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The Dark Knight Rises

Friend and Foe to the Dark Knight – Catwoman!

Greetings, HeroClix fans!

For our final DC HeroClix: The Dark Knight Rises preview, we bring you a felonious femme fatale with a fixation on felines and a propensity for pilfering personal property!  From the movie The Dark Knight Rises, please welcome Catwoman!

 

Not one to stay in one place, Catwoman begins play with a trait, What’s Wayne’s Is Mine, which allows her to select a team ability possessed by an opposing character before the game begins.  When an opposing character with the chosen team ability is adjacent to Catwoman and rolls doubles on an attack, Catwoman removes all her action tokens!

You’ll have to be at the top of your game if you want to catch Catwoman as she has a special power, Black Cat, which allows her to use Leap/Climb and StealthBlack Cat appears on each click of Catwoman’s movement slot, much to the dismay of Gotham City’s law enforcement community!

Attackwise, Catwoman starts without any powers on her first click.  Once she’s off her top click, watch out because this kitten has claws – or Blades/Claws/Fangs, if you prefer to be technical – which stay bared for her next three clicks.  Catwoman’s attack values drop steadily as she gets deeper into her dial but the Batman Enemy team ability allows her to use the attack value of an adjacent figure using this team ability.

Notorious for her prowess as a burglar, Catwoman is difficult to hit in ranged or close combat.  Catwoman opens with Energy Shield/Deflection on her first click to help her keep safe distance from her opponents until it’s time to get close.  Once she’s off her top click, she trades in Energy Shield/Deflection for two clicks of Combat Reflexes to gain a defensive boost in hand-to-hand fights.  As we reach the middle of Catwoman’s dial, we see that she’s changed strategies again and has switched to Super Senses, which gives her a chance to completely evade close or ranged attacks!

Catwoman starts with a click of Outwit in her damage slot to represent her ability to pull off a heist right under her victims’ noses.  That’s followed by three clicks of PerplexOutwit returns for her final two clicks.

At 80 points, Catwoman makes a viable secondary attacker on many forces.  With the Outwit and Perplex powers scattered throughout her dial, Catwoman also makes a great choice as a support piece, and her keyword (Gotham Underworld) and the Batman Enemy team ability make it easy to incorporate her on many teams.

That’s all we have for today! Please join us next time when we explore more secrets from future HeroClix releases.  Until next time, keep your Clix off their KOs!

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Preview The Dark Knight Rises

Gotham City Gangsters – Carmine Falcone and Falcone Bodyguard!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we bring you a man who controlled Gotham City’s underworld until he was double-crossed by Dr. Jonathan Crane (aka Scarecrow).  From the movie Batman Begins, please welcome mob boss Carmine Falcone!

 

Most of Gotham City’s government officials are either on Carmine Falcone’s payroll or they’re afraid of him.  To represent the hold he has over Gotham City, Carmine Falcone hits the battle map with a trait, Money Isn’t Power – Fear Is, which allows him to use Incapacitate.  When he does, roll a d6 and on a result of 5 or 6 Carmine Falcone isn’t given an action token for using Incapacitate.

Carmine Falcone begins his dial with Stealth and Mastermind in his movement and defensive slots, respectively.  Mastermind, in fact, is on each of Carmine Falcone’s clicks.  He also has a special power in his damage slot, The Boss, which allows him to use Leadership.  When Carmine Falcone uses Leadership and the result is a 3 or 4, you may remove an action token from a lower-point friendly character within six squares that shares a keyword with him.  On Carmine Falcone’s third click, the mob boss may have lost Stealth but he still finds a way to stay away from the law via PlasticityThe Boss special power also hangs around on Carmine Falcone’s third click.  On his last two clicks, Carmine Falcone trades in his special power for Probability Control to make sure the odds are ever in his favor!

Carmine Falcone comes in at 50 points and a range of five.  He also has the Underworld team ability, which allows him to carry another character using this team ability during a move action.  He can carry two Underworld users if they both have a lower point cost.

With a low point cost and the Brute and Gotham Underworld keywords, Carmine Falcone makes an excellent addition to any force as a support piece.  However, Carmine Falcone can also be the focal point of a force when paired with the Falcone Bodyguard!

Falcone Bodyguard can be played as either a rookie or experienced character.  Both versions hit the map at 40 points and have a range of five.  Like Carmine Falcone, they also have the Brute and Gotham Underworld keywords and the Underworld team ability.

The rookie Falcone Bodyguard begins play with two clicks of Charge in his movement slot.  Charge disappears on his third click but returns on his final two clicks.  Defensively, Falcone Bodyguard starts his dial with three clicks of a Minion special power, Step Into the Line of Fire, which allows an adjacent character named Salvatore Maroni or Carmine Falcone to use Shape Change.  However, on a Shape Change roll of 3 or 4, Falcone Bodyguard and the adjacent character may be placed in each other’s squares and Falcone Bodyguard must be attacked instead!  On the last two clicks of Falcone Bodyguard’s dial he drops Step Into the Line of Fire in favor of Toughness.

The experienced Falcone Bodyguard starts his dial with two clicks of Leap/Climb to help him get in the way of any attackers who try to take aim at the boss.  That’s supported by two clicks of Close Combat Expert in his damage slot.  Defensively, Falcone Bodyguard begins with two clicks of Combat Reflexes.  Mid-dial, Falcone Bodyguard switches tactics and drops Leap/Climb in favor of Charge.  Defensively, he picks up Toughness for two clicks.  On his fourth click, Falcone Bodyguard drops Charge and goes for a two-fisted attack (Flurry).  Exploit Weakness appears in the last three clicks of Falcone Bodyguard’s damage slots as he knocks the wind of out opposing characters with a punch in the gut!

That’s all we have for today! Please join us for our next DC HeroClix: The Dark Knight Rises preview when we spotlight a felicitous fan of felines with a penchant for pilfering others’ property.  Until next time, keep your Clix off their KOs!

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Preview The Dark Knight Rises

Batman Begins – Master Bruce Wayne!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we visit with Bruce Wayne during a time when he trained in Asia with Ra’s al-Ghul and Henri Ducard.  From the film Batman Begins, please welcome Master Wayne!

 

Clocking in at 50 points, Master Wayne begins play with a full dial of Smoke Cloud to represent the training he received in theatricality and deception.  He also possesses the Batman Ally team ability, which allows him to use Stealth. In addition, he also has the Underworld team ability, which allows him to carry another character using the same team ability – or two characters, if both have a lower point cost!

Master Wayne learned to be mindful of his surroundings, which is why he has Combat Reflexes on the first three clicks of his defense slot. A special power, Training Among Criminals, appears on those same three clicks but in his damage slot.  With this special power, Master Wayne can use Shape Change and Perplex.  When he uses Perplex, he may only target himself.

Leap/Climb appears in the first click of Master Wayne’s movement slot and represents his journey to find Ra’s al-Ghul.  That’s followed by two clicks of Charge, which works well with the Combat Reflexes in his defensive slot. Leap/Climb reappears on the back half of Master Wayne’s dial to allow him to either reposition for another attack or regroup to heal or try a different tactic.  Speaking of the back half of Master Wayne’s dial, he drops Combat Reflexes on his last two clicks in favor of Willpower. He also drops Training Among Criminals for a straightforward use of Outwit.

Master Wayne possesses the Gotham City, League of Assassins, and Martial Artist keywords.  He makes a great addition to any team and leaves plenty of room for some heavy hitters and support pieces.

That’s all we have for today!  Join us for our next DC HeroClix: The Dark Knight Rises article when we continue our previews from this exciting set!  Until then, keep your Clix off their KO’s!

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Preview The Dark Knight Rises

Batman Begins: Ra’s Al Ghul!

Greetings HeroClix Fans!

Today we continue our previews for the DC HeroClix: The Dark Knight Rises set as we visit with the “leader” of the League of Assassins.  From Batman Begins, we present Ra’s Al Ghul!

Ra’s Al Ghul possesses a trait called Interpose that let’s  Ra’s Al Ghul use Leap/Climb, as well as allowing him to swap squares with an adjacent friendly character that fails to make their Shape Change roll.  Given that Ra’s Al Ghul has both the Batman Enemy team ability, allowing him to share his attack value with an adjacent friendly figure, and the Underworld team ability, allowing him to carry other friendly figures using this team ability, his odds of having someone to use this trait with are pretty good.

Ra’s Al Ghul begins play with Stealth to keep him mostly protected from range attacks.  Since close quarters is where he wants to be, Ra’s Al Ghul has Combat Reflexes to make him harder to hit, and Close Combat Expert to make sure he hits hard!  After this opening click, Ra’s Al Ghul switches to Charge to rush an opponent, and Willpower will ensure he can use his Close Combat Expert if the opposing figure didn’t fall!

Mid-dial, Ra’s Al Ghul continues to be able to use Charge and Willpower, but now he attacks his enemies with his sword as he begins a run of Blades/Claws/Fangs.  After this, Ra’s Al Ghul switches back to Combat Reflexes as he should be in close combat for the rest of his dial.  At the end of his dial, Ra’s Al Ghul loses his sword and fights on with Close Combat Expert.

Ra’s Al Ghul possesses the League of Assassins, Martial Artist and Ruler keywords, so finding a theme team to include him on should not be challenging, and at 60 points, he won’t be a bad investment on other team builds.  In addition, don’t forget that for an additional 7 points, Ra’s Al Ghul qualifies for the League of Assassins Additional Team Ability, found in the Print ‘n Play section of our website, allowing lines of fire to be blocked to this character if they are adjacent to a wall or blocking terrain.

We hope you enjoyed today’s preview!  Join us again this next Monday as we continue to explore the DC HeroClix: The Dark Knight Rises set as we present the rebellious student to this master!  Until then, keep your Clix off their KO’s!

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Heroclix Preview The Dark Knight Rises

Gotham City’s Disturbed Duo: Harvey Dent & Two-Face!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we spotlight a man who was Gotham City’s top lawman until circumstances (and The Joker) forced him to turn the other cheek.  From the Film The Dark Knight, we are pleased to present Gotham City’s District Attorney, Harvey Dent!

Harvey Dent clocks in at 60 points and has the Batman Ally team ability, which allows him to use Stealth.  He also has a range of five and the Gotham City, Police, and Politician keywords to offer you options during team building.

In The Dark Knight, the district attorney’s war against organized crime inspired law-abiding Gothamites and struck fear in the hearts of the city’s underworld.  Appropriately, Harvey Dent begins play with a trait, I Believe In Harvey Dent, which allows friendly characters adjacent to him to use Willpower until the end of the turn.

Harvey Dent’s dial begins defensively with three clicks of a special power that represents the lack of fear he shows toward Gotham City’s criminals.  The power, The Scum Should Be Afraid of ME, allows Harvey Dent to modify his attack or defense value by +1 for each opposing character adjacent to him at the beginning of your turn.  This boost remains until the beginning of your next turn.

On his top two clicks, Harvey Dent sports light-blue powers in his attack and damage slots:  Incapacitate is used to show his work in locking up Gotham’s criminals and Probability Control represent him not leaving things to chance.  Mid-dial, Harvey Dent gains Flurry for three clicks as he begins to lose control in his desire to rid Gotham City of crime.  Still, Harvey Dent is Gotham’s White Knight; as such, he also has Outwit on the same three clicks he has Flurry.  Toughness on his last two clicks represents the district attorney’s ability to recover from the fire that led to his transformation into Two-Face.

 

Luck wasn’t with Two-Face on that fateful day when the left side of his face was burned away.  Two-Face begins play with a special power in his attack slot, Your Good Luck, His Bad Luck, which appears on his first three clicks.  Your Good Luck, His Bad Luck kicks in when Two-Face makes an attack roll and his attack total is one less than the defense of his target.  When this happens, Two-Face may immediately attack a different opposing character adjacent to his original target!

Stealth appears in the first to clicks of Two-Face’s movement slot to represent his slide into darkness.  That’s followed by three clicks of Flurry to show that Two-Face still has a temper!  Defensively, Two-Face has the Indomitable combat ability and Super Senses appears on his first two clicks.  In his damage slot, Two-Face’s scarred coin makes its appearance on the front half of his dial in the form of Probability Control.  On the back end of his dial, he switches to Outwit.

Two-Face comes in at 65 points and has a range of five.  He also has the Batman Enemy team ability, which allows him to share his attack values with other friendly characters using the same team ability, and the Arkham Asylum and Gotham Underworld keywords.

That’s all we have for today!  Join us for our next DC HeroClix: The Dark Knight Rises preview when we visit with a man who helped hone Bruce Wayne’s combat skills!  Until then, keep your Clix off their KO’s!

 

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Heroclix Preview The Dark Knight Rises

The Batman’s Fearsome Foe: Scarecrow!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: The Dark Knight Rises set continues today as we visit Arkham Asylum to see a man with a mad plan to help change the world, Scarecrow!

Scarecrow has a trait called Fear and Control, allowing him to use Poison. If a character takes damage as a result of this use of Poison, Scarecrow can immediately use Mind Control as a free action targeting that character, and he takes no damage from this use of Mind Control!  A full dial of Plasticity will enable Scarecrow to keep a victim adjacent to him, or improve his chances of getting away to get to a better opposing figure to use his trait against!

Beyond his trait and Plasticity, Scarecrow opens his dial with two clicks of Incapacitate to potentially keep an opposing figure locked in place next to him, or he can utilize it with his 6 range.  Perplex on these two clicks provides a boost to a teammate, or himself.

Mid-dial, Scarecrow has a blank attack slot as he picks up a couple of powers that pair well with his special power and Plasticity.  As he needs to be close to an opposing figure for Poison work, Scarecrow picks up Combat Reflexes to make himself harder to hit back.  Adding to his defensive capabilities, and showing another effect of his fear gases in the form of hallucinations, Scarecrow also picks up Shape Change at this point in his dial.  At the end of his dial, Scarecrow adds Smoke Cloud to his arsenal, providing some cover for himself and teammates, or by simply making it harder for his grounded opponents to move around.

Scarecrow possesses the Arkham Asylum, Gotham Underworld and Scientist keywords, as well as the Batman Enemy team ability, allowing him to use the attack value of an adjacent teammate using this team ability.  At 85 points, Scarecrow has the ability to instill your opponent with fear!

We hope you enjoyed today’s preview!  Join us again this next Monday as we continue to explore the DC HeroClix: The Dark Knight Rises set when we explore both sides of the same coin!  Until then, keep your Clix off their KO’s!

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Heroclix Preview The Dark Knight Rises

Gotham City’s Defenders: Lt. Jim Gordon and the GCPD!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: The Dark Knight Rises set continues today as we visit members of Gotham City’s police force.  Up first, please welcome the GCPD Riot Officer!

 

Featured in both Batman Begins and The Dark Knight, the GCPD Riot Officer clocks in at 49 points and has two sets of powers and stats on its dial.  Both versions have the Gotham City and Police keywords, along with the Police team ability.

The rookie GCPD Riot Officer (011a) also has the Soldier keyword and begins play by alternating between Force Blast in its movement slot to push back angry mobs of Gothamites and Charge to rush into a mob and make a close-combat attack.  Defensively, the rookie GCPD Riot Officer starts with a nice, clean set of armored riot gear (Invulnerability).  That protection disappears for the character’s middle clicks but re-emerges as battered armor (Toughness) on its last two clicks.  Mid-dial, the rookie GCPD Riot Officer breaks out the tear gas canisters, represented by Smoke Cloud, to quell any disturbances.

In the rookie GCPD Riot Officer’s first three damage slots is a Minion special power, Coordinated Assault.  This power allows the GCPD Riot Officer to use the Police team ability without the need for adjacency if it is within eight squares of a higher-point character (friend or foe) that also possesses the Police team ability!

The experienced GCPD Riot Officer has developed a cruel streak and therefore drops the Soldier keyword in favor of the Brute keyword.  Crowd control for the experienced GCPD Riot Officer consists of using Charge to bulldoze into a crowd and attack any hooligans.  This power stays on the character’s dial for two clicks and is teamed with Quake in the attack slot, making it so the GCPD Riot Officer can knock back multiple opposing characters.  On the last three clicks of the GCPD Riot Officer’s dial is Flurry, for those times when two beatings are better than one! Defensively, the experienced GCPD Riot Officer relies upon its battle-tested riot gear (Toughness) for protection.

On the character’s last click, the GCPD Riot Officer has reached its breaking point (represented by Battle Fury in the damage slot) and resorts to using the billy club and a Tazer (represented as Blades/Claws/Fangs in the attack slot) to restore order to Gotham City.

When it comes to upholding the law in Batman’s city, Lt. Gordon has made quite a name for himself within the Gotham City Police Department!

From Batman Begins, Lt. Gordon comes in at 68 points and, appropriately, has the Police team ability and the Detective, Gotham City and Police keywords.

James Gordon’s ascent within the GCPD has been relatively quick so some Gothamites may think he still carries the rank of sergeant.  However, Leadership is on Lt. Gordon’s first click to represent his promotion.  Starting on his third click, Lt. Gordon picks up Perplex for the remainder of his dial to show that he’s got connections with a certain masked vigilante.  In his movement slot, Lt. Gordon has Running Shot to make use of his range of six.  Defensively, Lt. Gordon starts with two clicks of Willpower to show his determination in upholding the law in Gotham City.  Once he’s off those two clicks, his defensive power switches to Toughness to represent his police-issue Kevlar vest.

Lt. Gordon has a special power on all but the last click of his attack slot called Get These Men Into Position!  When Lt. Gordon is given an action to use this power, he and up to two adjacent friendly characters who possess the same team ability or keyword as Lt. Gordon can be given a move action as a free action.  These characters replace their speed value with Lt. Gordon’s unmodified speed value when moving in this manner.

We hope you enjoyed today’s preview!  Join us again this week as we continue to explore more exciting HeroClix releases!  Until then, keep your Clix off their KO’s!

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Preview The Dark Knight Rises

Breaking the Law with The Joker!

Greetings, HeroClix fans!

Today we continue our series of previews for the DC HeroClix: The Dark Knight Rises set by spotlighting a version of The Joker dressed in a stolen Gotham City police officer’s uniform.  Please welcome The Joker (as Sgt.) from the film, The Dark Knight!

After stealing the clothes and weapons of several GCPD officers, The Joker and his thugs infiltrated a funeral procession as part of a plan to kill the mayor of Gotham City.  The Joker clocks in at 78 points and begins play with a trait that reflects the theft of GCPD uniforms and firearms.  The trait, They Took Our Guns, Our Uniforms…, allows friendly characters with the Underworld team ability to use Shape Change and the Police team ability when they are adjacent to The Joker.

Speaking of the Underworld and Police team abilities, The Joker possesses both of those along with the Batman Enemy team ability!  These three abilities make The Joker versatile as he can use the Underworld team ability to carry a friendly character regardless of point cost (or two characters, if both have a lower cost), use the Police team ability to aid an ally’s ranged attack by dropping an opposing character’s defense by -1, and use the attack value of an adjacent friendly Batman Enemy teammate.

A quick spin through The Joker’s dial or a peek at his character card reveal that all this character’s powers are the same shade of blue!  The Joker begins his dial with two clicks of Penetrating/Psychic Blast in his attack slot to reflect his plan to assassinate Gotham City’s mayor.  Shape Change in the damage slot represents The Joker’s disguise as a member of the funeral procession’s honor guard while Mastermind in his defense slot helps him transfer damage to the other members of his gang who have infiltrated the ranks of police.  The Joker keeps all three powers on his third click and also picks up Plasticity in his movement slot, allowing him to slip away unnoticed into a crowd.

On his last two clicks, The Joker loses Mastermind and Penetrating/Psychic Blast but retains Plasticity and Shape Change. His high defensive values on those two clicks make Plasticity and Shape Change even more effective as The Joker becomes a potent tie-up piece.  The Joker’s attack values are also potent as they never dip below a 10!

The Joker has the Gotham Underworld and Police keywords and a range of three.  He’s also a Unique character, as shown by the silver ring around the top of his dial, so only one The Joker can be used on your force.  That’s probably a good thing as The Joker’s steady set of combat values make him a solid selection as a secondary attacker on any force.

We hope you enjoyed today’s preview!  Join us later this week as we continue to explore more exciting HeroClix releases! Until then, keep your Clix off their K.O.’s!

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Preview The Dark Knight Rises

A True Dynamic Duo! Alfred Pennyworth & Lucius Fox

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises set preview we shine the spotlight on two men who work behind the scenes to help the Caped Crusader in his never-ending war against crime.  First up, please welcome Bruce Wayne’s ever-loyal valet and confidant from both the Batman Begins and The Dark Knight movies, Alfred Pennyworth!

Alfred begins play with a trait that represents his ability to be by Batman’s side when needed. The trait, Alfred, I Need You, activates when Alfred is given a move action and it resolves. When that happens, he may be placed adjacent to a friendly character that possesses a team ability or keyword Alfred also possesses.  The friendly character must be within two squares and line of fire.

As one of Batman’s greatest supporters, it’s appropriate that Alfred starts his dial with two clicks of Defend in order to share his defense value with his teammates. This ability is backed by three clicks of a special power in Alfred’s damage slot, Why Do We Fall?, which allows him to use Perplex and Support. Mid-dial, Alfred gets out his shotgun to protect Wayne Manor and gains Energy Explosion. Alfred is still quite the pugilist, which is represented on his last two clicks as Close Combat Expert!

Alfred has a range of three and possesses the Batman Ally team ability, which allows him to use Stealth and harkens back to his days as an intelligence agent for the British Army’s Special Air Service. Speaking of Alfred’s military service, he has the Soldier and Gotham City keywords. Finally, Alfred clocks in at 55 points, which makes him a great, low-cost addition to any force!

Arguably, Lucius Fox’s value to Batman is just as great as Alfred’s – even though the former claims he doesn’t know the Dark Knight’s real identity. Lucius Fox is 35 points and begins play with a special power in the first two clicks of his damage slot.  This special power, Head of Wayne Industries, allows him to use Leadership and Perplex. When he uses Leadership, he may remove tokens from higher-pointed characters if they possess the Batman Ally team ability! On Lucius Fox’s last two clicks, he gains Outwit.

With a low point cost, a pair of handy keywords (Gotham City and Scientist), and access to the always popular powers Perplex and Outwit,  Lucius Fox should find his way onto many teams!

That’s all we have for today!  Join us on Wednesday for our next Marvel HeroClix: Avengers Movie set preview when we stand vigilant with a guardian of Asgard whose resolve is unquestioned!

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Heroclix Preview The Dark Knight Rises

International Mystery Man: Henri Ducard

Greetings HeroClix Fans!

Today we continue our previews of the DC HeroClix: The Dark Knight Rises movie set  as we visit with a man who helped create the Dark Knight.  From the film Batman Begins, we are pleased to present Henri Ducard!

 

Henri Ducard begins play getting himself where he neads to be with ease using Leap/Climb for his first three clicksIn his attack slot, Henri Ducard begins play with one click of Smoke Cloud, making his Batman Ally team ability that much more useful.  This pairs nicely with his opening click of Combat Reflexes, as opposing figures will most likely have to get close to deal him.  Henri Ducard begins play with a special power on the first to clicks of his damage slot called Surely You Don’t Begrudge Me Dual Identities?, allowing  Henri Ducard to use Outwit and Shape Change.

On his second click, Henri Ducard shows his skill with a blade in the form of four clicks of Blades/Claws/Fangs.  Three clicks of Mastermind  in this same streach of dial shows his willingness to sacrifice pawns to acomplish his goals.  On clicks 3 and 4, Henri Ducard trades his special power for 2 regular clicks of Outwit.  On his last two clicks, Henri Ducard has Exploit Weekness, one overlapping with Blades/Claws/Fangs.  Also on these clicks, Henri Ducard has a defensive special power, Is Ra’s al Ghul Immortal/, that says when Henri Ducard takes damage, stop turning his dial when this power is revealed.  Henri Ducard can use Regeneraton, but if he does not heal when he uses this power, deal him 1 unavoidable damage.  Possibly taking a click of damage if Regeneration fails is a bit of a negitive, but having 2 clicks of a power that eliminates most damage from even the most powerfull attack is a decent tradeoff.

Henri Ducard posessess two team abilities, the Batman Ally team ability, giving him Stealth, and the Underworld team ability, that lets him carry a friendly figure if they are also using this team ability or two if both are a lower point cost.  He also possesses the Indomitable combat ability, letting him use Willpower, and he has the Herald, League of Assassins and Martial Artist keywords, giving him some solid theme team options.  For 7 points, Henri Ducard can use the Additional Team Ability League of Assassins, blocking lines of fire to him if he is adjacent to a wall or blocking terrain.   League of Assassins, as with all ATAs, is available to download in the Print and Play section of this website.   At 85 points, Henri Ducard will be a useful addition to a lot of different team builds.

 

That is all for today.  Thanks for reading, and join us next Monday as we preview another figure from the DC HeroClix: The Dark Knight Rises movie set, when we check in with a couple of men who help make Bruce Wayne and Batman’s world turn!