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Marvel HeroClix: The Amazing Spider-Man Preview Prime Figures

Marvel HeroClix Amazing Spider-Man: Two Faces of the Hobgoblin!

Greetings HeroClix Fans!

We celebrate the release of Marvel HeroClix: Amazing Spider-Man by looking at two men who have clashed with everyone’s favorite Wall-Crawler (and one another) while dressed as the Hobgoblin!  To start out, let’s take a look at Roderick Kingsley, the first man to wear Hobgoblin’s fashionable orange-and-blue threads!

041a-Hobgoblin

This version of Hobgoblin (#041a) comes in at 150 points and begins play with a trait called I’m a Criminal Mastermind, not a Lunatic, which allows him to use Leadership and Mastermind and spells out the difference (at least in Kingsley’s mind) between him and Norman Osborn (aka the Green Goblin)!

Hobgoblin hits the battlefield with a range of six and he starts his dial with Running Shot in his speed slot.  Once Hobgoblin is off his top click, Running Shot makes way for a special power called Frame You as the Hobgoblin, which lets him use Mind Control.  When he’s adjacent to an opposing character, he can use Shape ChangeFrame You as the Hobgoblin sticks around for three clicks before Running Shot makes a reappearance.  Stealth occupies the last two clicks of Hobgoblin’s speed slot.

In the first two clicks of his attack slot, Hobgoblin picks up a special power called Randomized Finger Blasts that represent another “improvement” Kingsley’s costume has over the Green Goblin.  With Randomized Finger Blasts, Hobgoblin has 3 [Bolts] and when he makes a ranged combat attack, his targets can’t use Super Senses.  If he targets more than one character with an attack, modify his attack value by -1.  Randomized Finger Blasts makes way for two clicks of Penetrating/Psychic Blast before returning for two more clicks.  Hobgoblin ends his dial with a click of Penetrating/Psychic Blast.

Defensively, #041a Hobgoblin starts with a click of Invulnerability as his bulletproof chainmail soaks up damage.  That’s followed by a run of Toughness as Hobgoblin’s improved costume protects him better than Osborn’s garish green suit ever could!  Two clicks of Willpower cap off Hobgoblin’s dial as he bides his time for the next phase of his plan.  Outwit starts out Hobgoblin’s damage slot as he shows that he’s smarter than Osborn ever was, and makes an encore toward the end of his dial.

This version of Hobgoblin makes a great choice against characters that rely on Super Senses, thank to the Randomized Finger Blasts special power.  Traited Leadership and Mastermind mean he won’t have to worry about Outwit countering either power.  Hobgoblin is a viable choice as well for forces that are built around the Celebrity, Maggia and Scientist keywords.

While Kingsley is arguably the most well-known Hobgoblin, he’s certainly not the only man to wear the suit.  The latest man to take up the name Hobgoblin is Phil Urich, nephew of Daily Bugle investigative reporter Ben Urich.  Both versions of Hobgoblin were last spotted working together to take out our friendly neighborhood Spider-Man.  For now, let’s take a look at Phil Urich’s version of Hobgoblin (#041b)!

 041b-Hobgoblin

The first thing you’ll notice about this Hobgoblin is he’s a Prime character, so only one may be included on your force.  The Prime Hobgoblin comes in at 94 points and can target two characters six squares away with his ranged attacks.  Defensively, Hobgoblin has Toughness on each of his six clicks.

As the Kingpin’s operative, #041b Hobgoblin begins his dial with three clicks of Running Shot.  In his attack slot, Hobgoblin picks up a special power called Sonic Scream, which lets him use Pulse Wave.  When he uses Pulse Wave and has no action tokens, each hit character also receives an action token.  At one time, Urich fought on the side of good as a version of the Green Goblin and was even a member of a superhero self-help group called the Loners.  To show Urich’s transformation from heroic Green Goblin to villainous Hobgoblin, he starts the damage portion of his dial with three clicks of Shape Change.

Unlike Kingsley, Urich’s Hobgoblin doesn’t rely upon a glider for transportation so Charge appears on the back half of his dial.  This Hobgoblin also carries around a big flaming sword, which is represented on his dial as Blades/Claws/Fangs.  Finally, Urich’s “Lunatic Laugh” is represented as a special power of the same name in his damage slot.  Lunatic Laugh lets #041b Hobgoblin use Incapacitate.  When he does and hits an adjacent character, after actions resolve, he may be given a close combat action as a free action.

The Prime Hobgoblin’s low point value leaves plenty of room for other teammates, particularly those that use the Loners, Reporter and The Hand keywords.  For seven points, The Hand Additional Team Ability will block lines of fire to Hobgoblin if he’s adjacent to a wall or blocking terrain.

Thanks for reading!  Please join us again as we uncover more secrets from upcoming HeroClix releases.  Until then, keep your clix off their KOs!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix Amazing Spider-Man: Johnny Blaze and Ghost Rider!

Greetings HeroClix Fans!

Welcome as we bring you our penultimate preview from the upcoming Marvel HeroClix: Amazing Spider-Man set!  Today we bring you a man whose inner demon manifests its self to individuals who would bring pain to the innocent.  Before we get to that demon, here is Johnny Blaze!

007-Johnny-Blaze 

Johnny Blaze has a trait called The Blood of Innocents, that lets Johnny Blaze be replaced with Amazing Spider-Man #046 Ghost Rider on his orange starting line if a friendly charter is KOed within Johnny Blaze’s line of fire.  Johnny Blaze begins play with his motorcycle and leather jacket, using Running Shot to take the fight to your opponent, while Toughness will protect him from counter attack.  He also has a couple of clicks of a special power representing his Hellfire Shotgun, with a 4 range and the Sharpshooter combat ability to use it.  This special power allows Johnny Blaze to make a range combat attack with a damage value of 4 minus the number of squares to the target and lock it. If the target has two action tokens, the damage from the attack is penetrating damage.

After the opening click his dial, Johnny Blaze spends the rest of his dial hiding in Stealth.  And on his last two clicks, Johnny Blaze has his Alter Ego: Ghost Rider special power, which allows Johnny Blaze to be given a power action that deals no pushing damage and replaces him with Amazing Spider-Man #046 Ghost Rider on its orange starting line. And like most Alter Ego powers, this power can’t be countered.

Johnny Blaze can be played in theme on Champions, Heroes for Hire, Legion of Monsters, and Midnight Sons force builds due to his keywords.  At 50 points, Johnny Blaze won’t break the bank and is an economical way to bring Ghost Rider to your game.

046-Ghost-Rider 

Ghost Rider possesses an Improved Movement combat ability called Ride Up Walls, that allows him to ignore Hindering and Elevated terrain for movement purposes.   Ghost Rider also has the Grounded Transporter combat ability , allowing him to use the Carry ability, as well as the Move and Attack ability, which gives him accesses to Hypersonic Speed, if he is not adjacent to an opposing figure, and with -2 to his attack.  A printed 3 damage isn’t much, but with proper placement, can surprise an unsuspecting opponent.

On his first two clicks, Ghost Rider is able to take the fight right to an opposing figure with Charge.  Exploit Weakness will make sure the damage dealt in close combat will stick.  Invulnerability will offer some protection from the inevitable counter attack.   The Indomitable combat ability will allow Ghost Rider to act two consecutive turns without fear of pushing damage.  This sets him up nicely to use his first special power, Living Hellfire Chain, which allows him to take a free action and deal 1 penetrating damage to a single opposing figure within 3 squares, as long as Ghost Rider has two action tokens.  On his next couple of clicks, Ghost Rider changes close combat tactics as Poison will allow him to deal a click of damage to any adjacent opposing figures.  On his peanut base, and against the right opposition, this power can deal a lot of free damage.  Helping boost this, and any attacks he makes, is a special power called Penance Stare, which makes damage Ghost Rider deals to opposing figures penetrating, if that figure damaged a friendly figure since your last turn.  Flurry will allow Ghost Rider to make two close combat attacks, while Toughness will provide a bit of damage reduction.

At this point in the dial is Ghost Rider’s 50 point Alter Ego line.  On this click, Ghost Rider again has Charge to give him some short range move and attack, again paired with damage reducer ignoring Exploit Weakness.  Also on his dial again is his Living Hellfire Chain special power.  Toughness will still protect him for a couple more clicks.  His next click brings back Flurry, Poison, and his Penance Stare special power.  On his last click, Ghost Rider only has Regeneration to try to bring him back to a better state.

Ghost Rider has some ability to deter attacks, as the fear of taking 1 click of penetrating damage for damaging Ghost Rider due to his Mystics team ability will make a lot of figures seek safer targets.   Ghost Rider will be about half of your force on a Champions, Heroes for Hire, Legion of Monsters, Midnight Sons, or Mystical theme team, coming in at 145 points.   No matter what force you choose to include him on, Ghost Rider brings an aggressive close combat power set to your team.

That is all for today.  Come back tomorrow celebrate the release of Marvel HeroClix: Amazing Spider-Man with our final preview!  Until then, keep your CLix off their K.O.’s!

 

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix Amazing Spider-Man: Nightmare!

Greetings HeroClix Fans!

Welcome back as we preview another character from the upcoming Marvel HeroClix: Amazing Spider-Man set!  Today, we nod off to the Dream Dimension, where our subconscious selves are exposed to the ruler of our worst dreams, Nightmare

042-Nightmare

First off, Nightmare has two traits to show his influence over nightmares and the darkness inside us.  The first is called My Nightmare – Or Yours?, that states if Nightmare’s controller isn’t the first player of the game, opposing forces modify their attack value by -1 as long as Nightmare is on the map.   Building a theme team around the keywords he possess, Deity, Monster, or Mystical, will greatly improve your ability to make this trait work for you.  Another thing making Nightmare either a tent pole or team friendly is two starting lines, at 217 or 110 points.

The second trait is called Feed on Your Fear and Despair, which allows Nightmare to heal 1 click of damage one per turn when an opposing figure takes pushing damage.   A friendly character or two with Incapacitate would be a great asset to Nightmare. 

Nightmare uses Running Shot, with his 8 range and 2 targets to take the fight to your opponent.   Helping him make a solid attack is a special power called Your Mind Betrays You, which allows Nightmare to use Penetrating/ Psychic Blast.   Additionally, Nightmare modifies his attack value by the total number of action tokens on all target characters.   See?  Incapacitate on your force is only going to make Nightmare better.  An opening click of Impervious will allow Nightmare to reduce damage, if not ignore it altogether.   A couple of clicks of Outwit will allow Nightmare to deprive your opponent of a key power.   Add to the all this the ability to ignore pushing damage and your opponents  Outwit with his Power Cosmic team ability, and you have one solid opening click.

A click into his dial, Nightmare becomes as ethereal as a dream with his ability to go almost anywhere on the map with Phasing/Teleport for all but the last click of his dial, and a run of Super Senses  as he attempts to avoid attacks.  Probability Control will replace Outwit, as Nightmare attempts to manipulate events to his benefit.

Click 4 is where the 110 point starting line is on Nightmare’s dial.  This click is a continuation of what has come before as he still has Phasing/Teleport, his Your Mind Betrays You special power, his last click of Super Senses, and this last click of Probability Control, for now.  Pulse Wave will be on the rest of Nightmare’s dial, with some impressive damage values of 4 and 3.  A couple more clicks of Outwit will make your opponent alter their plans, while Energy Shield Deflection will make Nightmare harder to hit from range.   On his last couple of click, Nightmare again reduces damage with Invulnerability, and Probability Control returns to help make die rolls best suit himself.

A Unique ring character, Nightmare brings a new way to control the map never before seen in HeroClix with his My Nightmare – Or Yours? trait.  While he does not have the printed 14 attack from the Nightmare from the Marvel HeroClix: Infinity Challenge set, his combination of trait and special power can provide similar results equal to, or better than the original.  And speaking of the original, he pairs up nicely with this version at 380 points, bringing Enhancement and Incapacitate, as well as the Mystical keyword, to add to the power of this new version of Nightmare.

That is all for today.  Be sure to check back as we count down to the full release of the Marvel HeroClix: Amazing Spider-Man set!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix Amazing Spider-Man: The Spectacular Spider-Man!

Greetings HeroClix Fans!

Back in December, we showed you a Spider-Man dressed in some fancy new duds. For today’s Marvel HeroClix: Amazing Spider-Man preview we bring you the Wall-Crawler in his traditional red and blue costume. Once again, please welcome the spectacular Spider-Man!

 024-SpiderMan

Our friendly neighborhood Spider-Man comes in at 125 points and has an Improved Movement combat ability called Wall-Crawling Wonder which lets him ignore elevated terrain while moving.  Spider-Man also has a pair of traits, the first of which was been previously mentioned on the three versions of #001 Spider-ManMorph: Spider Armor!   With Morph: Spider Armor, give Spider-Man a move action or close combat action.  After actions resolve, you may replace him with any other character with this trait, the Morph: Identity Crisis trait, or the Morph: Changing Frequencies trait on the same click number.

The second trait is called Spider-Tracers and allows Spider-Man to use Incapacitate as if he had a range value of 6.  When he does and hits, mark the hit character.  Lines of fire drawn to marked characters by friendly characters are blocked only by walls and indoor blocking terrain as long as Spider-Man is on the map.

Defensively, Spider-Man has Super Senses on each of his clicks.  In his speed slot, he starts with three clicks of a special power in his movement slot called The Agility of a Spider. This special power lets him use Hypersonic Speed, but he modifies his speed value by -3 when he does.  Once we reach the midpoint of Spider-Man’s dial, he drops The Agility of a Spider in favor of three clicks of Leap/Climb as he does what a spider can! The Agility of a Spider returns on Spider-Man’s last click.

In his attack slot, Spider-Man starts with four clicks of Super Strength as the radioactive spider blood in his veins gives him the proportionate strength of a spider and allows him to pick up objects!  Super Strength is followed by two clicks of Telekinesis as Spider-Man webs up an object (or a character) and flings it at an opponent – or yank a friendly character back to safety.

Once Spider-Man is off his top click, he gains Perplex as his ingenuity and intellect help him overcome adversity.  Perplex reappears on Spider-Man’s last click and sandwiched between are three clicks of Close Combat Expert, as J. Jonah Jameson’s favorite menace makes an impact before webbing up his foes!

Spider-Man has the Spider-Man Ally team ability, which allows him to copy the team abilities of other friendly characters.  He also has the Reporter, Scientist, and Spider-Man Family keywords to help with theme team building.  The Spider-Tracers trait should come in handy to help Spider-Man’s teammates draw lines of fire, while his consistent combat values should make him a formidable foe!

Thanks for reading!  Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview Prime Figures

Marvel HeroClix Amazing Spider-Man: Kraven and Kraven!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Amazing Spider-Man takes us on a safari of sorts, where Spider-Man is the hunted and the hunters are members of the feared Kravinoff family. First up, please welcome a founding member of the Sinister Six, Sergei Kravinoff (aka Kraven the Hunter)!

 031a-Kraven-the-Hunter

Kraven the Hunter comes into play at 95 points and has a trait called Last Hunt, named after a storyline in which Kraven defeated Spider-Man and then dished out vigilante justice while dressed as the Web-slinger.  With Last Hunt, choose an opposing character at the beginning of the game.  Kraven the Hunter modifies his attack value by +1 when targeting that character with an attack.  When the chosen character is KO’d by Kraven’s attack, modify his combat values by +1 and choose a standard power that character possessed on any click.  Kraven the Hunter can use that power for the rest of the game.

To begin his dial, Kraven the Hunter has two clicks of a special power called Stalking His Prey, which allows him to use Leap/Climb and Stealth.  His defensive slot begins with another special power called Jungle Potions, which lets him use Combat Reflexes, Super Senses, and ToughnessJungle Potions is followed by a click of standard Combat ReflexesKraven the Hunter also has the Indomitable combat ability, which allows him to use Willpower and, as a result, ignore pushing damage.  On the first two clicks of his damage slot, Kraven the Hunter has Exploit Weakness and Outwit respectively.

Once Kraven the Hunter has had time to stalk and study his prey, he drops the Stalking His Prey special power in favor of two clicks of regular Leap/ClimbKraven the Hunter has a range of three squares for his ranged attacks and he picks up two clicks of Incapacitate as he flings tranquilizer darts to slow down opposing figures.  Jungle Potions returns on these same two clicks, as does the one-two punch of Exploit Weakness and Outwit.

Kraven the Hunter becomes somewhat more vicious on his last two clicks as Charge replaces Leap/Climb and Blades/Claws/Fangs replaces IncapacitateBlades/Claws/Fangs is additionally fearsome when combined with Exploit Weakness in Kraven the Hunter’s damage slot.  Jungle Potions and Combat Reflexes respectively close out Kraven the Hunter’s defense slot.

As a founding member of the Sinister Six, it’s appropriate that Kraven the Hunter has the Sinister Syndicate team ability to share his attack values with friendly characters using the same ability.  At 95 points, Kraven the Hunter leaves plenty of room for other teammates and his attack values never fall below 10 until his final click.  Kraven the Hunter makes a great addition to themed teams using the Martial Artist, Sinister Syndicate and Warrior keywords.

031b-AlyoshaKraven

Kraven the Hunter’s son, Alyosha Kraven, has become fearsome in his own right.  Alyosha Kraven comes into play at 70 points and is a Prime character.  He begins play with a trait called Gulyadkin, named after a lion owned by Kraven the Hunter.  As you place your force on the map, you may place in your starting area a Gulyadkin the Lion bystander.  As long as a friendly Alyosha Kraven is on the map, Gulyadkin the Lion can be given one action as a free action.  Gulyadkin the Lion is shown below:

Gulyadkin

Alyosha Kraven begins his dial with three clicks of Charge as he begins his grim hunt.  In his attack slot he starts with two clicks of a special power called Animal Influence, which represents his mutant ability to communicate and control animals.  If Alyosha Kraven is given a non-free action during a turn, you may give Gulyadkin the Lion or another friendly character with the Animal keyword a move action as a free action.  Defensively, Alyosha Kraven starts with two clicks of Combat Reflexes while Close Combat Expert occupies his damage slot on thos same two clicks.

Mid-dial, Alyosha Kraven drops Animal Influence in favor of two clicks of Blades/Claws/FangsSuper Senses appears in his defense slot on those same two clicks.  Outwit takes over for Close Combat Expert in Alyosha Kraven’s damage slot as he uses the knowledge he gained in Hollywood to his benefit.  As we reach the back half of Alyosha Kraven’s dial, we see that Flurry has replaced Charge and Regeneration appears as well.  Close Combat Expert returns on Alyosha Kraven’s last click to help the son of Sergei Kravinoff land one last big hit.

At only 70 points, Alyosha Kraven leaves plenty of room for other teammates (such as Kraven the Hunter) and his combat values are fairly close to his father’s as well.  The Gulyadkin trait should make matches interesting as opposing characters won’t want to get too close to Gulyadkin the Lion’s combination of Charge and Flurry.  Finally, Alyosha Kraven has the Animal, Celebrity, Sinister Syndicate, and Warrior keywords to aid with theme-team building.

Thanks for reading!  Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix Amazing Spider-Man: The Rhino!

Greetings HeroClix Fans!

The subject of today’s Marvel HeroClix: Amazing Spider-Man preview may have a tough exterior but he’s also considered one of the Web Slinger’s more dim-witted foes.  Move out of the way because here comes Rhino!

020-Rhino

Coming in at 128 points, Rhino has the Improved plus to the left of his stat slot and his character card shows that he has an Improved Movement ability called Rhino Hide.  This ability allows Rhino to ignore hindering terrain.  Rhino Hide also allows him to ignore blocking terrain and destroy blocking terrain as it moves through it.

Rhino begins his dial with a special power in his speed slot called Head Down, Horn Up which allows him to use Charge.  When he does, he automatically breaks away.  If he moves only in a straight horizontal, vertical, or diagonal path and hits a character along that path, roll a d6 and increase Rhino’s damage value by half of the result.  Head Down, Horn Up appears on the front half of Rhino’s dial; regular use of Charge shows up on the back half of his dial.

The first two clicks of Rhino’s attack slow show no standard powers but he gains Super Strength on his next three clicks, giving him the ability to attack with objects.  On Rhino’s last three clicks, Super Strength moves over in favor of Quake as he bowls over all adjacent opposing characters!

Defensively, Rhino’s armored suit is well represented as he starts out with a pair of Impervious clicks to show that he’s impossible to hurt.  Impervious then downgrades to Invulnerability on Rhino’s next two clicks as his rhino hide maintains its protective properties.  On Rhino’s last four clicks he switches to Toughness.

Rhino has a great set of combat values to help keep him in the game.  His speed values start at 9 and switch to 8s halfway through his dial.  In his attack slot, his values never drop below a 10 until his last two clicks.  Rhino’s attack values become even more enticing when you consider that he can share them to adjacent friendly characters using the Sinister Syndicate team ability.  Rhino’s also got great defense values, which never dip below a 16.  

At 128 points, Rhino leaves plenty of room for support characters and ranged attackers to back up his close combat effectiveness.  For theme team building, Rhino makes a great addition to forces that utilize the Brute, Emissaries of Evil and Sinister Syndicate keywords.

Thanks for reading!  Please join us later this week as we again explore the wilder side of the Marvel HeroClix: Amazing Spider-Man set.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix The Amazing Spider-Man: Satana Hellstrom!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Amazing Spider-Man set.  Today, we have a look at a character who has embraced her demonic heritage and abilities as a succubus, Satana Hellstrom!

034-Satana-Hellstrom

Satana Hellstrom begins play being able to use Charge to take the fight right to an opposing figure.  This will allow her to trigger both of her special powers on her opening click.  The first special power is on the front half of her dial, and is called Soul Collector, and it allows her to use Steal Energy.  Normally, Steal Energy is not at all useful on a figures first click, but this version allows Satana Hellstrom to put an Excess Soul token on her character card, and she can be given a free action to remove an Excess Soul token to modify all of her combat abilities by +1 until your next turn.  This part of the special power only works on her first click, but it can make a solid figure better.   Her second special power is called Soul Shrivel, and is spread out at various points across her dial.  This special power can be a benefit to your entire force as it modifies the combat abilities by -1 of a character that Satana Hellstrom hits.

On her next couple of clicks, Satana Hellstrom can use her Phasing/ Teleport to reposition herself with ease.  This will allow her to get to where she can the most useful to her force with her Probability Control.  Or she can continue to remain in close combat and attempt to heal back to the top of her dial with her Soul Collector special power.  On her next click, except for lower combat values, she looks like her top click again as she regains both Charge and her Soul Shrivel special power.   Throughout the front half of her dial, Satana Hellstrom is protected by Toughness.

Satana Hellstrom becomes more of a range combat piece on the back half of her dial.  Energy Shield Deflection will make her harder to hit with range attacks for the rest of her dial.  A couple of clicks of Running Shot will allow her to position herself better as she uses her 5 range to make range attacks.  Penetrating/ Psychic Blast will make sure the damage she deals will get through on these clicks.  On the first click of this combination, her Soul Shrivel special powerwill again modify her targets combat abilities by -1 when she hits.   After this, Satana Hellstrom switches back to Probability Control to close out her dial.  On her last click, Satana Hellstrom has Phasing/Teleport one more time.

Satana Hellstrom can be played on multiple theme teams as she has the Howling Commandos, Mystical, S.H.I.E.L.D., and Thunderbolts keywords.  At 82 points, she will be a valuable secondary attacker on any force you choose to include her on.

Thanks for joining us today, and be sure to come back next week as we check in with a villain associated with odd-toed unglates.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview Prime Figures

Marvel HeroClix Amazing Spider-Man: Brother Voodoo and Doctor Voodoo!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Amazing Spider-Man preview brings us to the island nation of Haiti, and the man who succeeded Dr. Stephen Strange as Earth’s Sorcerer Supreme.  Making his long-awaited HeroClix debut, we are pleased to bring you Jericho Drumm (aka Brother Voodoo!) 

017b-BrotherVoodoo

The first thing you’ll notice about Brother Voodoo is he’s a Prime figure, as shown by the green background on his character card and green ring around his base.  Brother Voodoo also begins play with a trait called My Spirit Brother Possesses You, which lets him use Mind Control as a free action when he has exactly one token.  Brother Voodoo takes no damage from this use of Mind Control and he and his target modify their attack values by +1 this turn.

Brother Voodoo begins his dial with Phasing/Teleport as he calls upon voodoo spirits to place him where he is needed.  Once Brother Voodoo is off his top click, Stealth replaces Phasing/Teleport for the remainder of his dial.  In his attack slot, Brother Voodoo starts with a special power called Fire and Smoke, which lets him use Poison and Smoke Cloud.  If an opposing character is adjacent to Brother Voodoo, he may use Smoke Cloud as a free action instead.  Fire and Smoke appears on all but the last click of Brother Voodoo’s dial.

Defensively, Brother Voodoo starts with two clicks of Super Senses as his mastery of voodoo help him evade attacks.  Super Senses is followed by a run of Combat Reflexes for the rest of his dial as his skill as Haiti’s Houngan Supreme aids him in close combat.

In his damage slot, Brother Voodoo begins with two clicks of Probability Control, which complement his Super Senses and increases the difficult for his opponents to land attacks.  Probability Control is followed by two clicks of Perplex as his mystic Loas medallion modifies combat values as needed.  Finally, Brother Voodoo ends his dial with two clicks of Exploit Weakness, cementing his status as a supernatural avenger (and a supernatural Avenger).

Brother Voodoo comes in at 79 points and has a range of six squares.  His point value leaves him with plenty of room to add other teammates while he takes center stage as both a secondary attacker and a support piece.  Brother Voodoo makes a great choice for forces built around the Heroes for Hire, Howling Commandos, Mystical or S.H.I.E.L.D. keywords.

Recently, the Eye of Agamotto chose Brother Voodoo to be Earth’s Sorcerer Supreme when Doctor Strange was no longer worthy of the title.  Thus, Brother Voodoo became Dr. Voodoo!

017a-Dr.Voodoo

Dr. Voodoo comes into play at 134 points and can make ranged attacks up to seven squares away.  He begins his dial with two clicks of Running Shot as he moves through the Everdimensions to make ranged attacks.  Running Shot then makes way for Phasing/Teleport on Dr. Voodoo’s next two clicks.  Defensively, Dr. Voodoo starts with four clicks of Energy Shield/Deflection as he speaks the mystic language of null to protect him from ranged attacks.

In his attack slot, Dr. Voodoo starts with four clicks of a special power called Null of Legba’s Staff, which lets him use Penetrating/Psychic Blast.  When he uses it and hits a character of 100 points or more, all damage dealt to that character this turn is penetrating damage.  On those same four clicks Dr. Voodoo has another special power called The Regular Kind of Doctor Too, which allows him to use Perplex and Support.

As we reach the last three clicks of Dr. Voodoo’s dial, we see that all his powers have changed to light blue.  Mind Control occupies the speed slot as the spirit of Dr. Voodoo’s brother, Daniel, possesses opposing figures and takes control of them.  Incapacitate is found in the attack slot as Dr. Voodoo uses the Staff of Legba to bind his opponents.  Barrier appears in the defense slot as he summons mystical crows to protect him.  Finally, Probability Control is in the damage slot as the Houngan Supreme tilts reality to his benefit!

Dr. Voodoo has the Mystics team ability and the Avengers and Mystical keywords.  He has more offensive punch than Brother Voodoo but his point value is still low enough to add other teammates.

Thanks for reading!  Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix Amazing Spider-Man: Blade!

Greetings, HeroClix fans!

Today’s Marvel HeroClix: Amazing Spider-Man preview brings us to a hero with a crusade against the vampires of the world.  Last seen in the Marvel HeroClix: Mutant Mayhem set, we are pleased to bring back Blade!

 004-Blade

Born while his mother was bitten by a vampire, Blade begins his dial with a trait called Supernatural Tracking.  With this trait, choose an opposing character at the beginning of the game.  That character can’t automatically break away from Blade and, when it does roll to break away, only succeeds on a result of 6.

Blade begins his dial with four clicks of Charge in his speed stat slot as the Daywalker rushes into battle and attacks.  Charge is followed by three clicks of Stealth as Blade’s vampiric side allows him to hide like a creature of the night.

In his attack stat slot, Blade begins with four clicks of a special power called Blade isn’t just a Name that would make even Dracula retreat.  This special power lets Blade use Blades/Claws/Fangs.  When he does, increase damage dealt by 1 for each of the following the target possesses or can use: Monster keyword, Mystical keyword, or Steal EnergyBlade isn’t just a Name is followed by two clicks of regular Blades/Claws/Fangs as his skill with swords makes him a deadly close combatant.  Blade can also make ranged attacks from up to six squares away.

In his defensive stat slot, Blade has the Indomitable combat ability to act without fear of taking pushing damage.  Blade begins his dial with three clicks of Toughness to show his vampiric heritage.  That’s followed by two clicks of Combat Reflexes to show his training with his mentor, the vampire hunter Abraham Whistler.  Finally, on Blade’s last two clicks he picks up Regeneration as his half-vampire status grants him a healing factor.

Overlapping his last two clicks of Blade isn’t just a Name and his first regular click of Blades/Claws/Fangs, Blade gains Exploit Weakness in his damage stat slot as his vampiric clarity help him strike opponents with precision.

Blade comes in at 85 points and makes a viable choice as an attacker, particularly against characters with the Monster or Mystical keywords or Steal Energy, thanks to his Blade isn’t just a Name special power.  Blade himself has a quartet of keywords (Martial Artist, Midnight Sons, Monster, and Soldier) to provide options for team building.

Thanks for reading!  Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview Prime Figures

Marvel HeroClix Amazing Spider-Man: Frank Drake and Hannibal King!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Amazing Spider-Man set by checking out a couple of monster fighters (with one being the prime figure from the common slot).  We offer a pair of super natural detectives from the office of  Borderline Investigations.   First up is figure #013a, Frank Drake!

 13a-Frank-Drake

Frank Drake can hide in the shadows with a full dial of Stealth, representing his time with the super natural hunters, the Nightstalkers.  From a protected spot provided by this cover, Frank Drake can attack with a 5 range using “Linda,” a.k.a. “the Exorcist,” his nano-tech weapon capable of disrupting occult energies, represented with nearly a full dial of Penetrating/Psychic Blast.   A closing click of Blades/Claws/Fangs is representative of knives he always keeps on himself.

Frank Drake has a special power that illustrates his training hunting super natural threats called Vampire Hunter.  This special power allows Frank Drake to use Outwit, and when he targets a figure with either the Mystical or Monster keyword, he may use Outwit a second time on that figure.   As he is a descendent of Count Dracula before he turned, Frank Drake has Willpower on both his opening and closing clicks.

At 55 points, Frank Drake will come in handy on a team aiming to deal with mystical monsters, or on theme teams built around the Detective or Midnight Sons keywords.  And speaking of those keywords, who better to team with than a partner, #013b Hannibal King!

 013b-HannibalKing

Hannibal King has no wild dial to represent his vampire powers as he’s never consumed fresh human blood, choosing instead to rely on small animals or blood banks to feed.   Hannibal King begins play with a special power called Form of Mist, Form of Wolf that allows him to use Running Shot and Stealth.  This special power also gives him the option at the beginning of his turn to modify his attack or defense by +1 or +2, and decrease the unchoosen power by the same amount until your next turn.  Helping with this special power, Hannibal King has the Flight combat ability to help him navigate the map with ease.   Should an opposing figure choose to base him, Hannibal King has Super Strength on this stretch of his dial, allowing to hold an object to prepare for this to happen.  Toughness will allow him to absorb a bit of damage, and Outwit will allow him to deprive an opposing figure of a key power.

In the middle of his dial, Hannibal King changes into a wolf, a favorite way for him to fight.  In this section of his dial, Charge will allow him to take the fight to an opposing figure.  Once in adjacent to an enemy, he can choose to do his printed 3 or 2 damage, or attempt to do more with Blades/Claws/Fangs.  In either case, he can do penetrating damage with Exploit Weakness.   Hannibal King also puts his heighted senses to work to try to avoid attacks with Super Senses. 

On his last two clicks, Hannibal King can try to heal by making a last ditch close combat attack to heal a click with Steal Energy, or simply roll for Regeneration.  Either way, the Indomitable combat ability will allow him to ignore pushing damage, as it will throughout his dial.

Hannibal King has a couple of solid theme team choices with the Detective, Midnight Son, and Monster keywords.  At 107 points, there is plenty of room to add more to whatever force you include him on.

That’s all the time we have for today, but be sure to join us later next week for more Amazing Spider-Man goodness by spotlighting another member of the Nightstalkers, and next week for another Prime figure preview!