Greetings, HeroClix fans, and welcome to another entry into the Clix It Up series! The purpose of Clix It Up is too look at the different version of same character throughout HeroClix history. Today, we’re taking a look at different options for the Man of Steel himself, Superman! And, with the release of DC HeroClix: Superman/Wonder Woman, we’re able to explore three distinct versions of Clark Kent from the same set!
Up first, and coming in at a steal (see what we did there?) for 100 points is the #001 version of the Superman of the Golden Age. Debuting all the way back in Action Comics #1, the original incarnation of Superman is vastly different from the current iteration of the character. Originally, Clark wasn’t able to fly, and instead was able to ‘Leap Tall Buildings In A Single Bound’, here represented by Leap/Climb. In addition to that, this particular version of Clark is adept at defending and aiding your force, whether via a team that makes use of the JSA Team Ability, or via his Defend standard power. This was also before the days of Heat Vision, so this Clark is ready to mix it up in close combat, via Charge, Exploit Weakness, and Close Combat Expert.
Stepping forward now 65 or so years, we come to the powerhouse version of the character most of us are familiar with. The #049 version of Superman features most of the powers all of us are familiar with – he’s Indomitable, and can use Super Strength, Hypersonic Speed, Flurry, and Invulnerability amongst others. However, what really sets this Superman apart, though comes from the non-standard powers he possesses. Up first is his trait, The Odds Are Against Me. This trait really takes advantage of the fact that, at 175 points and 9 clicks of life, the likelihood of Clark being outnumbered in a game is relatively high. This trait states that when, at the end of your turn, if Superman was given a non-free action this turn, and an opposing force has more characters on the map than your force, you may place an Outnumbered token on his card. When you have 2 tokens on your card, you may remove them, and give Superman a free action to make a close or ranged combat attack! In addition to that, on his first five clicks of life in his Strength track, Clark possesses Strongest Hero of All. With this power, Superman can use Super Strength and can potentially punch opponents through buildings if he rolls high enough! When he hits a character with a close combat attack and the attack roll is 10 or higher, that character is knocked back equal to that attack roll, destroying all blocking terrain along that path and dealing that character extra damage equal to the number of terrain destroyed— that surely shows that Superman is the Strongest of All Heroes!
Our final version of Superman comes from the New 52, and brings us full circle back to another first appearance in Action Comics #1. As the featured figure in the Release Day OP Kit, the #100 Superman is a very different take on the character in terms of his representations in HeroClix. At 150 points, he’s an investment into a force, but his Indomitable nature and natural range of 7 squares makes him a formidable addition to your force. This version of Clark brings some interesting aspects to the character – sure, the expected Charge, Running Shot, Super Strength, and Impervious are represented, but he also brings our first instances of Penetrating/Psychic Blast, Incapacitate, and Shape Change. This is one of the rare instances of Superman increasing in power as his dial ticks down. Additionally, Clark has a trait and two non-standard powers that really make him fun to play. Up first is his trait, Hide as Clark, which states that once per game, when he has two action tokens, you may give him a free action, and turn him to click #11 – which is a hidden click on his dial. On this click is where his two special powers come into play. Up first on defense is a power that can’t be ignored or countered, I Can’t Stay Hidden, I Have to Help. This power states that when Superman would take damage other than pushing damage, you will instead turn this dial clockwise a number of clicks equal to 2 plus the damage taken. Superman isn’t KO’d when he reaches a KO click, unless he stops turning the dial on that click. Finally, on damage, he has a special power called The World Needs to Know: How to Slow Down. This power states that at the beginning of your turn, you may choose an opposing character within 4 squares and line of fire, with the result being that character is unable to be given free actions.
Which Superman is your favorite version of the character from what you’ve seen from the Superman/Wonder Woman set thus far? Be sure to let us know via your social network of choice, and we’ll talk to you next time on ‘Clix It Up where we look into some unique takes on the Princess of Themyscira!