Marvel HeroClix: Wolverine and the X-Men Product Replacement

Wolverine and the X-Men Replacement Policy Amendment

Greetings HeroClix Fans,

Recently, the latest Marvel HeroClix expansion, Wolverine and the X-Men, released in stores everywhere and was met with a high level of anticipation by our HeroClix community.  We celebrated the release of this latest HeroClix set here in the office as well.  However, within days of its release we noticed that there were a slightly higher number of inquiries from the community regarding the quality of the figures in this expansion and set out to dig a little deeper into the issue.

While due diligence takes time, we want our HeroClix fans to know we will be taking care of them.  Wolverine and the X-Men will be in the replacement system soon and we will be expanding coverage to include Chase figures, Prime figures, Team base figures, and Team Bases from Wolverine and the X-Men.  Customers will still need to register their request in the replacement system and send the defective figure or Team Base in for replacement per our policy.  Wolverine and the X-Men will be in the replacement system within the week.

Thanks as always for your continued interest and support.

-The WK Team


Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine and the X-Men: Hope Summers!

Greetings HeroClix fans!

We are pleased to bring you our X-citing final preview from the Marvel HeroClix: Wolverine and the X-Men set with a look at the first mutant born since M-Day, the event that stripped most of the mutant population.  Some consider her the savior of homo superior while others fear she is a harbinger of destruction.  Most know her simply as Hope Summers!


Hope Summers comes in at 75 points and her first click is unassuming, with Energy Shield/Deflection making her difficult to hit with ranged attacks and Perplex allowing her to modify combat values within her range of six squares.  This combination of defense and damage powers stay on Hope Summers’ dial for her first three clicks.

Once Hope Summers is off her top click, Energy Shield/Deflection and Perplex remain but her mutant powers emerge as gains Running ShotHope Summers also gains a special power called Omega-Level Mutant, which represents her primary mutant ability to mimic the powers of those around her.  Omega-Level Mutant lets Hope Summers take a free action and then use the powers of one chosen adjacent character until your next turn.  Omega-Level Mutant appears in Hope Summers’ attack slot for the remainder of her dial.

As we move to the back half of Hope Summers’ dial, we see that Running Shot returns.  A short run of Combat Reflexes represents Hope Summers’ survival training with Cable.  Another key power possessed by Hope Summers is the ability kick-start the newly emerging powers of other mutants.  In Hope Summers’ damage slot, this is represented as a special power called Mutant Jump Start, which lets her use Empower and Enhancement and modifies the attack values by +1 of adjacent friendly characters with the X-Men keyword.

Speaking of keywords, Hope Summers has the X-Men keyword as well as Future, Generation X and Phoenix Force.

Since we’re currently in the middle of Marvel HeroClix: Fear Itself Organized Play series, we can easily form a 300-point team from the comic series that involves Hope Summers.  First, we can add Cyclops (#008) from the Marvel HeroClix: Giant-Size X-Men set.  They both share the X-Men keyword, which allows Cyclops to take advantage of the +1 attack value modifier from Hope SummersMutant Jump Start.

With Hope Summers at 75 points and Cyclops at 110 points, we’ve still got 115 points to spare!

During the Fear Itself storyline, Cyclops gave Hope Summers his approval to use the powers from any of the mutants on Utopia Island as part of his plan to stop Kuurth (Breaker of Stone) from destroying San Francisco.  For the next member of our 300-point force, we can add Emma Frost (#014) from the Marvel HeroClix: 10th Anniversary set.  Emma Frost’s power set include Mind Control, Penetrating/Psychic Blast, Super Senses and Outwit, all of which should come in handy for Hope Summers to use with Omega-Level MutantEmma Frost also has the X-Men keyword and comes in at 114 points, leaving us at 299 points for our total build.

That’s all for now!  We hope you enjoyed our series of previews for the Marvel HeroClix: Wolverine and the X-Men set, which releases in stores on August 21.  Please join us again as we uncover more secrets from upcoming HeroClix sets!  Until then, may your Impervious rolls be ever in your favor!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine & the X-Men: Professor X and Magneto!

Greetings HeroClix Fans!

Today we continue our previews of the upcoming Marvel HeroClix: Wolverine and the X-Men set by taking a closer look at the two architects of the Mutants Rights movement in their earlier years.  We are pleased to present none other than Professor X and Magneto!

053-Professor-X_MagnetoThe first thing we notice about Professor X and Magneto is that they possess a trait that will definitely  impact your team-building strategies.  The Origin of the Split grants characters with either the Brotherhood of Mutants or the X-Men team abilities those same keywords and team abilities! Talk about options: adding free action move of ability to exchange health in the game at no additional cost to the affected figures can be quite beneficial in-game!

Professor X and Magneto begin play maneuvering into position thanks to healthy stretch of Running Shot early-dial, which pairs nicely with their 7 range and 3 damage value.  And once you’re happy with Professor X and Magneto ‘s positioning, Outwit allows you to counter an opposing character’s power or combat ability as well!

And if that weren’t aggressive enough, Professor X and Magneto also possess a special power titled You’re a Mutant, Too? which allows them to use both Penetrating/Psychic Blast (which works quite well with the aforementioned Running Shot and 7 range) as well as Mind Control! Even better, when you use one of these powers and hit your target, you can then use the other power as a free action! (once the original action has completed that is)

Mid-dial, Professor X and Magneto switch tactics slightly as they attempt to infiltrate none other than Baron Von Strucker’s hidden Hydra base.  While Professor X and Magneto are not sculpted in the co-opted Hydra uniforms they wore in Uncanny X-Men #161, two clicks of Stealth ought to help them sneak past the sentries and into the secret Hydra lair! At this point in their dial, Professor X and Magneto exchange their You’re a Mutant, Too? special power for Incapacitate and Outwit for Shape Change.  (hmmmm, perhaps they found a pair of Hydra uniforms after all!)

Toward the end of their dial, Professor X and Magneto also go on the offensive thanks to a run of Pulse Wave and Sidestep.   (which can be used either before or after their attack if you so choose!) At this point, we also encounter Professor X and Magneto’s second special power: Leaders of Two Movements allows Professor X and Magneto also to use Leadership.  However, instead of the normal effects of Leadership, this special power allows Professor X and Magneto also to remove action tokens form up to two adjacent figures with whom they share a keyword, and one figure may modify its attack value by +1 (but must then lower its defense value by -1), and the other figure may modify its defense value by +1 (and, you guessed it, then lower its attack value by -1).

Defensively,  Professor X and Magneto also possess Super Senses initially, which then gives way to Barrier and then Energy Shield/Deflection respectively.

At 133 points, Professor X and Magneto also will work on a variety of team builds while readily leaving enough room for other figures in a 300 point game.  The Brotherhood of Mutants, New Mutants, Scientist, and X-Men keywords also allow for some great thematic team builds as well!

We hope you’ve enjoyed this latest preview from the upcoming Wolverine and the X-Men set.  Stay tuned next week as we spotlight a young mutant who is considered Homo Superior’s last, greatest Hope! Until then, keep your Clix off their K.O.’s!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine and the X-Men: Spiral!

Greetings HeroClix Fans!

Welcome back to another X-hilirating preview from the Wolverine and the X-Men set, our next Marvel HeroClix release!  Today’s preview takes us back to the Mojoverse, where we focus our cameras on a former stuntwoman who often works for the ratings-obssessed Mojo and has a deep hatred for her former flame, Longshot.  Last seen in the Marvel HeroClix: Clobbering Time set, heeeerrrreeee’s Spiral!


The mysterious and mystical Spiral comes and goes as she pleases with the aid of her Dimensional Portal trait, which allows her to be given a double power action to place two Gateway markers on the map and clear any other Gateway markers.  One of these Gateway markers must be placed in a square adjacent to Spiral while the other may be placed in any square on the map.  Friendly characters may treat squares with Gateway markers as adjacent to one another when moving.

Spiral’s dial has an interesting symmetry to it.  The first four clicks possess the same mix of powers, as do the last four clicks.  On the front half of Spiral’s dial, she uses Phasing/Teleport to move her around the map.  Spiral’s mystical powers are formidable and are often utilized through a spell casting dance (Pulse Wave).  Spiral also has a range of 6 squares.  Defensively, Spiral’s mystical powers protect her via Energy Shield/Deflection.  And as a time-traveling sorceress, Spiral can use Probability Control to force the dice to do her bidding.

As we reach the back half of Spiral’s dial, we see that she switches from a ranged attacker to a close combat threat:  Energy Shield/Deflection is replaced by Combat ReflexesProbability Control switches to Shape ChangePhasing/Teleport has made way for Charge.  And Pulse Wave is dropped in favor of a special power called Six-Armed Menace, which lets Spiral use Blades/Claws/Fangs and Flurry.  Additionally, when she uses Blades/Claws/Fangs, she may reroll the d6 roll once per turn.

To keep the map from getting cluttered with Gateway markers, Spiral has the silver Unique ring around her tampo so only one of her can be used on your force.  Spiral also has a mix of named and generic keywords available to her, making theme team building a snap.  Spiral comes in at 106 points, which leaves plenty of room for other characters.  Longshot makes a great thematic teammate as they both share the Mojoverse keyword and begin their dials with the ever-popular Probability Control power.

Thanks for reading!  Please join us for our next Wolverine and the X-Men preview when we look at a duo who is at the heart of the struggle for mutant and human coexistence.  Until then, may your Impervious rolls be ever in your favor!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Captain Britain, Meggan, and Nightcrawler!

Greetings HeroClix Fans!

One week closer to release and we continue to X-plore the upcoming Marvel HeroClix: Wolverine and the X-Men set.  Today we conclude our travel abroad as we look at some heroes from across the pond.  Captain Britain, Meggan and Nightcrawler are all part of the Excalibur Team Dial, but let’s see how they fare when they stand on their own, shall we?


We start with the proclaimed leader of Excalibur, the stoic Captain Britain.  He has a trait called Britannia, My Home, which modifies his combat values by +1 when he is fewer squares from his own starting area then any opposing character’s starting area.

Captain Britain is a flier who has an eight-click dial for 110 points.  The first half of his dial has Charge, Super Strength, and Toughness.  Captain Britain also has a special power called Merlyn’s Chosen Leader, which allows him to use Leadership.  When Captain Britain does and removes an action token from a friendly character that shares a keyword with him, that character can use Willpower this turn.  Captain Britain’s keywords are Avengers, Excalibur, Hellfire Club, Mystical, and Scientist.

As we turn to the second half of Captain Britain’s dial, he gains Hypersonic Speed, Invulnerability, and Close Combat Expert.  On click 7, Hypersonic Speed turns into Phasing/Teleport and on click 8 Captain Britain gains the use of Regeneration.

If Captain Britain is showing on the Excalibur Asset Dial, when the team would be given an action token, instead no action tokens are given.  When this team character takes damage, after actions resolve, roll a d6 and turn the asset dial that many times to the left.


Next, we look at Captain Britain’s beloved, the shape-shifting Excalibur alumna Meggan!  Meggan is a flier who can use the Mystics team ability and a trait called Empathic Metamorph.  This allows Meggan to use Shape Change.  When she does and succeeds, choose one of the following to last until the end of your next turn: Meggan can use Impervious and Super Senses; Meggan can use Battle Fury and Blades/Claws/Fangs; Meggan can use Penetrating/Psychic Blast as if she had a range value of 5.

Meggan has a six-click dial for 90 points. Meggan starts with two clicks of Flurry, followed by two clicks of Sidestep and then ending with two clicks of Stealth.  For defense, Meggan starts with a click of Toughness and then in her late dial picks up some Combat Reflexes and Perplex.

If Meggan is showing on the Excalibur Asset Dial, the team character can use Shape Change.

Next on the Excalibur roster is a swashbuckling mutant who, like Shadowcat, joined the team after recovering from severe injuries he suffered at the hands of the Mauraders.  Make way for the acrobatic adventurer known as Nightcrawler!  Nightcrawler has an Improved Movement ability called A Flash of Brimstone which allows him to ignore hindering and elevated terrain during movement.


The first of Nightcrawler’s two traits is called Heroic Rescue.  This allows Nightcrawler to use the Carry ability and carry up to two characters if they each share a keyword with him.  The second trait is called Teleporting Is Not As Easy As It Looks.  Once per turn, Nightcrawler may ignore a wall or square of blocking terrain for movement purposes.  If he does, after actions resolve, deal Nightcrawler unavoidable damage equal to the number of characters he carried this turn.

Nightcrawler has a few different ways in which to help him move around the battlefield, starting with Hypersonic Speed.  He also can use Sidestep and Charge at various points in his dial.  Nightcrawler’s mid-dial has the use of Blades/Claws/Fangs which on click 3 overlaps with the use of Exploit Weakness for a deadly combination.

Nightcrawler has a defensive special power called Not Where You Think I Am, which allows him to use Energy Shield/Deflection and Super Senses.  Nightcrawler’s late dial defense is covered by Combat Reflexes, which also helps him ignore knock back.

Nightcrawler is 93 points and has the keywords Excalibur and X-Men and would be a valued member on any team.  When Nightcrawler is showing on the Excalibur Asset Dial, the team character can use Combat Reflexes.

Thanks for reading and although that is all the Marvel HeroClix: Wolverine and the X-Men we have for today, be sure to come back neXt time as we look at a villain instrumental in the creation of the Reavers, as well as Psylocke’s eyes.  Until then, Shape Change for the Win!!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Shadowcat and Phoenix!

Greetings HeroClix Fans!

Today we continue our series of previews for the upcoming Marvel HeroClix: Wolverine and the X-Men set!  As promised, we are pleased to show you the figures that can be played on the Excalibur team dial.  We start with a former X-Man on Muir Island recovering from wounds she suffered at the hands of the mutant-hunting Marauders, Kitty Pryde (aka Shadowcat)!


Shadowcat has an Improved Movement ability called Don’t Worry, Professor…which lets her ignore elevated, hindering, and blocking terrain when she moves.  This, combined with Shadowcat’s Transporter ability, allows her to move about the map with ease, reposition herself and a teammate, and make an attack when the opportunity presents itself while getting there.  Shadowcat starts with the first four clicks of her dial representing different aspects of her phasing ability.  First, Stealth shows her ability to get to and hide in places she ought not to be.  Next, Super Senses shows her ability to avoid attacks by being intangible.  Lastly, Exploit Weakness shows how Shadowcat can hurt someone by phasing through them.

Shadowcat ends her dial with powers that mostly utilize her training in martial arts by Wolverine after her possession by Ogun.  Precision Strike demonstrates her ability to hurt an opponent in close combat, while Combat Reflexes showcases her agility in a melee.  Lastly, Shape Change shows her ability to throw off an attacker by phasing through walls or into the ground.

Shadowcat is playable on the Excalibur team dial and when her face appears on the asset dial, Excalibur can use Super Senses.  Shadowcat comes in at a mere 56 points, making her a good fit on any Excalibur, Martial Artist, or X-Men theme teams.

Next up, we have a team member from a future where mutants have been hunted to near extinction.  Trained as a Hound to hunt her fellow mutants, Rachel Summers eventually escaped to our present in an attempt to stop her future from ever happening.  In the present day, she took on her mother’s surname of “Grey” as she had the same cosmic force enhancing her power.  But whether she calls herself Rachel Summers or Rachel Grey, she is Phoenix!


Phoenix maintains the same power set over her first three clicks.  Running Shot allows her to position herself and take advantage of her printed 8 range with one target, while the Flight ability allows her to take a friendly figure with her.  Psychic Blast makes it so damage reducers are bypassed.  Phoenix also has a special power called Psionic Purging, which gives her both Shape Change and the ability to use Outwit but with a twist:  Phoenix can use Outwit normally, or she can counter the same power on all opposing figures within range and line of fire.  Defensively, Impervious allows Phoenix to reduce damage dealt to her or potentially ignore it entirely.

The next three clicks of Phoenix’s dial also have the same power set, this time with more emphasis on close combat.  First, she can take the fight right to opposing figures with Charge.  Poison allows Phoenix to deal a click of damage to opposing figures at the beginning of the turn.  Super Senses gives Phoenix the ability to possibly evade attacks and Probability Control lets her force an opponent to reroll their dice when she is attacked.  Phoenix’s dial ends with her gaining the ability to hurt any figure she hits with Precision Strike.  Meanwhile, Energy Shield/Deflection gives Phoenix some added protection from ranged combat attacks.

At 154 points, Phoenix fits perfectly on any Excalibur, Future, Phoenix Force, Starjammers, and X-men theme teams on which you choose to include her.  Phoenix is also playable on the Excalibur team dial.  If Phoenix appears on the asset dial, the team character’s powers can’t be countered.  Also, Excalibur modifies its damage value by +1.

Thanks for reading and join us Friday as we close out our preview of the Excalibur team with the three figures included with the team dial.  And come back next week as we are sure to have more previews from Marvel HeroClix: Wolverine and the X-men.  Until next time, keep your Clix of their KO’s!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Excalibur Team Base!

Greetings HeroClix Fans!

And welcome back as we continue to explore the upcoming Marvel HeroClix: Wolverine and The X-Men set.  Today we dive into a team created out of the X-Universe -Fall of the Mutants story line.  Two X-Men recovering from injury, along with a pet dragon, a former mutant-hunting refugee from the future, a mystically empowered hero of England, and his shape shifting girlfriend united to form the British team of super heroes known as Excalibur!


Excalibur can be played at three point costs, 320, 270, or 170 points, bringing their fully loaded point costs to 350, 300 and 200 points when all six characters are attached.  The team base has one keyword to build with, Excalibur, naturally.   Additionally, the Indomitable combat ability will allow them to act without fear of pushing damage.

Excalibur begins play with an opening click of Charge to take the fight right to their opponent.  They also have a special power called Still Crazy After All These Years, which allows them to use Perplex, but only on themselves, and with the stipulation that when you choose the combat value to modify, you roll a d6.  On a result of 1, modify the combat value by -1, and on a 4-6, modify it by +2.

On the next click in Excalibur picks up another special power called Cross-Time Caper, allowing the use of Phasing/Teleport.  Also, when another character uses Probability Control, the dice are rerolled twice, and then you choose the result from among the two rolls.  This power will switch every couple of clicks with Outwit, letting you counter a key power on an opposing figure, for a good length of the dials.  Invulnerability will offer some solid damage reduction for this run of the dial.   On the last click of this section of the dial, Excalibur switches tactics, now able to use Running Shot, to maneuver to a position to best utilize their 8 range and two targets, or to get the most impact out of their printed 4 damage Pulse Wave.  And Toughness will provide a bit of damage reduction.

Click number 5 is the starting point for Excalibur’s 270 point starting line.  It begins as before, with Charge, the Still Crazy After All These Years special power, and Invulnerability, but this time, brings a click of Telekinesis, to allow some map manipulation, or an easy way to make range attacks against opposing figures hiding in Stealth.  The next couple of clicks also look familiar, changing to the Cross-Time Caper special power, as well as still alternating Outwit with Still Crazy After All These Years, and again, changing from Invulnerability to Toughness, though a click earlier than before.   This time, Excalibur again adds something new, this time another special power called Widget! Stop Doing That!  This power can be used once per turn when you make an attack roll.  If the result of your attack roll is lower than the click number of a target of this attack, that target modifies their combat values by -1 until your next turn.   The last click of this section again brings Pulse Wave, Outwit and Toughness to the dial. 

The 170 point starting line on Excalibur begins with the same powers as on the 270 point starting line, Charge, the Still Crazy After All These Years special power, Telekinesis and Invulnerability.  In fact, clicks 9 through 12 are laid out with the exact same power set as clicks 5 through 8, with the exception of Outwit missing from the last click, but the inclusion of Running Shot.

The last four clicks of Excalibur’s dial have full runs of their Cross-Time Caper and Widget! Stop Doing That! special powers, as well as the addition of Energy Shield/Deflection, to make them harder to hit with range combat attacks.  And on their last two clicks, a new power shows up on their dial as Close Combat Expert will allow Excalibur to pummel an opposing figure into submission.

T003-Excalibur Asset Dial

The asset dial on Excalibur offers a good bit of defensive powers, a way to avoid pushing damage, and ways to deal more damage.  Captain Britain allows you to not place an action token on Excalibur.  Instead, when Excalibur takes damage, after the action resolves, roll a d6 and turn the asset dial that many times to the left.   Meggan allows the team the use of her mutant shape shifting power with Shape Change.  Nightcrawler brings his heightened reflexes to Excalibur via Combat Reflexes.  Phoenix brings a bit of the Phoenix force to her team as she makes it so Excalibur can’t have their powers or abilities countered, and, she modifies their damage value by +1.  Shadowcat brings her intangibility to the team with Super Senses.  Excalibur also has a special power on the asset dial, referencing the title of their first adventure together, The Sword is Drawn, allowing Excalibur to use Blades/Claws/ Fangs when they make close and ranged combat actions.

As an addition to the Excalibur team base, Lockheed is a SwitchClix figure as well!


This version of Lockheed costs 16 points to play on his own, and has a 5 range with one target and the flight ability.  Energy Explosion will allow him to damage multiple foes with one shot, and Energy Shield/ Deflection will make him harder to hit with range attacks.  Lockheed also has a special power called My Human, allowing and adjacent friendly figure named Shadowcat or Kitty Pryde to roll a d6 when they are chosen as the target of an attack.  If the result is either 5 or 6, she modifies her defense by +2 until your next turn.

Lockheed can be played on the Excalibur team base, with a restriction.  He has a trait called Distraction, which allows him to be attached to the Excalibur team, but he can’t be selected for the Solo Adventure ability.   Also, as he isn’t on the asset dial due to this, he just allows Excalibur to use Energy Explosion as if they had 1 target.

That is all for today.  Be sure to join us on Wednesday as we continue to explore the upcoming Wolverine and The X-Men set, as we check in with a pair of best friends who have fought the future, for and against the Shi’ar Empire, and eventually went back to school to be teachers.  Until then, keep your Clix off their K.O.’s!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine & the X-Men: M!

Greetings HeroClix fans!

For today’s Marvel HeroClix: Wolverine and the X-Men preview, we are humbled to be in the presence of mutant perfection in the form of Monet St. Croix (aka M)!


M can be played at 200 or 150 points.  Her rookie 150-point line begins on click three.  When M is played at 200 points, she gains a trait called Not Tired… Just Tired of You, which lets her use Willpower.

Born with an array of powers, M starts by taking the fight close to her with two clicks of Charge, Super Strength and Invincible.  M also has a special power in her damage slot called Genius Intellect, Too, which allows her to use Outwit and Perplex.

Super Strength remains on M’s third click but the rest of her power set changes as she becomes enraged:  Charge makes way for Hypersonic SpeedInvincible becomes Impervious.  And Genius Intellect, Too switches to Battle Fury.  Starting with M’s fourth click, she loses Super Strength but gains a short run of another special power called Why, Yes, I Have a Healing Factor.  At the beginning of your turn, this special power allows you to roll a d6.  On a result of 3-6, M is healed of 1 damage.

Toward the end of M’s dial, we see more changes.  Charge returns for one click and Impervious is replaced by Invulnerability for two clicks.  On M’s second Invulnerability click, Mind Control replaces Charge and Genius Intellect, Too returns.  M’s last two clicks feature yet another special power, Healing Factor Overdrive, which lets her use Invulnerability and Regeneration.

M doesn’t leave much room for teammates in low-point matches (which is probably how she prefers things) but she has the Generation X, X-Corps and X-Factor keywords to aid in team building.  One viable teammate for M is Longshot, with whom she shares the X-Factor keyword.  At 75 points, Longshot still leaves room for feats, relics or a resource.

Both characters play well off one another.  While M busts heads and breaks hearts with her early Charge/Super Strength clicks, Longshot can help her attacks stick with Probability Control.  When it’s Longshot’s turn to attack, M’s Genius Intellect, Too can counter damage reducers and modify combat values as needed.  When Longshot is on his Leap/Climb or Combat Reflexes clicks, he can tie-up opposing characters while M takes aim with her fists (or an object).

At her 150-point level, M begrudgingly leaves more room for teammates.  Let’s see what you can come up with!

Thanks for reading!  Please join us for our next Marvel HeroClix: Wolverine and the X-Men preview as we visit with a team whose lighthouse illuminates the stalwart shores of the United Kingdom.  Until then, may your Impervious rolls be ever in your favor!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine and the X-Men: Cyber!

Greetings HeroClix Fans!

One week closer and we continue to X-plore the upcoming Marvel HeroClix: Wolverine and the X-Men set.  Today we look at Cyber, a long-standing foe to Wolverine and an enemy to the rest of the X-Men.


Cyber is a brute who starts with Charge and Blades/Claws/Fangs.  His defense is reflected by the adamantium that has been bonded to his skin and allows Cyber to use Invulnerability.  If at any time Cyber would take more than 2 damage from a single attack, he takes 2 damage instead.  So even when Wolverine rolls that awesome 6 during a Blades/Claws/Fangs roll, Cyber would still only take 2 damage.

Mid-dial Cyber picks up a special attack power called Hallucinogenic Claws, which still allows Cyber to use Blades/Claws/Fangs but with an added bonus.  When Cyber rolls a 5 or 6, he instead deals 4 damage.  Characters hit with his Blades/Claws/Fangs modify their attack value by -2 until your next turn. On Cyber’s last two clicks he has Impervious.

Cyber is 124 points of in-your-face, hack-and-slash, gonna get ya.  For keywords, Cyber has Detective and Weapon X.

If you are building a team around Cyber, maybe look outside of theme.  Find a piece that can use Telekinesis, someone like #006 Marvel Girl from Marvel HeroClix: 10th Anniversary. Next, add someone who can provide a little cover fire, like #002 Shocker from Marvel HeroClix: The Amazing Spider-Man.  For some support we could add #006 Tony Stark from the Marvel HeroClix: Iron Man 3 Movie set; he has the Avengers Initiative team ability in case you have to deal with an opponent’s Stealth.

Thanks for reading and although that is all for today, be sure to come back neXt time as we continue to look at figures from the upcoming Marvel HeroClix: Wolverine and the X-Men set.  Until then, Shape Change for the Win!!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Cannonball, Wolfsbane, and Magma!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Wolverine and the X-Men set, specifically the last three figures from the New Mutants team base, all of which are packaged with it, allowing the team base to be playable right out of the box.   Today we have the first recruit to the team as well as two founding members.  First off, we go to Kentucky to meet the first member of the Guthrie family to venture out to Xavier’s School for Gifted Youngsters and who would eventually go on to be a co-leader of the team, Cannonball!


Cannonball not only has am Improved Movement: Blocking/Burst ability, allowing him to ignore blocking terrain for movement, as well as destroying it on the way through, he also bestows this ability on the New Mutants team base when attached to it via their asset dial.

Cannonball has a full dial of move and attack, thanks to Charge.  The flight ability, as well as his Improved Movement ability will allow him to get to almost any target within half his movement.  Cannonball also has two special powers provided by different aspects of his mutant generated blast field.  The first, called Ignition, represents his early inability to fly in anything but a nearly straight line, and the devastation he caused when doing so.  When Cannonball moves at least 3 squares in a direct line due to his own action, he can use Impervious, as well as modify his damage by+1 until your next turn.

Cannonball’s second special power represents how he could protect his team mates with his blast shield, and is called Blast Shield Extension.  This allows Cannonball to use Toughness, and, he and adjacent friendly characters can use Energy Shield Deflection, if he has less than 2 action tokens.   On the back half of his dial, Cannonball switches to standard Energy Shield Deflection to make him harder to hit with range combat attacks.  Also, Exploit Weakness will allow him to ignore damage reducers.

Cannonball can be played on theme teams with his fellow New Mutants, the team they eventually became, X-Force, or his most recent team, the Avengers.  Coming in at 92 points, Cannonball makes a solid secondary attacker, while providing some additional protection to adjacent team mates with his special power.

Next up, we go to Scotland, where we find the member of the team, who, with no siblings of her own, adopted Cannonball as her big brother, Wolfsbane!


As a mutant shape shifter, Rahne Sinclair starts out as a normal girl, with Shape Change to protect her.   A click into her dial is where the wolf inside her comes out to play.   Once off her activation click, Wolfsbane has a full dial of move and attack, thanks in part to a special power on her next two clicks, as well as her last, called I’ll Hunt Ye Down!  This special power allows her to use Charge and Flurry.  When this special power is not on her dial, standard Charge will be.  Combining very well with both Charge and Flurry, is full dial of Blades/Claws/Fangs, allowing you to attempt to do more than her printed 2 and 3 damage values.

Providing Wolfsbane a full dial of protection from, Mind Control and Incapacitate, as well as ignoring Shape Change, again, once past her activation click, is a full dial of Battle Fury.   Defensively, Wolfsbane can attempt to ignore attacks with Super Senses, and failing that, have some damage reduction due to Toughness, both thanks to a special power called Lupine Form.   A last click effort to save herself by changing forms is represented by a closing click of Regeneration.

When used on the New Mutants team base, Wolfsbane gives the ability to use Blades/Claws/Fangs when she is available the asset dial.   Clocking in at 63 points, with solid attack values and powers, Wolfsbane should have an easy time fitting on a theme team using any of her keywords, representing the extensive list of teams she has been a part of in her career, including Animal, Excalibur, New Mutants, X-Factor, and X-Force, or any other force build you choose to include her as part of.

Lastly, we go to the Amazon, to the hidden city of Nova Roma, to find the first mutant added to the team, able to control the earth itself, Magma!


Magma begins play with a good run of being able to move two squares as a free action with Sidestep.  Once adjacent to opposing figures, her special power, Energized Form, allows her to bring a good bunch of hurt.   At the beginning of your turn, Magma can use Poison as a free action to deal one click of penetrating damage to each figure, then use Quake to deal them two clicks of penetrating damage, before knocking them back.  (Using Sidestep at this point can set up the free action Poison for next turn.)  Magma also has some decent damage reduction with Toughness.  Additionally, a special power called Absorb the Flame, allows Magma and adjacent friendly characters to ignore 1 click of penetrating damage each turn.

Around the middle of her dial, Magma begins to change up her power set as she powers down.  First Toughness and Absorb the Flame both are replaced with a higher defensive value and Energy Shield Deflection.  Another click in, Energized Form is replaced with standard Poison.  Also at this time, Magma gains Plasticity to lock opposing figures in place, or allow her a better chance to get away.   Getting away allows her to get to someone to heal her or give her some space to use Regeneration, which is on her two closing clicks.

When used on the New Mutants team base, Magma brings Poison via the asset dial.  Possessing a 3 range, Magma can surprise an unsuspecting foe from time to time.  Clocking in at 77 points, Magma can be played in theme with her fellow New Mutants. 

That’s all we have for now.  Thanks for joining us, and be sure to check back next week as we bring more previews from the upcoming Marvel HeroClix: Wolverine and the X-Men set!