Categories
organized play

Winter HeroClix OP- Abominable Snowman

WizKids would like to wish a very Happy Holidays to all you HeroClix players and collectors!  If you are looking for a way to keep your dice warm this winter season, then might we suggest you register or log in to the WizKids Event System at www.WizKidsEventSystem.com.  There you can find tournaments at your favorite local venues, or even distant venues while traveling, as you search for the mysterious and legendary Abominable Snowman this holiday season!  The Abominable Snowman is only available in the 2015 Winter Monthly Organized Play Kit and is a powerful addition to the WizKids Holiday Figure collection alongside the Holiday Elf and the Krampus from previous Holiday seasons.  Let’s take a look at what the Abominable Snowman brings to the table.

Looking at the sculpt we see a gigantic hungry looking white furred beast sure to send a shiver down the spines of your opponents!  On the dial top we see the Snowman has the standard movement and attack symbols, Indomitable, and Giant Size granting him the abilities to push without taking damage and all the benefits of the recently improved and streamlined Giant Reach and Great Size abilities.  We also see he sports the Snowfall team ability symbol making him a Wildcard that can copy team abilities from other friendly characters.  At 148 points, this rare and unique creature is ready to brave the harsh elements and carry your team to victory (before going back to its cave to hibernate over the summer months).

Looking at the Abominable Snowman’s card he has two keywords, Monster and Mystical, making him a perfectly themed companion for his other Holiday Figure colleagues.  He has two traits that make him a very dangerous Snowman; Aura of Cold lets you place action tokens on opposing characters who are 148 points or less that he is in base to base contact with at the ends of your turns. Just a Legend…? gives him the use of Stealth.  He also has Mountain Man, granting him Improved Movement that ignores elevated terrain letting him step right over the glaciers and ice cliffs.

Abominable Snowman

Going to the dial we can start to put the pieces together.  Starting with Charge, Super Strength with 11 attack, 18 defense with Invulnerability, and 3 damage with Battle Fury this piece is asking to be in the middle of the action.  He is a giant brick that can hide in Stealth and ignore elevated terrain for his 5 square Charge, grab an object on his way, attack a single target ignoring any Shape Change, and, if you placed him right, he can keep the opposition busy by adding action tokens to them every turn.  Not too shabby!  Or is that shaggy?  Mid-dial he keeps Charge but changes his attacks with Blades/Claws/Fangs and Toughness keeping his damage dealing potential respectably high.  Late dial this frosty-furred fellow is looking to either put the finishing touches on an opponent with Close Combat Expert or to slink back into seclusion with Side Step, Super Senses, and a special power named Giant Snowball that lets him use Incapacitate with a range of 6 that also deals his damage value to a hit target.  If he gets knocked down to his last 3 clicks, you can use Incapacitate to give out an action token and some damage, Sidestep into base contact if you aren’t already, and give them another action token with the Aura of Cold trait.  You might have to ask yourself, are they frozen by the ice or frozen by fear?

That’s all for today.  Again we at WizKids wish everyone a safe and joyous Holiday Season and we look forward to hearing about all the great games and camaraderie at Organized Play tournaments this winter.  Cheers!

Categories
Announcements Conventions Gen Con Indy Heroclix HeroClix Rules Review HeroClix Worlds organized play

HeroClix 2014 Set-Rotation Schedule

Greetings HeroClix Fans,

On July 1, 2014, the below sets will rotate from Modern Age to Golden Age.

5 Figure Booster sets
DC HeroClix: Superman
Marvel HeroClix: Incredible Hulk
Marvel HeroClix: Galactic Guardians
Marvel HeroClix: Chaos War

OP Sets
Marvel HeroClix: Infinity Gauntlet

Micro Sets
Marvel HeroClix: Avengers Movie
DC HeroClix: The Dark Knight Rises
DC HeroClix: Justice League New 52

Fast Forces
Marvel HeroClix: Giant Size X-Men
DC HeroClix: War of Light
DC HeroClix: The Dark Knight Rises
DC HeroClix: Superman
Marvel HeroClix: Incredible Hulk
Marvel HeroClix: Galactic Guardians
Marvel HeroClix: Chaos War
DC HeroClix: Justice League New 52

Thank-you for your continued support,
The WizKids team

Categories
Announcements DC HeroClix: War of Light organized play

WizKids Games Announces DC HeroClix: War of Light!

WOLLogo

 Checklist of all DC HeroClix: War of Light product (link)
DC HeroClix: War of Light Webpage (link)

Greetings HeroClix Retailers and Fans!

Today we’re going to talk about the next exciting Storyline Organized Play program, DC HeroClix: War of Light.  We’re making some changes this time around with the express purpose of making things more flexible for everyone, and we want to highlight those changes for everyone’s benefit.

War of Light will be the next DC HeroClix Storyline Organized Play program, and will span six months beginning in June 2014. Like Fear Itself, War of Light will kick off with the release of a Scenario Pack in May 2014.  The DC HeroClix: War of Light “The Sinestro Corps War” Scenario Pack (click here for the solicit) will include the following exclusive content:

  • Two DC HeroClix figures unique to this Scenario Pack; Green Lantern (Hal Jordan) and Sinestro
  • Dice with custom Green Lantern logo
  • Two 3D special objects found only in this Scenario Pack; the Green Lantern Ring and Shield Construct
  • 48 Horde Tokens, 2 Maps and more!

All of the above content can only be found in the DC HeroClix: War of Light “The Sinestro Corps War” Scenario Pack and will not be available anywhere else.  This Scenario Pack is a “For-Sale” product for stores to use in order to build excitement and awareness for their in-store War of Light Organized Play programs.

Brother Warth

(Still with us after all that text? Here’s Blue Lantern Brother Warth to encourage you further!)

Coming back to the War of Light Organized Play program, another similarity to Fear Itself is that War of Light will also feature five-figure tournament boosters with content exclusive to this Organized Play series. However, unlike Fear Itself, War of Light five-figure tournament boosters and the OP Kit materials will be packed separately in order to create more flexibility in the program for retailers.

Additionally, the War of Light Organized Play kits will now only support up to 10 players each, meaning that there are only enough participation prizes for 10 players (plus an eleventh prize for the event Judge or tournament organizer).  This is different from previous Storyline Organized Play Kits, which supported up to 20 players each.

This new 10-player Organized Play kit model will be reflected in all of our storyline Organized Play programs for the foreseeable future, There are still four copies of the competitive prize in the new 10-player kits, so for stores ordering more than one kit (to accommodate larger play groups), they will have even more prizes to give out for their Organized Play events!

There is yet another important change worth noting as well: War of Light is a much larger set than Fear Itself was.  The War of Light tournament set includes 96 figures that can be pulled from the War of Light five-figure tournament boosters.

Now, we’re aware that 96 figures is a lot of content so what we’ve done is create two waves of tournament boosters, aptly named “Wave One” and “Wave Two”.  The Wave One tournament boosters are tied to War of Light Month One and Two events, while the Wave Two tournament boosters are tied to War of Light Month Three and Four events.

Additionally, since War of Light monthly events will be sealed play with two HeroClix boosters, stores will have the following options for their War of Light events:

  • Stores can host their War of Light events utilizing one War of Light booster and another HeroClix booster of the store’s choice, OR
  • Stores can host their War of Light event utilizing two War of Light boosters.

Dex-Star(Okay, that was a LOT more text, so here’s a picture of Red Lantern Dex-Star to break things up a bit)

Now, with greater content and flexibility comes greater responsibility; stores will need to be certain to order both their monthly War of Light Organized Play kits and their tournament boosters separately.  The War of Light boosters will be in high demand and in short supply.  However, because we have split the boosters and Organized Play kits in War of Light, the Organized Play kits should be more widely available.

*******

For example, let’s say a store has 8 players (and one Judge) who regularly attend storyline Organized Play events and this store wants to plan for its War of Light events. Well, let’s start with Month One as an example:

Firstly, that store will need to be certain to order one War of Light Organized Play Month One kit (click here for the solicit); that will support its anticipated player base.  Since each kit will support up to 10 players, and this store has never hosted more than 8 players for its storyline events (plus their Judge), one kit should be enough.

Now, the store needs to decide how many War of Light boosters it will offer its players for sealed play.  Since War of Light is a larger set than Fear Itself and thus more challenging to collect, and since it there is a limited window for each wave of tournament boosters, the store decides to offer two War of Light tournament boosters for each player for each of its War of Light monthly events.  This means that the store will need to order two bricks of the Wave One tournament boosters (click here for the solicit) for its month One War of Light event (two bricks equals 20 boosters, which is enough for 8 players at two War of Light boosters each).

As the store plans its Month Two events, it chooses to do the same thing, which means ordering one War of Light Month Two Organized Play kit (click here for the solicit) and another two bricks of Wave One tournament boosters (71193).

The store does likewise for each of its War of Light Months Three and Four events as well.  For each month’s event, it orders the following:

This brings us right up to War of Light Months Five and Six.  For the final two months of the War of Light program we have one last change to announce and that is that there is no specific wave of War of Light tournament boosters tied to Months Five and Six.

What this means for stores is that they are free to use any combination of leftover War of Light tournament boosters (either Wave One or Wave Two, or a combination of Waves One and Two) and other HeroClix boosters they have to support their Months Five and Six War of Light sealed events.

Stores can attempt to order additional Wave One and/or Two tournament boosters, but inventory will likely be non-existent by the time Months Five and Six roll around, so plan ahead!

Therefore, for Months Five and Six, stores will need to order the following:

******

So, to recap the changes in War of Light:

  • War of Light five-figure tournament boosters and War of Light monthly Organized Play kits will be packed separately, and are separate SKUs to be ordered.
  • War of Light Organized Play kits will support up to 10 players, unlike previous kits that supported up to 20 players
  • War of Light is a much larger tournament set than Fear Itself, with almost three times the figural content in tournament boosters
  • There are two waves of War of Light tournament boosters:
    • Wave One tournament boosters are tied to War of Light months One and Two
    • Wave Two tournament boosters are tied to War of Light months Three and Four
  • Stores have the option of offering War of Light sealed play with one War of Light tournament booster (plus another HeroClix booster of the store’s choice), OR two War of Light tournament boosters.
  • War of Light Months Five and Six do not have any specific wave of tournament boosters tied to them.  Instead stores are free to use whatever Wave One and/or Wave Two tournament boosters they still have, and/or other HeroClix boosters, in order to support sealed play for those months.

Hal Jordan and Sinestro

(Great job! You made it to the end!)

In conclusion, DC HeroClix: War of Light is going to be a big-big-BIG event in 2014 and we want it to be as fun as possible.  We hope this deep dive into the program will enable stores to get most of the heavy lifting out of the way now, so that when June 2014 rolls around, everyone can concentrate on having a fun time!  We have grown the War of Light Organized Play program due to the incredible response to similar programs, specifically Fear Itself, and ordered accordingly.  Nonetheless, we anticipate that War of Light will be even more popular and could go crazy.

In parting, we’d like to thank you all for your continued support of HeroClix, and we leave you with this FAQ (below) that will hopefully answer any lingering questions you may have about War of Light.

Best,
-The WK Team

 

DC HeroClix: War of Light Frequently Asked Questions (FAQ):

Q: What is DC HeroClix: War of Light?
A: DC HeroClix: War of Light is a six-month storyline Organized Play program beginning in June 2014.  War of Light features exclusive content found only in War of Light five-figure tournament boosters and limited edition prizes found only in Organized Play kits.

Q: How often will DC HeroClix: War of Light events take place?
A: Each DC HeroClix: War of Light Organized Play kit will support one monthly event for up to 10 players each.

Q: What are the requirements to participate in DC HeroClix: War of Light?
A: Stores must be registered in the WizKids Event System (WES), and must have signed off on the WizKids Promotional Product Licensing Agreement.  Lastly, stores must schedule their monthly DC HeroClix: War of Light events in the WES as well.

Q: How do I order DC HeroClix: War of Light Organized Play materials and five-figure boosters?
A: Contact your HeroClix distributor’s sales rep to order today!

Q: What if my distributor runs out of DC HeroClix: War of Light Wave One or Wave Two boosters? Can I still run the events?
A: Make no mistake, DC HeroClix: War of Light is going to be hot and the boosters will only be available while supplies last.  If your distributor runs out of boosters for any particular month, you can still order your War of Light Organized Play kits separately, and run the sealed events with any two other HeroClix boosters from your inventory.

Q: Can I set aside extra War of Light boosters from my Wave One and Two booster bricks for use in Months Five and Six? 
A: Absolutely.  This is an excellent plan as we do not believe there will be much, if any, booster product available directly from us by the time months Five and Six roll around.  Caching extra boosters like this for later use will allow greater flexibility for stores’ events later in the program.  Any product leftover from War of Light months One-Four can be used in months Five and Six.

Q: What if I need three or more War of Light Organized Play kits to support my store’s monthly War of Light events?
A: Talk to your Sales Rep; every request for additional kits will be reviewed on a case-by-case basis.

Q: What if, after speaking with my sales rep, I still cannot get enough War of Light Organized Play kits? 
A: This is actually part of the reason we’re allowing for more Booster Bricks to be purchased per Organized Play kit.  While not perfect, it will allow stores flexibility to accommodate additional players than their War of Light Organized Play kit allotment would normally allow.

Q: Where can I find more information about DC HeroClix: War of Light?
A: In the coming weeks, more information about DC HeroClix: War of Light will soon be available at http://heroclix.com/WarOfLight.

 

Categories
Marvel HeroClix: Avengers vs. X-Men organized play Product Spotlight

WizKids Games Announces Marvel HeroClix: Avengers vs. X-Men!

AvX_Wizkids_logoGreetings HeroClix Fans!

Things heat up this winter as the ultimate battle for the fate of the Earth begins as Marvel Comics’ successful Avengers vs. X-Men  (AvX) storyline event comes to the tabletop thanks to HeroClix!  Players will need to choose if they stand with Earth’s Mightiest Heroes, the Avengers, or with the Children of the Atom, the X-Men, in four exciting monthly events in this latest HeroClix Storyline Organized Play event!

AvX 1

In addition to highly desirable competitive prizes exclusive to this Organized Play program, each month participating players can add to their very own collection of the Phoenix Force! Along with the Phoenix Force resource dial, players will collect five Phoenix Force Fragments in order to combine them all into one incredible source of power.  Wield the might of the Phoenix Force in HeroClix!

AvX Starters

So how does one get started? Firstly, two Marvel HeroClix Starter products: AvX – Avengers Starter and AvX – X-Men Starter, kick off the program in November.  Players will select one starter and use the contents to build teams throughout the 4-month program.  All of the figures in these Starters are SwitchClix, which will become very relevant as the AvX Storyline event unfolds.

AvX 2

Each Marvel HeroClix: AvX starter will include six figures, maps, the HeroClix Powers and Abilities Card and Core Rulebook – everything that players have come to expect from HeroClix starters.  However, also included in each starter will be team specific action tokens and custom dice! Show your team pride each month when you play in your store’s AvX events with these fantastic elements!

AvX Tokens and dice

Beginning in December, players will fight for their chosen team; will they defend the earth from the threat of the Phoenix Force alongside the Avengers? Or will they instead fight for the future of Mutant-kind with the X-Men? Each month players will select one or more figures from the starter associated with their chosen team, and construct a HeroClix force around their chosen figure(s).

AvX 3

As with prior Storyline OP events, AvX rewards participation as well as competitive play; monthly participation prizes allow players to collect fragments of the powerful Phoenix Force HeroClix resource.

R100_PhoenixForce_Group_Hi copy

That’s not all! During months 2 and 3, players will also receive special participation prizes: Limited Edition figures corresponding to whichever team they’ve chosen to fight alongside!

AvX 5

In month 4 participating players also receive an exclusive Team Base (also corresponding to whichever team they’ve selected to play with).  This Team Base is compatible with the figures from their Starter product as well as a few other goodies found in the Avengers vs. X-Men storyline event!

Competitive Prizes include fan-favorites such as the time travelling warrior Cable, as well as the mutant Hope in all her White Phoenix glory, and more!

AvX 4

The Grand Prize in Month Four is a colossal HeroClix figure, Dark Phoenix Cyclops! This incredible HeroClix figure represents the leader of the X-Men corrupted by the absolute power of the Phoenix Force (based upon the climactic events in the Marvel Comics AvX limited series), and it is dauntingly powerful while standing menacingly on the battlefield at several inches tall!

So sharpen your claws and ready your optic blasts: Avengers vs. X-Men is coming your way this winter and nothing will be the same again!

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 organized play Preview Special

Marvel HeroClix Fear Itself: Kuurth of the Worthy!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Fear Itself storyline Organized Play series! Earlier this week, Figures.Com spotlighted the Blitzkrieg U.S.A. scenario pack in an advanced review where fans got to see the first of the Worthy, Skadi, and her nemesis Captain America.

Next, we brought you a preview of The Book of the Skull resource dial which will be one of two participation prizes from the Marvel HeroClix: Fear Itself month one Organized Play kit.  (Stay tuned for details on the second participation prize soon!) The Book of the Skull will fuel your quest for the eight Hammers of the Worthy over six months’ worth of play in Fear Itself, and will become more powerful with each event!

Today, we bring you one of Skadi’s Worthy; an unstoppable warrior empowered by the crimson energies of Cytorrak and now granted one of the eight mystic Hammers of the Worthy by the Serpent.  He is Kuurth, Breaker of Stone!

026 Kuurth

The first thing we notice about Kuurth (Breaker of Stone) is that he has the Improved Movement ability, specifically in regards to hindering and blocking terrain (the latter being destroyed as Kuurth rampages through it).  Plan 4 :Unstoppable ensures that Kuurth will not be stymied by map environment once he’s set his eyes on his prey!

Next up we see that Kuurth (Breaker of Stone) possesses a trait appropriately entitled the Hammer of Kuurth.  Hammer of Kuurth allows him to use Charge for his entire dial, meaning that Kuurth will be able to really take advantage of his Plan 4: Unstoppable trait as he redecorates whatever map he happens to find himself on.  Additionally, Hammer of Kuurth states that if Kuurth is KOed, you may place his Hammer special object  (Fear Itself #s101 Kuurth Hammer) in an adjacent square.  If a friendly figure attempts to pick it up, they get a +1 to their relic roll for it!  Talk about keeping your toys for your team!

Early-dial, we see that Kuurth has Super Strength, allowing him to dish out more damage with objects, which is saying something considering he begins play with an opening 11 attack and 5 damage!  In addition to these already impressive capabilities, Kuurth possesses a special power (first on his opening click, and then sprinkled throughout his dial) called Grab and Smash. Grab and Smash not only allows Kuurth to break away automatically, but he can use the Carry ability to take an opposing character along for the ride! And as if re-positioning an opposing figure wasn’t good enough, if Kuurth happens to carry his enemy through walls or blocking terrain, that figure is going to take damage equal to the number of walls and/or squares of blocking terrain they travelled through! (Maximum of 4 damage) Talk about adding injury to insult!

Grab and Smash alternates throughout Kuurth’s dial with Exploit Weakness, meaning when Kuurth isn’t playing taxi to his foes, he’s rending their defense with penetrating damage!   Mid-dial, we see the first appearance of Kuurth’s Revert: Juggernaut special power, allowing you to give Kuurth a free action and replace him with a figure named Juggernaut of an equal or lesser point value, the same number of clicks from it’s starting line. As an added bonus, you may assign the Fear Itself #s101 Kuurth Hammer special object to that figure (but it can’t be given an action this turn).

Invulnerability replaces Impervious as Kuurth’s damage reducer of choice at this point as well.

Finally, toward the end-dial, Kuurth picks up Quake, allowing him to attack multiple targets with the same attack,  and Toughness helps prevent some late-game damage to Kuurth on his final two clicks.

Kuurth can be played on theme teams built with the Asgardian, Brute, Deity, The Worthy, and Thunderbolts keywords.  The Indomitable combat ability will let him act two turns in a row with no fear of pushing damage.  At 199 points, Kuurth brings outstanding damage output, along with an attack value that will all but ensure he can get the job done, while allowing for easy substitution with a Juggernaut figure if you elect to use the Revert special power.

We hope you’ve enjoyed this close look at Kuurth (Breaker of Stone).  Please join us next week when we continue our look at Marvel HeroClix Fear Itself with another villain-turned-Worthy who served the Serpent as his “Breaker of Wills“.  Until then, keep your clix off their K.O.s and do not give in to fear!

Categories
Marvel HeroClix: Fear Itself organized play Preview

Marvel HeroClix Fear Itself: Book of the Skull!

Greetings HeroClix Fans!

Today we dive a bit deeper into the upcoming Marvel HeroClix: Fear Itself storyline Organized Play event series.  Earlier this week Figures.Com offered a fantastic first look at the Fear Itself: Blitzkrieg U.S.A. scenario pack (in stores May 15th!), and today we are pleased to spotlight the first of two participation prizes found in the Marvel HeroClix: Fear Itself month one Organized Play kit, The Book of the Skull resource dial!

Let’s take a look at the rules for this new resource dial; everything from setting up and assigning it, what it does for your force , and scoring points for it.

R100-Book-of-the-Skull

Like other Resource items found in storyline Organized Play, The Book of the Skull has a base point value that increases as you add other objects to it.  In this case, the objects that further empower The Book of the Skull are none other than the eight Hammers of the Worthy! The first Hammer, Skadi’s Hammer, can be found in the Blitzkrieg U.S.A. scenario pack, and each successive Hammer can be collected by attending your local game store’s Fear Itself monthly events!

The Book of the Skull only costs 6 points to add to your force, plus an additional 3 points for each Hammer of the Worthy that you add to it (with each Hammer fitting into its own sculpted area for ease of play).  Unlike previous resource dials, The Book of the Skull and any attached Hammers are actually assigned to your entire force, rather than one specific figure! Your entire team can be the Worthy!

Skull Equip

Each turn (as described on the card image above) a Hammer may be placed in a friendly character’s square. Immediately after the Hammer has been placed in a friendly character’s square, that character can use Quake as a free action! (After all, those Hammers hit the ground with a lot of force!)

Furthermore, that character may be given a power action to place the Hammer on its character card and that Hammer is now automatically equipped without the normal relic roll! However,if your character does not use a power action to lift the Hammer on the same turn, the Hammer becomes a standard Relic per normal rules, so choose who gets which Hammer carefully because as it states above: “Unless specified otherwise, a character may only be equipped with one Hammer.”  But we’ll get to that bit when we look at what The Book of the Skull can do.

So we’ve looked at how The Book of the Skull operates as a fantastic Hammer delivery vehicle (beep! beep!), but what other tricks has it got up its (non-existent) sleeves?

Skull Empowered 

Basically, each turn you can choose one friendly character equipped with a Hammer to use modifiers and power granted by The Book of the Skull.  And the more Hammers that began the game on The Book of the Skull, the more options you have!

So, if 1 or 2 Hammers were attached at the beginning of the game, your selected character can use slot 1 on The Book of the Skull’s dial.  If 3 or 4 Hammers were attached, the selected character can use slots 1 and 2; if 5 or 6 Hammers were attached, the selected character can use slots 1, 2 and 3;  and finally if  7 or 8 Hammers were attached, your selected character can use all of the slots!

But wait! There’s MORE:

“When a combat symbol appears on The Book of the Skull’s dial, the chosen character modifies that combat value by +1. When a bonus (e.g., +1) appears on The Book of the Skull’s dial, the chosen character modifies all of their combat values by the indicated amount. Otherwise, The Book of the Skull’s dial shows a power that the chosen character can use.”  

So, for example, on click number 10, the selected character would be able to modify its attack by +1, due to the standard attack symbol found in slot 1.  On click 22, all combat values would be modified by +2.

Skull Dial 1

This is a pretty straight forward way gain access to powers and combat modifiers on the dial.  Did a friendly character with a Hammer equipped damage an opposing figure?  Roll a d6 and click The Book of the Skull that many times.   Was that opposing figure KO’d?  Click it 3 more times.   And if the red line is crossed, click one more time.

Skull Dial 2

OK; once 3 friendly characters are equipped with Hammers, a power action can be given to a figure to exchange Hammers, allowing you to get the best use out of them for your figures.  This can be very helpful as it allows you to adjust the strengths of your team in response to what’s happening in your game.

After 4 different friendly figures have been equipped with a Hammer each, they can double up.  And after 7 Hammers have been equipped to your figures, all friendly figures with a Hammer can use the Power Cosmic team ability!

And that’s not all! Provided you begin the game with the requisite number of Hammers attached, as The Book of the Skull’s dial progresses throughout the game your selected character will gain access to all manner of standard and special powers! The standard powers can be seen on the dial image above, bit here’s a close-up of the special powers available toward the end of the resource dial:

Skull Powers

We should also note that regardless of how many (or few) Hammers you include on your force, your selected character will also enjoy bonuses to all of their combat values, beginning on click 17 on The Book of the Skull’s dial.

Finally, let’s look at how Victory points are scored in regards to The Book of the Skull and its Hammers:

Skull VP

This is pretty straight forward, a KO’d character is worth 3 points more for each Hammer equipped to them, and these Hammers are removed from the game.  And the player who K.O.’s the last figure on your force gets the points for The Book of the Skull and any Hammers still attached to it.

We hope you have enjoyed this special look at The Book of the Skull resource dial from the upcoming Marvel HeroClix: Fear Itself storyline Organized Play series.  In May, HeroClix fans will be able to enjoy a sneak-peek of the Fear Itself action with the Blitzkrieg U.S.A. scenario pack, and then in June Fear Itself tournaments will kick off in stores everywhere HeroClix is played!

Will you be Worthy, or are you Mighty? Will you conquer Fear Itself? Only YOU can decide!  

Categories
DC HeroClix: No Man's Land organized play Preview

DC HeroClix No Man’s Land: Gotham City Waterfront!

Greetings HeroClix Fans!

Today we take a look at the penultimate territory up for grabs during month five of the DC HeroClix: Batman No Man’s Land Organized Play series, the Gotham Waterfront!  Maps for the Gotham Waterfront are included in the Month Five OP kits for the No Man’s Land OP series.  Like the previous maps in the series, Gotham Waterfront features pre- and post-quake sides.  (Click on images below to enlarge.)

DC2012_GothamWaterfront-Map

The Gotham Waterfront (pre-quake) is primarily an outdoor map that features two docked cargo ships, plenty of storage bins that provide elevated or hindering terrain, and water terrain (naturally).  There are also two warehouses which create indoor terrain.  The majority of each starting area are tucked behind a warehouse.  For those players who like to engage in battle quickly, between each warehouse and cargo ship is a two-square wide strip of clear terrain that runs the entire length of the map.

Between the warehouses on the Gotham Waterfront map are a few rows of cargo containers that create elevated terrain.  There’s also a strip of hindering terrain made by stacks of wooden crates.  Inside each warehouse are mazes of more stacked crates that provide elevated terrain.  Oil drums and forklifts offer hindering terrain inside the warehouses.  The cargo ships themselves create clear grounded terrain and feature a lone square of elevated terrain on the bow (front).  On one ship, there are crates and oil drums that offer some hindering terrain.  The other ship has storage bins that create elevated terrain.

DC2012_GothamWaterfrontPC-Map

The biggest changes to the Gotham Waterfront (post-quake) map involve the warehouses and cargo ships.  The earthquake has caused both ships to collide into one another and has ignited blazes inside both warehouses.  Two Gotham City Police Department boats have arrived and offer some clear terrain on which to fight.  The once-clear grounded area between the two warehouses has become treacherous, with parts of the pier falling into the water.

Like the other maps in the No Man’s Land OP series, the Gotham Waterfront has a suggested scenario that is included on the instruction sheet for the Month Four OP kit.  The scenario reads:  QUAKE: At the end of each player’s turn, that player rolls 2d6.  On a result of 3 or less, replace this map with the Gotham Waterfront (post-quake) map.  Characters are placed in the same square they currently occupy on the new map.  Any character that now is illegally placed is dealt one (1) unavoidable damage and is moved to the next closest square(s) it can occupy by its controller.”

Adding to the destruction of the Gotham Waterfront’s landscape are orange squares that have replaced some of the hindering and elevated terrain on the ship and inside the warehouses.  The orange squares have special rules for play:  “Orange squares are fire terrain.  These squares are treated as blocking terrain and can’t be destroyed.”

Again, prior to the event players must declare their allegiance to one of the six No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered the Gotham Waterfront for their gang and tags that location on the laminated Gotham City map with their Gang Token.  Our global No Man’s Land Gotham City map presently shows the GCPD in the lead with Killer Croc’s gang rounding out the standings.  Can Killer Croc capture the Gotham Waterfront or will the GCPD extend its lead?  We’ll find out next time; same Bat time, same Bat channel!

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us in a few weeks as we amuse you by revealing the final territory of the No Man’s Land OP series!  HA-HA-HA-HA-HA!

Categories
DC HeroClix: No Man's Land organized play Preview

DC HeroClix No Man’s Land: Robinson Park!

Greetings HeroClix Fans!

Three down, three to go!  We begin the home stretch for DC HeroClix: Batman No Man’s Land Organized Play by taking a look at the territory up for grabs during month four, Robinson Park!  Maps for Robinson Park are included in the Month Four OP kits for the No Man’s Land OP series.  Like the three previous maps in the series, Robinson Park features pre- and post-quake sides.  (Click on images below to enlarge.)

DC2012_RobinsonPark-Map

Robinson Park (pre-quake) is an outdoor setting that features an abundance of trees, bushes, and a few well-placed benches which provide hindering terrain.  Both starting areas have some foliage within their boundaries but not enough to become a true hindrance.  Near the center of the map is a gazebo which provides a small elevated platform for ranged attacks.

Another piece of elevated terrain appears near the gazebo in the form of the roof of an enclosed botanical garden.  Water fountains are also found near both elevated structures and offer small sections of water terrain.  On the opposite side of the map from the botanical garden are a wooden foot bridge and a small pond that provides more water terrain.  Nearby, a pair of statues offers some blocking terrain.

DC2012_RobinsonParkPC-Map

Robinson Park (post-quake) retains most of its basic layout but now drawing lines of fire becomes a lot trickier.  Several sinkholes have formed on one end of the map and have ravaged the starting area on that portion of the map.  Now, the majority of the map that was considered elevation level 1 is now level 2.  The sinkholes are now designated as elevation level 1.  The roofs of the gazebo and botanical garden are now elevation 2.  Some of the sinkholes also contain small sections of water terrain.

Poison Ivy’s green thumb is evident throughout Robinson Park as strange plants have sprouted and provide blocking terrain.  The pond near the foot bridge is nearly devoid of water.  Bizarre roots and vines snake their way across the pathways, creating a nightmarish landscape in which to traverse.

Like the other maps in the No Man’s Land OP series, Robinson Park has a suggested scenario that is included on the instruction sheet for the Month Four OP kit.  The scenario reads:  QUAKE: At the end of each player’s turn, that player rolls 2d6.  On a result of 3 or less, replace this map with the Robinson Park (post-quake) map.  Characters are placed in the same square they currently occupy on the new map.  Any character that now is illegally placed is dealt one (1) unavoidable damage and is moved to the next closest square(s) it can occupy by its controller.

Again, prior to the event players must declare their allegiance to one of the six No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered Robinson Park for their gang and tags that location on the laminated Gotham City map with their Gang Token.  It seems the Joker’s Gang is currently in the lead on our global No Man’s Land Gotham City map but can they capture Robinson Park?  Stay tuned!

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us in a few weeks when we tour another territory in Gotham City!