thor, God of Thunder!

Greetings HeroClix Fans!

Welcome as we present another preview from the upcoming Marvel HeroClix: 10th Anniversary set.  Today’s previews take us from the halls of Asgard to the roster of the Avengers on Midgard.  We present the Mighty Thor! 

Thor begins play using his 8 range with two targets coupled with Running Shot to take the fight to his opponents.  Adding to his first strike capability is the Avengers Initiative team ability, which will allow him to ignore hindering terrain for movement and line of fire purposes.  An opening click of Impervious will allow Thor to reduce damage, if not ignore it completely.   After this, Invulnerability will deduce damage for a couple of clicks.

In his mid-dial, Thor switches to Toughness for the rest of his dial as his stats begin to sag before taking an end-dial upswing.  As his attack values get back to printed a printed 10 and 11, and his damage rises to 4 and 5, Thor charges headlong into battle with Charge.

Based on Thor #096 from the Marvel HeroClix: Ultimates set, Thor has the generic Celebrity and Deity keywords, as well as the previously mentioned Avengers Initiative team ability.  At 120 points, there is plenty of room to build supporting figures around Thor.

Like all sets of heroes and villains in Marvel HeroClix: 10th Anniversary, Thor has the Battlefield Promotion ability allowing him to switch to a different version.  Battlefield Promotion: Thor When Thor hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, you may replace this character with Marvel HeroClix: 10th Anniversary  #005 Thor on the same click number.

Thor #005 can be played at both the 200 and 100 point levels.  If you choose to play him at 200 points, he has a trait called God of Thunder, allowing him to use Willpower.  Thor begins play using Running Shot with his 8 range and 2 targets to begin the battle.  On his way, Thor can use his Super Strength to grab an object to pummel any opposing figure foolish enough to base him.  An opening click of Impervious will protect him from the inevitable retaliation.  On his second click, Thor reaches the height of his attack power as he adds a couple clicks of Pulse Wave and a 12 attack to his dial.  Invulnerability will be his damage reducer for a few clicks at this point.

Next up on his dial, Charge gives Thor the option to engage a foe in close combat, while Pulse Wave can help set up the use of his special power, Master of the Storm.  This power makes all opposing figures within 5 squares of Thor have the standard movement ability if he hits an opposing character with a range combat attack.  Next up, Thor regains Running Shot and Impervious, and sees the first couple of clicks of Quake added to his dial.

At this point in his dial, Thor has his 100 point starting line.  Running Shot, Quake and Impervious are still present on his dial.  On the next section of his dial, Thor switches to a close combat beast as he has Charge and Super Strength, the latter of which will be on the rest of his dial.  Invulnerability returns for this section of his dial as well.

At the end of his dial, Thor picks up a new power as Flurry allows two close combat attacks, and his combat values take an end-dial upswing.  The return of Master of the Storm will again provide some board control for his force.  Toughness will be his damage reducer for the rest of dial.

Thor has a good selection of keywords, including Asgardian, Avengers, Deity, Ruler, and Warrior.  With solid combat values and an aggressive power set, Thor will be a solid addition to any force you include him on, weather you choose to play him at 100 or 200 points, or bring him to your force through the Battlefield Promotion ability.

 

 

Categories
Marvel HeroClix 10th Anniversary Preview

Marvel HeroClix 10th Anniversary: Storm, Mistress of Elements

Greetings HeroClix Fans!

Our series of previews for the Marvel HeroClix: 10th Anniversary set continues with a look at a woman who has been a thief in Cairo, a leader of the X-Men and Morlocks, and queen of the African nation of Wakanda.  Please welcome the windrider, Storm!

This 10th Anniversary incarnation of Storm pays its respects to her counterpart from the Marvel HeroClix: X-Men Danger Room starter set and comes into play at 59 points.  Like other characters in the Marvel HeroClix: 10th Anniversary set, Storm has a Battlefield Promotion trait that allows her to switch to a Modern Age version of her character.  We’ll go into more detail on the trait later; for now, let’s look at Storm’s dial!

 

Storm starts her dial with two clicks of Stealth to represent her time as young thief in Cairo.  On her first click, she also has Ranged Combat Expert to showcase her control over Mother Nature’s fury.  Ranged Combat Expert appears on Storm’s first three clicks.  On Storm’s last two clicks, she also picks up Force Blast as she summons powerful winds that can move even the most steadfast opponents!

Starting on Storm’s second click, she gains Energy Explosion as she hurls ball lighting at opposing characters within her range of eight.  Energy Explosion remains on Storm’s dial until her last click, when she switches to Smoke Cloud and summons a mist to conceal herself and her teammates.  Defensively, Storm gains Energy Shield/Deflection on her third click and keeps that power for the rest of her dial.

This version of Storm has the Deity, Morlocks, Ruler, and X-Men keywords to provide options when team building.  She also has the X-Men team ability.  Her low cost and damage output make her an excellent choice for many forces.

We mentioned earlier that Storm had a trait, Battlefield Promotion: Storm.  When Storm hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on Storm’s character card.  On a result of 8 or higher, you may replace this character with #020 Storm on the same click number.

 

Our Modern Age Storm comes in at 98 points and begins play with a trait, Royal Duo.  If a friendly character named Black Panther is adjacent to Storm, both modify their defense values by +1 if not already modified by this effect.

In comparison to her Golden Age counterpart, #020 Storm has a range of seven and can target two characters with ranged attacks.  She begins her dial with three clicks of Running Shot in her movement slot, then follows that with Stealth for two clicks as she once again calls upon her experience as a thief in Cairo.  In Storm’s attack slot, Penetrating/Psychic Blast bookend her dial as she throws focused lightning at her opponents.  Pulse Wave appears on Storm’s second and third clicks.

Storm’s defensive slot starts with a special power, Windrider, which allows her to use Super Senses.  In addition, when Storm has no action tokens she can use Energy Shield/Deflection and may use Force Blast as a free action.  Windrider appears on Storm’s first three clicks, then returns on her final click.

Before she became an X-Man, Storm was worshipped as a goddess in Africa’s Serengeti.  Thus, Leadership appears in the first click of Storm’s damage slot.  That’s followed by two clicks of Ranged Combat Expert.  This power also appears on her last click.  Storm also defeated Callisto for control of the Morlocks and bested Cyclops in combat for leadership of the X-Men.  Against Cyclops, Storm won without the use of her powers.  To represent her combat prowess, Storm has two clicks of Close Combat Expert to show her opponents exactly how she earned the right to lead!

Storm has an array of generic and named keywords that offer plenty of options when team building.  She also has the X-Men team ability.  At 98 points, she still leaves room for other attackers and support characters on a force.

Thank you for reading!  Please join us next time when we take a look at a character that shares a lot in common with Storm but often assembles with some of Earth’s mightiest heroes.  Until then, keep your Clix off their KOs!

Categories
Marvel HeroClix 10th Anniversary Preview

From The X-Men to Cosmic Force of Nature: Marvel Girl and Dark Phoenix!

Greetings HeroClix Fans!

Our series of previews continues for the Marvel HeroClix: 10th Anniversary set with a visit to the Jean Grey School for Higher Learning (formerly the Xavier Institute for Higher Learning) as we spotlight the school’s namesake.  Please welcome one of Professor Charles Xavier’s original students, Marvel Girl!

As a charter member of the very first HeroClix set, Infinity Challenge, the 10th Anniversary incarnation of Marvel Girl pays homage to her original appearance in the game.  Marvel Girl comes into play at 54 points and has the X-Factor and X-Men keywords, along with the X-Men team ability.

Marvel Girl begins her dial with Telekinesis on each of her five clicks.  She also has a full run of Energy Shield/Deflection to show her defensive use of TK.  On Marvel Girl’s first click she has Support to heal any teammates who need help.  At the end of her dial, Marvel Girl gains Mind Control as she mentally nudges opposing characters into doing her bidding.

Like other characters in the Marvel HeroClix: 10th Anniversary set, Marvel Girl has a Battlefield Promotion trait that allows her to be replaced with a Modern Age version of herself.  With the Battlefield Promotion: Dark Phoenix trait, when Marvel Girl hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  When Marvel Girl is KO’d, you may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on her character card.  If the result is 8 or higher, you may replace her with #021 Dark Phoenix on her yellow starting line.  On a result of 10 or higher, the replaced character begins on the blue starting line.  If you roll a six and the result is 12 or more, Dark Phoenix begins on the green starting line.

The cosmic entity known as Dark Phoenix can be played at 300, 200, and 100 points.  Dark Phoenix’s 200-point starting line is on click four.  Her 100-point starting line is on click seven.  Regardless of where she starts, Dark Phoenix has a range of 10 and can target three characters with her ranged attacks.  She also has a trait, The Darkness Within, which lets her use Super Senses but she only evades attacks on a result of 6.  In addition, when Dark Phoenix KO’s an opposing figure you may heal her of 1 damage.

Dark Phoenix is fire and life incarnate and therefore begins her dial with Hypersonic Speed in her movement slot.  She then switches to two clicks of Running Shot that announce her status as a space-born entity!  This series of powers repeats itself on clicks four to six.  On click seven, the cycle reverses itself as Dark Phoenix retains Running Shot for two clicks and follows up with a click of Hypersonic Speed.  On Dark Phoenix’s last click, she gains Earthbound/Neutralized as she realizes the end is near.

When the Phoenix Force took control of Jean Grey’s body, it amplified the powers Marvel Girl already possessed and introduced some new ones.  Dark Phoenix begins her attack slot with a click of a special power, Jean’s Not Here Anymore, which allows her to use Pulse Wave and Telekinesis and represents this boost in offensive abilities.  Jean’s Not Here Anymore also appears on her fifth, seventh, eighth, and tenth clicks.  On Dark Phoenix’s second and fourth clicks she revels in the rapture of destruction (Energy Explosion) she has brought upon her enemies.  On Dark Phoenix’s last click, her Marvel Girl persona regains control and is represented via Telekinesis.

In Dark Phoenix’s damage slot, she picks up Outwit on her second click.  Outwit also appears on her fifth, seventh, and eighth clicks.  On her last click, Dark Phoenix gains Battle Fury as the Phoenix Force struggles with Marvel Girl for control of the host body.

Defensively, Dark Phoenix begins with two clicks of Impervious, then follows with a pair of Invulnerability clicks.  That’s followed by two clicks of Toughness.  At the halfway point of Dark Phoenix’s dial, two more clicks of Invulnerability appear, followed by another pair of Impervious clicks.  A special power, My Sacrifice Saves You All, appears on Dark Phoenix’s last click.  When this special power is revealed, stop turning the dial.  Dark Phoenix can’t use Super Senses.  When she takes damage, heal all other friendly characters that share a keyword with Dark Phoenix of 2 damage.

Dark Phoenix has the Cosmic, Deity, and X-Men keywords and the Power Cosmic team ability.  She can be a force of one on her 300-point level but leaves some room for teammates on her 200- and 100-point incarnations.  Dark Phoenix is also a Unique, as noted by the silver ring around her base and on her character card, so only one may be added to your force.

That’s all we have today!  Join us for our next Marvel HeroClix: 10th Anniversary preview as we visit with another member of the X-Men who has been worshipped as a deity.  Until then, keep on Clixing!

Categories
Marvel HeroClix 10th Anniversary Preview

From Yancy Street to Avengers Mansion: The Thing!

Greetings HeroClix Fans!

Welcome back to another exciting preview from the Marvel HeroClix: 10th Anniversary set!  Today we visit Aunt Petunia’s favorite nephew, the ever-lovin’, blue-eyed Thing!

 

The Thing #011 begins play doing what any good Thing should do: running full-steam into battle, using the always useful (and character accurate) Charge.   Super Strength allows him to grab an object on the go and pummel his foe with it!  His Indomitable combat ability will allow him to do it again next turn with no fear of pushing damage, or at the least hit his target again with The Thing’s printed 11 attack and 4 damage!  Impervious helps protect The Thing from his opponent’s attack damage, if not avoid it outright.

Mid-dial, The Thing loses the ability to move and attack for now, and then sees the end of his Super Strength.  Invulnerable takes the place of Impervious, as The Thing continues to reduce damage dealt to him thanks to his rocky hide.

At the end of his dial, The Thing is down to his Indomitable will and his charm as The Thing demonstrates his determination to defeat a foe with Toughness and one last click of Charge.

The Thing pays homage to the veteran Thing #078 from Marvel HeroClix: Fantastic Forces and possesses the Celebrity and Fantastic Four keywords, while the Fantastic Four team ability allows him to heal if a friendly character is using this team ability when they are K.O.’ed.

For 82 points, The Thing is a solid brick type of figure that will leave plenty of room to build around.  As with all of the early-appearance figures in Marvel HeroClix: 10th Anniversary, The Thing possesses a Battlefield Promotion trait that allows him to transform to his modern version.  When The Thing #011 hits on opposing character, you may place a Promotion Token on his character card after actions resolve.  You may roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  If the result is 8 or higher, The Thing #011 may be replaced with Thing #003 on the same click number.

Thing #003 goes into battle the same way as The Thing #011: using Charge and Super Strength to take the fight straight to your opponent!  Thing also has an opening click of Impervious to reduce or avoid attacks.But Thing has something The Thing (#011) didn’t have: Shape Change to represent his “disguise” (consisting of a trench coat and hat!).  On his second click, Thing can still use Charge and now his damage reducer of choice is Invulnerable.  Super Strength is now part of his special power, Lemme Grab Somethin’.  In addition to Super Strength,  Thing can be given a standard light object after he resolves a move action, if he began his move action without an object or action token.

On his third click, Thing sees his last click of Charge.  Lemme Grab Somethin’ is still here, and Impervious returns for a couple of clicks.  Also on this click, Thing sees his first click of Quake, which will be sprinkled though out more of his dial.

Mid-dial, Thing switches things up as Flurry shows up for a few clicks, to allow him to make two close combat attacks.  Thing has his last click of Impervious at this point.  After this, Thing gets back Quake and Invulnerability for two clicks.

At the end of his dial, Thing gains the ability to potentially lock down adjacent opposing characters, or improve the chances of beating a hasty retreat with Plasticity for the rest of his dial.   Thing has his last click of Quake, Invulnerability and Lemme Grab Somethin’.  Thing closes out the last two clicks of his dial with Toughness.

Thing has a host of keywords, to fit on many theme teams, including Avengers, Fantastic Four, Celebrity, Soldier and Brute.  Thing also possesses the Fantastic Four team ability.  At 128 points, with the ability to break through damage reducers on every click, and solid combat values and powers, Thing will be a great addition to whatever force you include him on.

That’s all we have for today, but be sure to join us later in the week as we showcase two generations of hero with a penchant for caerulean Coleoptera!  Until then, keep your clix off their K.O.’s!

 

 

Categories
Marvel HeroClix 10th Anniversary Preview

The X-Men’s Mutant Master of Magnetism: Magneto!

Greetings HeroClix Fans!

The subject of today’s Marvel HeroClix: 10th Anniversary preview is a man who has been one of the X-Men’s oldest foes and has at times been one of the group’s strongest allies.  Please welcome the master of magnetism, Magneto!

 

First we’ll start with a version of Magneto that reflects his early appearances in HeroClix.  This Magneto (#015) starts with a range of 8 and a click of Running Shot to help him bring the fight to the Homo Sapiens.  Defensively, Magneto’s dial starts with a click of Impervious as his magnetic shields protect him from harm while Leadership shows in his damage slot.

Once Magneto is off his first click, he loses Running Shot but gains three clicks of Pulse Wave in his attack slot.  Defensively, he downgrades from Impervious to two clicks of Invulnerability.  On Magneto’s last Pulse Wave click his defensive power drops even further to Toughness, which he retains for two clicks.

On Magneto’s last two clicks, he stands his ground although there’s no guarantee his opponents will do the same: In his movement slot he gains Force Blast while Quake occupies his attack slot.  Outwit is in his damage slots, which represents the wisdom he’s gained through age.  Toughness makes way for Barrier on his last click.

This version of Magneto hits the map at 113 points and has the Brotherhood of Mutants team ability and keyword.  He also has the Acolytes, Ruler, and X-Men keywords.  Like other characters in the Marvel HeroClix: 10th Anniversary set, Magneto has a Battlefield Promotion trait that allows him to transform into his Modern Age version.  When #015 Magneto hits one or more opposing characters, you may place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  If the result is 8 or higher, #015 Magneto may be replaced with #019 Magneto on the same click number!

 

This version of Magneto can be played at 250 or 125 points.  The figure also hits the battle map with a trait, Magnetic DebrisMagneto begins the game without the Magnetic Debris attached.  We’ll discuss how the Magnetic Debris attaches itself to Magneto shortly.  In the meantime, let’s talk about what Magneto gains when the Magnetic Debris is attached:  With the Magnetic Debris attached, Magneto modifies his defense and damage values by +1 and when he is hit b a close combat attack, the attacker is dealt 1 unavoidable damage after the attack is resolved.  The Magnetic Debris remains attached to Magneto until he takes damage from an opponent’s attack.

Magneto begins his dial with a range of eight and can target two characters.  He starts with Running Shot in his movement slot and a special power, Master of Magnetism, in his damage slot.  Master of Magnetism appears on all but Magneto’s last two clicks and allows him to use Pulse Wave and Quake.  When he uses either power and hits, you may attach the Magnetic Debris to him.  Running Shot appears on all but Magneto’s second and sixth clicks.

Telekinesis occupies Magneto’s attack slot and also appears on all but his last two clicks.  Defensively, Magneto starts with three clicks of Invulnerability, then follows up with three clicks of Toughness to show that he is naturally strong.  On Magneto’s last two clicks, Toughness makes way for Willpower as he keeps fighting for a cause which he feels is righteous.  In his attack slot he gains Ranged Combat Expert to remind others that he’s most dangerous when focused on one opponent.  However, he can deal with multiple adjacent opponents by using Quake on his last click.

The Modern Age Magneto has the same keywords as his #015 counterpart and also possesses the Hellfire Club and New Mutants keywords.  Instead of the Brotherhood of Mutants team ability, #019 Magneto has the X-Men team ability!

Thanks for reading!  Please join us for our next Marvel HeroClix: 10th Anniversary preview when we crash a closed poker party hosted by a palooka with a clever catchphrase.  Until then, keep your Clix off their KOs!

Categories
Marvel HeroClix 10th Anniversary Preview

Invincible Avenger: Iron Man!

Greetings HeroClix Fans!

We continue our series of previews for the Marvel HeroClix: 10th Anniversary set by checking in with the financial backer of, and a founding member of the Avengers, he is the Invincible Iron Man!

Iron Man #009 begins play taking the fight to your opponent with Running Shot.  Iron Man can do his printed 3 damage, or opt to use his 7 range with two targets with Incapacitate.  Outwit will deprive an opposing figure of a key power, while Invulnerable will provide him some protection from counter attack.  On his second click, the only changes on Iron Man’s dial are a reduction of 1 for his attack value, and swapping Invulnerability for Toughness. 

Mid-dial, Iron Man has another power that works well with his 2 targets as he picks up a decent run of Energy Explosion.  Three clicks of Force Blast will keep opposing figures at bay.  This power will be handy as Iron Man is primarily a range combat piece, as he has Energy Shield Deflection to make him harder to hit at range, and Range Combat Expert to hit harder from range.

Iron Man has the Armor, Avengers, and Scientist keywords, so he will fit on a few popular theme teams.  At 101 points, Iron Man is a solid secondary attacker on any force, and should be able to take advantage of his Avengers team ability.

Like the other classic versions of characters in the Marvel HeroClix: 10th Anniversary set, Iron Man has a Battlefield Promotion trait which allows him to transform into a Modern Age counterpart: “Battlefield Promotion: Iron Man When Iron Man hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, you may replace this character with Marvel HeroClix: 10th Anniversary #009 Iron Man on the same click number.”

Our more modern Iron Man possesses a trait called Adaptive Armor, that lets him ignore damage dealt by a figure assigned a resource or relic, and roll a d6, and on a result of 1-3, Iron Man is dealt 1 unavoidable damage.  This ability can’t be ignored.

Iron Man #009, can be played at either 225 or 125 points, and like his predecessor, begins play with Running Shot.  Iron Man can either use his printed 4 damage to target up to two opposing figures, use Energy Explosion with his 8 range and two targets, or use the Pulse Wave given to him by his damage special power, called The Futurist, that also allows the use of Perplex!  If you can’t decide which power to use this turn, his Indomitable combat ability will allow him to act next turn with no fear of pushing.  Impervious will allow Iron Man to reduce damage, if not ignore it completely.

On his second click, has mostly the same power set, but Iron Man gains more penetrating damage with a click of Penetrating/Psychic Blast.  His third click sees Impervious give way to Invulnerability, and Iron Man loses The Futurist, but picks up a new special power in his attack slot named for his most recent company, Stark, Resilient.  This special power allows Iron Man to use both Outwit and the Sharpshooter combat ability.

Mid-Dial is where we find Iron Man’s 125 point starting line.  At this point, Iron Man has his last click of Running Shot, and Impervious returns for one more click.   On both this and his next click, Iron Man has Penetrating/Psychic Blast and standard Perplex.  At this point in his dial, Force Blast shows up for the rest of his dial, and Invulnerability returns for a couple of clicks.

At the end of his dial, Iron Man continues to be able to push foes away with Force Blast. But, having an opposing figure adjacent to Iron Man isn’t necessarily a bad thing as he regains his Stark, Resilient allowing the use of Outwit and the Sharpshooter combat ability.  On his last two clicks, Iron Man has Toughness to provide him some damage reduction.

Iron Man #009 has the ability to fit onto many theme teams as he has the Armor, Avengers, Celebrity, Illuminati, S.H.I.E.L.D., and Scientist keywords.    Iron Man also has the Avengers team ability.  With a great selection of powers, and aggressive combat values, Iron Man will be a valuable addition to whatever team build you choose to include him on.

That’s all we have for today, but be sure to join us later in the week as we continue to spotlight even more exciting upcoming HeroClix releases!

 

 

 

 

Categories
Marvel HeroClix 10th Anniversary Preview

The New Color of Evil: the Green Goblin!

Greetings HeroClix Fans!

This August fans everywhere will be celebrating 10 years of Marvel HeroClix with (the aptly named) Marvel HeroClix: 10th Anniversary set.  Marvel HeroClix: 10th Anniversary is a standalone set of 24 ALL-NEW, unique sculpts and dial designs for 12 fan-favorite Marvel Comics’ characters.  Each character has early- and modern versions that are connected via a special Battlefield Promotion game mechanic.  This special Battlefield Promotion ability allows the early appearance version of the character to transform into its more modern era counterpart.

We continue our series of previews for the Marvel HeroClix: 10th Anniversary set as we visit Spider-Man’s most fearsome arch nemesis: the Green Goblin! 

 The Green Goblin #004 is inspired by one of the most loved versions of the character, from Marvel HeroClix: Fantastic Forces, Norman Osborn #201Green Goblin begins play taking the fight to your opponent with Running ShotWillpower will allow Green Goblin to act again next turn with no fear of pushing damage.  On his second click, and continuing into his mid-dial, Green Goblin gets some solid use of his 6 range with two targets while throwing pumpkin bombs as he gains a string of Energy ExplosionOutwit will allow Green Goblin an advantage by denighing use of a key power to your opponents force, and Toughness will protect him from some return fire.  Denigh denigh

Late-dial, Green Goblin shows how hard to pin down he is with two closing clicks of Leap/Climb.  Willpower is back as he shows that he is willing to push himself to the limits to get his rival.   Green Goblin also breaks out his knock out gas in the form of Incapacitate for the rest of his dial.

Green Goblin has the Celebrity, H.A.M.M.E.R., Scientist, and Thunderbolts keywords, giving him plenty of theme team options.  For 75 points, Green Goblin is a solid secondary attacker with some great crowd control powers, and multiple targets to use them.

As with all classic appearance figures in the Marvel HeroClix: 10th Anniversary set, Green Goblin possesses a Battlefield Promotion ability;  “Battlefield Promotion: Green Goblin: When Green Goblin hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, you may replace this character with Marvel HeroClix: 10th Anniversary  #018 Green Goblin on the same click number.”

Not too shabby at all.  Now let’s take a look at Green Goblin #018.

This Green Goblin is so focused on destroying Spider-Man, that whenever he is on the map, (friendly or opposing) Green Goblin gets +1 to his attack and -1 to his defense via his trait, appropriately called I Will Kill the Arachnid!   Green Goblin begins play using Running Shot to take the action to the opposing force.  His special power, Goblin’s Tricks, allows Green Goblin to use Super Strength, and Energy Explosion, with the added benefit that damage dealt is penetrating.  With two targets at 5 range, this power can cause some mayhem!  Toughness will protect Green Goblin from counter attack.  On his second click, Green Goblin starts showing his mad genius as Outwit shows up for a couple of clicks.

Mid-dial, Green Goblin gets knocked off his goblin glider and gains Earthbound.  While off his glider for two clicks, he trades his special power for a run of Blades/Claws/Fangs.  Green Goblin exchanges Outwit for Perplex, and switches to Energy Shield/Deflection for defense.

At the end of his dial, Green Goblin gets back on his glider and uses Charge to go head to head with his opponent, still utilizing Blades/Claws/Fangs, while Perplex will help his attack or defense.   Green Goblin gains Plasticity on his last two clicks to keep his foe close to continue to use Blades/Claws/Fangs, or make it easier to get away to set up for the return of his Goblin’s Tricks special power.  Willpower makes sure Green Goblin doesn’t take pushing damage as he goes out fighting.

The modern Green Goblin possesses the Sinister Syndicate team ability, sharing his attack value with friendly figures using this team ability.  Green Goblin also has a plethora of keywords to fit onto theme teams, if that is your thing, including Dark Avengers, H.A.M.M.E.R., Scientist, Sinister Syndicate, and Thunderbolts.  At 117 points, Green Goblin will be a great asset to any force he is included on.

Thanks for joining us today, be sure to check back again soon as we continue to spotlight more exciting content from upcoming HeroClix releases!

Categories
Marvel HeroClix 10th Anniversary Preview

From White Queen to the Astonishing X-Men: Emma Frost!

Greetings HeroClix Fans!

Our series of previews for the Marvel HeroClix: 10th Anniversary set continues with a field trip to the Massachusetts Academy and a visit with its head administrator, the White Queen!

This August, HeroClix fans can celebrate 10 years of Marvel HeroClix with the Marvel HeroClix: 10th Anniversary set, a standalone set of 24 ALL-NEW, unique sculpts and dial designs for 12 fan-favorite Marvel Comics characters. The White Queen’s first appearance in HeroClix came in the Marvel HeroClix: Clobberin’ Time set and is the inspiration for today’s preview.

A member of the Hellfire Club’s Inner Circle, White Queen begins her dial with a short run of Mind Control in her movement slot and manipulates opposing characters to turn on one another.  White Queen also has Leadership on the first click of her damage slot to represent her status as mentor of the Hellions, a group of students at the Massachusetts Academy who are rivals to the New Mutants at Professor Charles Xavier’s School for Gifted Youngsters.

One of the world’s foremost mutant telepaths, White Queen starts out without any powers in her attack slot but then gains the use of her Mental Knives (Penetrating/Psychic Blast) on her next three clicks. Defensively, White Queen’s mental abilities assist her in evading attacks by confusing her attackers with a simple misdirection (Super Senses).

On her last two clicks, White Queen can still be quite dangerous as she inflicts mental pain (Incapacitate) on her enemies while Willpower in her defense slot allows her to take actions on consecutive turns without fear of taking pushing damage.

White Queen has a range of six and comes in at 62 points. Her various keywords also offer plenty of options for team building.

Each character in the Marvel HeroClix: 10th Anniversary set has early and modern versions that are connected via the Battlefield Promotion game mechanic.  This ability allows the early appearance version of the character to transform into its more modern-era counterpart. In the case of White Queen, this results in a Battlefield Promotion to Emma Frost!

Emma Frost comes in at 114 points and has both the Brotherhood of Mutants and X-Men team abilities to denote her switch from villain to hero.  Her dial opens with a six-click run of Mind Control in her movement slot.  Emma Frost also starts with a pair of Penetrating/Psychic Blast clicks.  Both powers are not to be taken lightly as Emma Frost possesses a range of eight with a single target. Defensively, she can evade attacks with the use of Psychic Shielding (Super Senses) on her first two clicks.  On those same two clicks, Emma Frost also has a special power, Team Advisor, which allows her to use Leadership and Outwit.

On her third click, Emma Frost gains another special power, You Cannot Hide From Me, which allows her to use Penetrating/Psychic Blast and the Sharpshooter combat ability.  You Cannot Hide From Me sticks around for four clicks on Emma Frost’s dial.  She also drops the Team Advisor special power but retains standard use of Outwit on her next two clicks.

In her defense slot, Emma Frost gains another special power, Secondary Mutation, which allows her to make a choice for the remainder of the game:  Retain her primary telepathic powers or transform her body into organic diamond.  When Secondary Mutation appears, Emma Frost’s dial stops turning. You may then choose to turn her dial to click #8.  She also can use Super Senses.  If you choose not to turn to click #8, standard use of Super Senses returns for three clicks. That’s backed by two clicks of Perplex.

If you do choose to switch to click #8, Emma Frost gains yet another special power, I’m Immune to Your Clumsy Psychic Powers, Darling, which grants her Battle Fury and Willpower.  In addition, she modifies her defense by +2 when she’s targeted by a Penetrating/Psychic Blast attack.  This power appears for the remainder of Emma Frost’s dial.

Defensively, Emma Frost’s diamond form is represented via a pair of clicks of Impervious.  She then switches to Invulnerability on her final two clicks. In her damage slot, she starts with a click of Outwit to represent her scintillating wit, then rounds out the rest of her dial with Exploit Weakness.

At 114 points and with a handful of named keywords (Dark X-Men, Hellfire Club, Hellions, and X-Men), Emma Frost makes an excellent choice for many teams.

Thanks for reading!  Please join us next time for our next Marvel HeroClix: 10th Anniversary preview.  Until then, keep your Clix off their KOs!

Categories
Marvel HeroClix 10th Anniversary Preview

Marvel HeroClix: 10th Anniversary – The Hulk!

Greetings HeroClix Fans!

This August fans everywhere will be celebrating 10 years of Marvel HeroClix with (the aptly named) Marvel HeroClix: 10th Anniversary set.  Marvel HeroClix: 10th Anniversary is a standalone set of 24 ALL-NEW, unique sculpts and dial designs for 12 fan-favorite Marvel Comics’ characters.  Each character has early- and modern versions that are connected via a special Battlefield Promotion game mechanic.  This special Battlefield Promotion ability allows the early appearance version of the character to transform into its more modern era counterpart.

We begin our series of previews for the Marvel HeroClix: 10th Anniversary set by shining the spotlight on a character whose appearances in HeroClix have been both popular and controversial.  Please welcome the stronger, angrier side of Bruce Banner, the Hulk!

 

This version of Hulk is an homage to his first appearance in Marvel Comics’ The Incredible Hulk.  He begins play with a trait … but we’ll get to that soon enough.

Hulk clocks in at 87 points and has the Avengers team ability and keyword.  He also has the Brute, Monster, and Scientist keywords.  Hulk’s opening click essentially represents his Banner persona fleeing from authorities.  Stealth shows that Hulk is living a life on the run while Outwit stands in for Banner’s brilliant scientific mind.  Once Hulk is off his first click, he switches from Outwit and gains Battle Fury and Super Strength for the remainder of his dial.

Starting on his second click, Hulk gains Toughness for damage reduction.  Mid-dial, as Hulk gets angrier he becomes more difficult to damage so he switches from Toughness to InvulnerabilityToughness returns on the back half of his dial for three clicks before Regeneration appears on his last click.  If Hulk is able to make his Regeneration roll, the healing will help him stay in the game longer – and the longer Hulk stays in the game, the better his chances are of upgrading via his Battlefield Promotion trait!

Like other characters in the Marvel HeroClix: 10th Anniversary set, Hulk has a Battlefield Promotion trait which allows him to transform into a Modern Age counterpart.  Hulk’s Battlefield Promotion trait is ominously (and appropriately) titled “Worldbreaker”;

“When Hulk hits one or more opposing characters, a Promotion Token may be placed on his character card after actions resolve.  You may also roll a d6 and add one to the result for each Promotion Token on the character card.  If the result of the roll is 8 or higher, Hulk may be replaced with #013 Worldbreaker a number of clicks from the blue starting line equal to the number of clicks Hulk is from his starting line. However, if the Battlefield Promotion roll is a 6 and Hulk has six or more Promotion Tokens on his card, he can be replaced on the same click number.”

At one point in Hulks adventures he was banished from Earth by a group of heroes and landed on the planet Sakaar.  Hulk eventually returned to Earth as Worldbreaker, who makes his long-awaited debut in HeroClix!

Worldbreaker can be played at 350, 250, and 150 points.  At 250 points, his starting line is on click four.  At 150 points, his dial begins on click seven.  Regardless of his point level, Worldbreaker has the Improved Movement combat ability (more on this next week!), titled Nothing Will Stop Me, which allows him to ignore and destroy blocking terrain as he moves through it!  Worldbreaker also has a trait, He’s Never Been This Angry…, which allows him to use Super StrengthHe’s Never Been This Angry… also deals one penetrating damage after actions resolve to a character that Worldbreaker hits with an attack while using an object!

In the first two clicks of his movement slot Worldbreaker has a special power, … Everything He Sees Makes Him Angrier, which allows him to use Charge and Plasticity.  In addition, Worldbreaker may be placed adjacent to his attacker after actions resolve if he is hit by a ranged combat attack!  Regular uses of Charge and Plasticity are also scattered throughout Worldbreaker’s dial.

Worldbreaker has another special power available to him that represents his hatred for his alter ego, Bruce Banner!  In his attack slots, Worldbreaker alternates between Quake and this special power, You Think You’re Smart Like Banner!  Whenever Worldbreaker is targeted by an opponent’s use of Outwit or Perplex, You Think You’re Smart Like Banner! allows you to roll a d6.  The die roll cannot be rerolled, but on a result of 4-6 Worldbreaker ignores the opponent’s use of Outwit or Perplex!

At each of his point levels, Worldbreaker starts defensively with Impervious to show that he’s the strongest there is.  He also has the Indomitable combat ability, which allows him to use Willpower.  When Worldbreaker begins play at his highest point level, he starts with a four-click run of Impervious.  He then switches to Invulnerability and  Worldbreaker then alternates between two clicks of Impervious and two clicks of Invulnerability before he switches defensively toward the end of his dial to Toughness.  On Worldbreaker’s last click he gains Regeneration to represent his ability to survive.

Worldbreaker possesses the Giant combat symbol, which grants him the use of the Giant Reach and Great Size combat abilities.  Worldbreaker begins his dial with four clicks of Battle Fury to represent his incredible rage, and then switches to Exploit Weakness on his fifth click to show that he is stronger than any armor.  The back half of Worldbreaker’s dial features a return to Battle Fury for two clicks and a final two clicks of Exploit Weakness.

Worldbreaker’s keywords (Brute, Ruler, Warbound, and Warrior) offer options for team building but he’s also a Unique so only one can be used on your force!  His high attack, defense, and damage stats also make Worldbreaker an appealing option for many forces!

That’s all we have for today!  Join us next time when we explore more secrets from the Marvel HeroClix: 10th Anniversary set!  Until then, keep your Clix off their KOs!