Categories
Announcements Marvel HeroClix: Fear Itself

Marvel HeroClix: Fear Itself Storyline Organized Play Update

fearitself300

 

Greetings HeroClix retailers and supporters,

We’re writing to you today about the Marvel HeroClix: Fear Itself (FI) Organized Play Program.  The FI program was a bold, new program with a new configuration and content model.  We had a good idea that FI would grow the line but couldn’t reasonably anticipate the sort of growth we’ve been seeing at the store level.

Before we explain what we can do in the short run, we would like to apologize for the inconvenience any OP kit shortages has caused.  Your support over the last few years has transformed the product line for the better and we empathize with your frustration over the lack of FI OP product.

The Fear Itself OP model was an entirely new undertaking for WizKids and despite forecasting a healthy amount of growth; we were blown away by the turnout.   As many of you know, HeroClix has been growing at an impressive rate over the past 3 years and the surge of growth with Fear Itself has put us behind demand curve.  We are aware of the shortage situation and are taking steps to shore up downstream OP programs.  We are in the process of placing orders for next years programs and have already increased our print runs to accommodate the new level we seem to have achieved with FI.  Additionally, we are changing the configuration to match the new attendance levels.  Next years’ kits will have separate prize and booster SKUs – This will give us some additional options when it comes to fulfillment.  We’re also going to adjust the kit size based on the attendance we’re seeing at the stores.

In the short run,  we’re going to offer factory sets of the Fear Itself OP program contents to those stores allocated in months 4, 5, or 6.  Starting today (9/30/2013), we will be taking orders for a ‘print to demand’  Factory Set of the Fear Itself.  Only stores that were allocated in months 4, 5, or 6 will be eligible to order product and you will be limited to 1 factory set per store front allocated.  Orders will be cross referenced between DiamondAlliance and NECA direct stores to prevent double dipping.  We will be offering the Fear Itself factory sets (SKU 70876) to stores at the reduced pricing of $72 per set.  These sets are limited to one Fear Itself factory set per allocated store front.

Each Factory set contains one of each figure from the booster, one of each OP kit component and 1 final prize.

We expect the Fear Itself Factory Sets to be available in early December and will keep you updated should the schedule change.

Additionally, regarding Avengers vs X-Men (AvX) Storyline OP:  we have increased our print run to a level that we believe should be more than adequate for the current levels of demand.  We are also taking away the purchase requirement for the AvX program however we will be manually evaluating store orders based on purchase history,WizKids Event System registration and player registrations.

Lastly, we’ve updated all of the Avengers vs. X-Men event templates in the WizKids Event System from purely constructed events to a hybrid of sealed and constructed.  Players will still need to bring at least one figure from their selected AvX starter, but now our recommendation will be to create the rest of their force utilizing some combination of figures they bring to the event and sealed five-figure booster product.

As always, thank you for your continued support and interest,
-The WizKIds Team

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Attuma and Nerkkod!

Greetings Heroclix Fans!

Today we continue our previews of the Marvel HeroClix: Fear Itself set by looking toward the seas at Attuma and his identity as one of The Worthy, Nerkkod (Breaker of Oceans)!

015 Attuma

Attuma has a trait called Atlantean Vision which says once per game, give Attuma a free action and place up to six water terrain markers on the map in squares of clear terrain and at least six squares from any opposing character; these squares are water terrain this game. Attuma can use Super Senses when occupying water terrain. This allows Attuma to take advantage of his Swim movement ability as well as his special damage power Lord of the Murky Depths. Lord of the Murky Depths says that opposing characters within 6 squares and occupying water terrain can’t be given power actions. Combined with the trait, this allows Attuma to slightly lock down characters on an opposing team for a turn if he is within the 6 squares.

Attuma also starts out with Charge, which he has for his half his dial. Attuma starts out defensively with Invulnerability to lower damage dealt to him by 2. Mid-dial he also has Blades/Claws/Fangs, allowing him to possibly charge in and do 6 damage. Attuma also ends his dial with Toughness and Close Combat Expert.

At only 109 points, Attuma is a real terror of the sea and is welcome on any Atlantis, Lethal Legion, Ruler, or Warrior teams.

022 Nerkkod

Nerkkod (Breaker of the Oceans) comes in at 215 points, is Indomitable, and has the trait Hammer of Nerkkod. Hammer of Nerkkod says that Nerkkod can use Running Shot. When Nerkkod is KO’d, you may place #S105 Nerkkod’s Hammer in an adjacent square and friendly characters modify their relic roll by +1 this game. Nerkkod has a range of 4 with two targets and has a special damage power called Undersea, which increases his damage value by 1 and makes his range 10 if he occupies water terrain. Nerkkod also starts his dial out with an 11 movement and Force Blast, allowing him to either knock someone back off of him or move 6 squares and make a ranged attack with his trait Running Shot which he can use Pulse Wave as well if he sees fit, which can hit up to 5 squares worth of targets if he runs into water terrain.

Nerkkod also has a special movement power called Revert: Attuma which allows him to be given a free action to be replaced with a figure named Attuma on the same click number as the one Nerkkod is on when he reverts and you may assign #S105 Nerkkod’s Hammer to that character and it can’t be given an action this turn. Nerkkod also ends his dial with Energy Explosion, allowing him to keep damaging multiple characters if he needs to.

Nerkkod is ready to take on the masses with any characters with the Asgardian, Atlantis, Brute, Deity, Ruler, or The Worthy keywords.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

This concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, avoid that water terrain!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Dracula!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we walk with the Lord of Death himself, Dracula.

 028 Dracula

Dracula has the wild dial mechanic and has a trait called “Vampiric Hunter”, so Dracula will begin the game on click #4. Dracula can use Steal Energy and when he does, he may heal past his starting line.

So let us start on click #4 and Dracula has a special power called “Vampiric Assault”, this will allow Dracula to use Charge, Flurry and Stealth. For defense he has Impervious and he also possesses Leadership. At 220 points Dracula should not find a shortage of lower point friendly characters to remove an action token from.

Now let’s look at Dracula’s first attack, from 5 squares out he uses Charge and becomes adjacent to an opposing character for a close combat action. Dracula should choose a square of hindering terrain to end his movement in, to take full advantage of his use of Stealth. He then uses Flurry and with his 11 attack would deal damage with the first attack to trigger Steal Energy and heal up to click #3. Using the second attack that Flurry grants, let’s say he deals damage again and would heal up to click #2.

At this point in his dial Dracula now gains his special defensive power called “Blood Armor”. This will allow Dracula to use Impervious but if an opposing character took damage from his attack since its last turn, this power can’t be countered and reduces the damage to 0 on a result of a 4 – 6.

Dracula is a Flier and can use the Flight and Carry combat abilities. When he uses Flight he will be able to ignore elevated, hindering and outdoor blocking terrain, as well as characters that he did not start out his movement adjacent to. Dracula also has Indomitable which will allow him to use Willpower.

In the next round Dracula, if not already adjacent to an opposing character, could use Flight to ignore the appropriate terrain and Charge 6 squares. Dracula has a 12 movement on click #2 and Charge has you half the characters speed value for the action. Dracula still can use Flurry and on his first attack, with a 12 attack value, let’s say he misses. On the second attack Dracula hits and deals damage, Dracula would heal to click #1 because of his Steal Energy trait. On click #1 Dracula has a 13 movement with his special “Vampiric Assault” power, a 13 attack, a 19 defense with his special “Blood Armor” power, and deals 5 damage with Exploit Weakness. We can see the reason this guy is not only “Unique” but also a “Super Rare”.

Now let’s go back to click #4 and look at the other side of Dracula’s dial. Dracula will have the use of Charge for 4 clicks. He has Blades/Claws/Fangs on clicks #5 and #7. For defense Dracula has Impervious for 2 clicks and then Invulnerability for 2 clicks. On click #6 Dracula picks up the use of Outwit and keeps it for 3 clicks. Dracula has a 0 range so his target for Outwit would need to be within “Line of Fire” and the 6 minimum range provided by the power.

Dracula gains Earthbound/Neutralized on clicks number 9 and 10, so would no longer be able to use the Flier or Indomitable combat abilities. For defense Dracula now has Toughness.

Dracula’s keywords are Legion of Monsters, Monster, Mystical, Ruler, and Warrior. At 220 points you would have to get creative to find a fun 300 point team, but could you imagine the friendship Dracula and say someone who can use Mind Control on friendly “Monsters” could have?

Thanks for reading! Please join us for more upcoming and exciting Marvel HeroClix: Fear Itself previews. Until then, Shape Change for the Win!!

Categories
Announcements Marvel HeroClix: Fear Itself WizKids Event System

Marvel HeroClix: Fear Itself Update

Greetings HeroClix Retailers,

The response to the Marvel HeroClix: Fear Itself Organized Play program has been nothing less than white-hot! Retailer interest in this latest program has exceeded previous programs and we want to thank you all for your continued support; in-store play is the cornerstone of a healthy local HeroClix scene and you all are doing a tremendous job!

Of course, with all of the additional interest in Fear Itself, we’ve had to make some tough decisions in terms of allocations. Our goal is to get one Fear Itself kit to each store that wants to participate while examining what we can do perhaps a little further down the line to make up for any shortages that may occur.

One possibility is to print more kits, but the new kits won’t be available for some time. In the short term, we’re going to make available the DC HeroClix: White Lantern Batman, Marvel HeroClix: Mephisto, and Elf Assassin (Holiday Elf) HeroClix promotional figures to stores in the coming weeks.

Every store participating in Fear Itself will receive one set of these promotional HeroClix figures, and stores that had their Fear Itself orders allocated will receive additional promotional sets as well, all at no additional cost to you, our retailer partners.

Our intent is that stores will supplement their event schedules by offering the promotional figures as prizes for in-store play. As a reminder, Batman, Mephisto, and the Elf Assassin (Holiday Elf) are all promotional figures, are covered by the Promotional Product Licensing Agreement, and should not be sold.

The figures will be available in the coming weeks. We will announce when you should expect these figures through our standard channels, the WizKids Wire and our distribution partners so please stay tuned for more news soon.

We apologize for any inconvenience this may have caused and thank you all for the incredible work that you do promoting HeroClix and WizKids Organized Play. Play local, win big!

Best,
WizKids Games

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Iron Fist!

Greetings Heroclix Fans!

Today we will continue our previews of the Marvel Heroclix : Fear Itself set with a double dose of Iron Fist!

007 Iron Fist

Iron Fist has an improved movement power called Master of K’un Lun which allows him to ignore elevated, hindering terrain, and other characters for movement purposes. Iron Fist has a special defensive power called Immortal Weapon of Agamotto which lets Iron Fist use Combat Reflexes and Super Senses. Iron Fist also had a special damage power called The Iron Fist which says Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack is at least 2 greater than his target’s defense value, modify his damage value by an additional +1.

Iron Fist’s dial starts with these two special powers as well as Charge. Iron Fist has Charge most of his dial though at the middle of his dial he loses the special powers and gains Willpower and Exploit Weakness instead. Iron Fist’s last two clicks have Regeneration, allowing him to possibly heal back up to his second click. Iron Fist is an 80 point close combat beast.

018 Iron Fist

We also have The Mighty version of Iron Fist. One of the first differences you will notice between The Mighty version of Iron Fist and the normal Iron Fist is that The Mighty version has Flight, Indomitable, and a range value of 4. Also The Mighty Version of Iron Fist is 94 points, which is 14 points more.  Iron Fist’s dial also starts out with a special attack power called Mighty Hammer and Chain which says Give Iron Fist a power action, choose an opposing character within range and line of fire, and roll a d6. If the d6 result is higher than the number of squares to that character, you may place that character in a square adjacent to Iron Fist. On any result, you may then make a close combat attack. This allows Iron Fist to move character in closer before he hits them, which will be helpful if you can’t move Iron Fist close enough with Telekinesis or if you just want to place a character where another friendly character can blast away at them.

Iron Fist’s dial also starts out with Charge, Combat Reflexes, and Close Combat Expert. Mid Dial Iron Fist gets Super Senses and Quake. Also on click 5 Iron Fist has a special damage power called Mighty Revert: Iron Fist which, when it is shown, has you stop clicking the dial. It also allows you to give Iron Fist a free action to replace him with a figure with the same name and a lesser point value on the same click. It also gives the new character +1 attack and damage for the rest of the game, and the power cannot be ignored.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

That concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, keep Charging on in!

Categories
Marvel HeroClix: Fear Itself organized play Preview

Marvel HeroClix Fear Itself: The Serpent!

Greetings, HeroClix Fans!

For today’s Marvel HeroClix: Fear Itself preview, we take a break from looking at those chosen to be The Mighty or The Worthy and turn the spotlight to The Serpent himself!

 027 The Serpent

This version of The Serpent depicts Cul Borson as the frail old man freed from captivity by the Red Skull’s daughter, Sin.  The Serpent comes into play at 100 points and has the Power Cosmic team ability, which means he can use Willpower and his powers can’t be countered.  The Serpent also has a range of seven squares and has one target for his ranged attacks.

The first three clicks of The Serpent’s dial are nearly identical, both in terms of his power set and combat values.  The only difference is The Serpent’s speed value dips to a 6 on his third click.  In his speed slot he starts with Phasing/Teleport as he spreads terror and fear across the Earth.  The Serpent also has three clicks of Penetrating/Psychic Blast as he cuts through even the sturdiest Asgardian armor.  Super Senses occupies his defense slot and allows him to evade attacks altogether on a d6 result of 5 or 6.

A special power called I Am Your All-Father, Now appears in The Serpent’s damage slot and allows him to use Enhancement and Leadership.  When The Serpent succeeds on a roll for Leadership, he may also remove an action token from any adjacent character with the Asgardian keyword.

The last three clicks of The Serpent’s dial are also nearly identical, with some slight differences.  I Am Your All-Father, Now remains for one more click before making way for Probability Control.  His attack slot features Pulse Wave over Penetrating/Psychic Blast.  Defensively, The Serpent switches from Super Senses to Toughness.

In his speed slot, The Serpent drops Phasing/Teleport and gains a special power called Summon the Worthy to Defend Me.  To use this special power, give The Serpent a power action then place up to two friendly characters with The Worthy keyword adjacent to him.  Those characters can’t be given an action this turn.

Naturally, The Serpent has the Asgardian, Deity, and The Worthy for keywords.  For additional thematic team building, he also has the Brute keyword.  In Golden Age play, assign the Immortal Contempt feat to The Serpent and for 10 points his attack value gets a +1 bump when he attacks a character with the Deity or Cosmic keywords that is also a lower point value.

The Serpent works best when he strikes behind the scenes, attacking when a prime opportunity presents itself but mainly allowing other characters with The Worthy and Asgardian keywords to play off his I Am Your All-Father, Now and Summon the Worthy to Defend Me special powers.  Some appropriate allies for The Serpent include Mokk (Breaker of Faith), Kuurth (Breaker of Stone) and Greithoth (Breaker of Wills).  All three characters have both the The Worthy and Asgardian keywords.

Thanks for reading!  Join us next time as we reveal more secrets from the Marvel HeroClix: Fear Itself Organized Play set!  Until then, may all your Impervious rolls be successful!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Titania and Skirn-Breaker of Men!

Greetings HeroClix fans!

Today we continue our Marvel HeroClix: Fear Itself previews with Titania and her identity as one of The Worthy, Skirn (Breaker of Men)!

008 Titania

Titania has a trait called Prove I’m the Strongest Woman (Or Man) There is which states: “Titania can use Super Strength. Titania modifies her attack by +2 when attacking a character that can use Super Strength.Titania also starts out her first two clicks with Charge and a speed value of 9. Titania also starts out with Invulnerability.

Mid-dial, Titania gets Flurry and her Invulnerability turns into Toughness. At the end of her dial Titania gets Charge back and gains Quake and Battle Fury. These powers plus her Indomitable combat ability make Titania a 105-point beat-stick that fits well into any Frightful Four, Masters of Evil, Femizons, or Brute teams.

025 Skirn

Skirn has an Improved Movement ability called No Other Man Touches Me, which allows her to ignore hindering terrain and other characters when she moves. Skirn has Indomitable as well as two traits, Hammer of Skirn and Hammer Collision. Hammer of Skirn says that Skirn can use Charge. When Skirn is KOed, you may place #S103 Skirn’s Hammer in an adjacent square and friendly characters modify their relic rolls by +1 this game. Hammer Collision says if Skirn is adjacent to a friendly character with the keyword The Worthy, she can use Pulse Wave as if she had a range of 8. If that character is named Greithoth, her Pulse Wave does 3 damage instead of 1 when targeting more than one character. Adjacent friendly characters with The Worthy keyword ignore this use of Pulse Wave.

Skirn starts her dial out with Plasticity, Super Strength, and Invulnerability. Skirn also gets Close Combat Expert and Outwit later in her dial. Skirn also has a special movement power called Revert: Titania which allows her to revert back to a character named Titania as a free action on the same number of clicks from its starting line. It also assigns to Titania the #S103 Skirn’s Hammer.

Skirn is a formidable foe for 150 points that your opponent will fear seeing on the map.

Thank you for joining us as we preview more of the Marvel HeroClix: Fear Itself set. Keep checking as we preview more. Until then, keep those clix off those KOs!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Hawkeye!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we set our mark on Hawkeye.

019 Hawkeye

As we start our look at the top of Hawkeye’s combat dial, we see he possesses three combat abilities. He is a Flier, a Sharpshooter, and he is Indomitable. Hawkeye also has a range of 8 squares with a single target. All for a starting cost of just 135 points.

Hawkeye’s dial is exactly what one should expect: A couple of clicks of Running Shot in his speed slot. Some Toughness and Energy Shield/Deflection on defense, and his damage is mainly covered by Enhancement and Ranged Combat Expert.

Now let’s get to the fun with Hawkeye’s special attack power, Mighty Bow. Hawkeye can use Incapacitate as if he had three targets. When he does and after actions resolve, roll a d6. On a result of 4-6, each hit character is dealt damage equal to the number of action tokens they have.

On click number 5 Hawkeye has the Mighty Revert: Hawkeye special power, which reads: “When turning the dial, if this click is revealed due to damage taken from an opponent’s attack, stop turning the dial. Give Hawkeye a free action and replace him with a figure with the same name and less points that’s the same number of clicks from its starting line. That character can’t be given an action this turn and modifies its attack and damage values by +1 for the rest of the game. This power can’t be ignored.”

Hawkeye has four keywords, and each will make it possible for him to use Additional Team Abilities (or “ATA’s”).

With the keyword “Avengers” he would have access to four ATAs, including ATA 056 Avengers (Heroic Age). For an extra 2 points you could make it so that after Hawkeye is given a move action, you would roll a d6 and on the result of a 6 remove an action token from him.

Next, Hawkeye has “Great Lakes Avengers”, this ATA will make it so during an attack made by Hawkeye, any opposing character can’t use Probability Control unless a friendly character has already used Probability Control during this attack.

The Mighty ATA

Third is the Marvel HeroClix: Fear Itself ATA, The Mighty. When Hawkeye is using this team ability and hits an opposing character and the attack roll is doubles, place a Mighty token on this card for each 100 points of the game’s build total. Before any attack roll you may remove one Mighty token from this card and modify the attacking character’s attack value by -1 for this attack. It also states that when Hawkeye is using this ATA that he would modify his attack value by +1 when attacking a character using The Worthy ATA or possessing The Worthy keyword.

Hawkeye’s fourth and last keyword is Thunderbolts and that ATA allows Hawkeye to at the beginning of the game, choose any Marvel team ability other than an ATA, a wild card team ability, or a team ability that can’t  be used by wildcards. Hawkeye can now use the chosen team ability if he couldn’t already.

When using Hawkeye in your sealed Marvel HeroClix: Fear Itself tournaments you would be limited to only using The Mighty ATA, but after Fear Itself is where the fun begins. Some team building could start with Hawkeye on a Thunderbolts theme team and adding CW #041 Baron Zemo. Then, with Baron Zemo’s The Thunderbolts Gambit trait, add in the rookie version of FI #024 Greithoth. Since Greithoth has the Masters of Evil keyword he would gain the Thunderbolts keyword and ATA.

Let’s see where our cost is: Hawkeye is 135 points and CW #041 Baron Zemo is 100 points. Add FI #024r Greithoth at 150 and 8 points for each character assigned the ATA, and you’ve got a 409-point force! This is just a start; where would you take it from here?

Thanks for reading! Please join us for more upcoming and exciting Marvel HeroClix: Fear Itself previews. Until then, Shape Change for the Win!!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Mokk-Breaker of Faith!

Greetings HeroClix Fans!

Welcome back to “Fear Itself Friday” as we take a closer look at another of The Serpent’s Worthy.  Paul Pierre Duval has long been a thorn in the Avengers‘ collective side as the villainous Grey Gargoyle but his obsession with eternal life has brought him into constant conflict with Thor, God of Thunder many times over the years.  Perhaps this is why the Grey Gargoyle was deemed worthy of The Serpent’s blessing, which transformed him into Mokk, the Breaker of Faith!

023 Mokk

One of the most feared powers in the Grey Gargoyle’s arsenal has long been his ability to petrify his victims with just a touch.  As Mokk – Breaker of Faith, this power has been amplified and is represented by his Advanced Petrification trait.  Advanced Petrification denies non-free actions to any opposing characters within four squares if they’re a lower point value than Mokk! Considering Mokk – Breaker of Faith is 240 points, denying actions should be an easy enough strategy provided you can maneuver him into position against his enemies.

Speaking of maneuverability, Mokk – Breaker of Faith possesses a full dial of Running Shot thanks to his Hammer of Mokk trait.  Add in the Flier ability and you have a figure that can maneuver into position to best take advantage of ranged attacks (tricky but not impossible with Mokk’s 4 range value) and then potentially deny opposing characters the ability to retaliate.  (In 300 point games, consider moving in a couple of Asgardian Trolls, since they’re only 25 points each, to follow up with attacks of their own or to further tie down the opposition and Mokk – Breaker of Faith can bat clean up with his Hammer in subsequent turns.)

However, that’s not all the Hammer of Mokk trait gives the former Grey Gargoyle! A full dial of Plasticity ensures that anyone foolish enough to engage Mokk in close-combat will likely regret the decision as he uses his petrification powers to hold them fast to where they stand, and pummel them with his Asgardian might!

Mokk – Breaker of Faith possesses aggressive combat values throughout his dial, and his Indomitable ability will allow you to make best use of his powers.  Mokk begins play with Super Strength allowing him to use objects for even greater impact when combined with his natural 4 damage value and Exploit Weakness! On his second click, Mokk – Breaker of Faith also picks up Charge to compliment his full dial of Running Shot!

Mid-way through his dial, Mokk – Breaker of Faith gains the now-familiar Revert special power, allowing him to be exchanged with a character called Grey Gargoyle and the Hammer of Mokk special object.  Players can elect to use the Grey Gargoyle from Marvel HeroClix: Secret Invasion (SI 010) but it’s probably a safe bet that a new Grey Gargoyle is on the horizon (spoilers).  Mid- to late-dial Mokk also gains Incapacitate to further exemplify his petrification powers.

Defensively, Mokk – Breaker of Faith begins play with Impervious, then enjoys a healthy stretch of Invulnerability and finally ends his dial with two clicks of Toughness.  However, if played correctly you’ll probably never see those two clicks of Toughness as Mokk will be locking down his foes with a mix of positioning, his powers, and relentless attacks (thanks again to his Indomitable combat ability).

Predictably, Mokk – Breaker of Faith possesses the Asgardian and The Worthy keywords, but Brute, Diety, and Masters of Evil allow for some great thematic team builds as well.  No matter how you slice it, Mokk – Breaker of Faith is a compelling figure and deadly adversary on the battlefield!

Thanks for joining us today for our latest Marvel HeroClix: Fear Itself article.  Join us again next week as we continue to look at The Worthy with a villainess determined to prove her might over men.  Until then, keep your Clix off their K.O.’s!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Red She-Hulk!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming and exciting Marvel HeroClix: Fear Itself storyline organized play series! Our first couple of previews showcased The Worthy; well today we begin our look into The Mighty with a double dose of Red She-Hulk!

 006 Red She-Hulk

First, we take a look at the common Red She-Hulk (#006), who starts with a trait called Triggered Regeneration.  At the end of your turn and after you have cleared action tokens from your force, if Red She-Hulk still has two action tokens then she is healed of 1 damage. For a character that also has Indomitable, this is a great way to keep her alive and in the game.

Red She-Hulk comes out fighting with four clicks of Charge and a special power called Stronger than Jennifer. This allows Red She-Hulk to use Super Strength, and when she uses an object during an attack, increase the damage dealt by +1.

Red She-Hulk is just 119 points, so for playability Red She-Hulk could Charge in from five squares away, pick up a standard heavy object using Super Strength, and use her 11 attack to crush someone with the object. Her base damage is 4 on her opening clicks, which is modified by +2 for the heavy object and an additional +1 from Stronger than Jennifer. This boosts her to a damage value of 7 … WOW!!!

For defense, Red She-Hulk starts out with two clicks of Invulnerability and then on click 3 she switches to Toughness. Also on click 3 she picks up some Close Combat Expert that she can use for her next 4 clicks.

On click 5 Red She-Hulk will be able to use Leap/Climb but loses Stronger than Jennifer. However, she switches to regular use of Super Strength. On Red She-Hulk’s last click she regains Invulnerability with an 18 defense.

Red She-Hulk will add to theme team building with Brute, Defenders, and Intelligencia as her keywords. Team her up with (GG #206) Dr. Strange on a Defenders team. Dr. Strange carries her up into position and aids with Energy Shield/Deflection. With Perplex, Dr. Strange can modify one of Red She-Hulk’s combat values once she is ready to Charge in. Just a thought…

020 Red She-Hulk

The Mighty version of Red She-Hulk (#020) comes with a combat ability we have never seen on any version before: . This allows her to use the Carry and Flight combat abilities. If you pulled both versions of Red She-Hulk out of your Marvel HeroClix: Fear Itself boosters, she could literally carry herself into battle!

Red She-Hulk has a full dial of Charge and starts with a 10 movement. On her top four clicks Red She-Hulk has a special attack power called Mighty Big-@$$ Sword. This allows Red She-Hulk to use Blades/Claws/Fangs. Red She-Hulk may be given a close combat action that does not generate knock back; when she does, on a result of 4-6 on the d6 roll for using Blades/Claws/Fangs, after actions resolve, deal the same amount of damage to an opposing character adjacent to the target but not adjacent to Red She-Hulk. For the rest of Red She-Hulk’s dial her attack slots have Super Strength.

Red She-Hulk’s defense symbol is Indomitable and her dial is covered by 3 different damage-reducing powers. She starts with two clicks of Impervious, then two clicks of Invulnerability.  Her last 3 clicks have Toughness. Just try and damage her.

On click 5, Red She-Hulk has the Mighty Revert special power. When turning the dial, if this click is revealed due to damage taken from an opponent’s attack, stop turning the dial. Give Red She-Hulk a free action and replace her with a figure with the same name and less points that’s the same number of clicks from its starting line. That character can’t be given an action this turn and modifies its attack and damage values by +1 for the rest of the game. This power can’t be ignored.

Finally, Red She-Hulk has a trait called I’m Keeping the Sword, which reads: “When Red She-Hulk uses Mighty Revert, the replacement character can use Blades/Claws/Fangs.”

I can’t wait to use her in Golden Age games and Mighty Revert her into WS #053 Red She-Hulk, who is such a beast in her late dial anyway.

Red She-Hulk (#020) has a point value of just 155 and should be an asset to teams that share her keywords: Brute, Defenders, and The Mighty.

Thanks for reading! Please join us for more upcoming and exciting Marvel HeroClix: Fear Itself previews. Until then, Shape Change for the win!