Hello HeroClix Players,
Today we bring you another Design Insight article as well as a special preview of some upcoming figures in the DC HeroClix: World’s Finest set.
For this article, we are going to take a look at a few figures that fit in the Mystical sub-theme of the DC HeroClix: World’s Finest set and discuss a new game term— just the word “Mystical” conjures up images of Witches and Warlocks… so let’s scry with our little eyes the Witch and the Warlock generics!
Both figures come in at 20 points— a nice low-point option to fill up or fill out a Mystical team. The two dial designs play off of each other— the Witch being more range-combat oriented, while the Warlock is more close-combat oriented. For their speed slot, the Witch has Sidestep on her first click going into Phasing/Teleport on her later clicks while the Warlock starts with Phasing/Teleport and goes into Sidestep. For defense, the Witch starts with Energy Shield/Deflection to help protect her from range attacks while the Warlock starts with Combat Reflexes to help protect him from close attacks. In their damage slot, they each have a special power— Dark Lightning for the Witch and Battle Magic for the Warlock— that grant them Enhancement and Empower respectively with an additional effect that also boosts the attack value of an adjacent friendly character with the Mystical keyword. It is in that last part that we see something new— UNIQUE MODIFIER. In parenthesis after the effect wording, we get a brief description of what a UNIQUE MODIFIER is— Characters can only be modified by one effect of this name. While that sums up the definition nicely, we thought we’d expand on it just a bit further.
Previously, when we wanted to prevent a game effect from being duplicated/stacked, we would include the phrasing “if not already modified by this effect” as part of the effect, or, in extreme cases we would make the figure Unique (preventing players from playing multiples of that figure on their force—however the Witch and the Warlock are generic figures so, of course, we did not want to go that route). Essentially, what we have done is to take that “if not already modified by this effect” wording and condensed it to a game term— UNIQUE MODIFIER. From this point forward, anytime a special modifier is labeled as a UNIQUE MODIFIER, it means that the modifier from that named effect can only be applied once to a character no matter how many copies of that character are in play. Keep in mind that a character can be affected by multiple UNIQUE MODIFIERS as long as each UNIQUE MODIFIER is from a different named effect.
For the first few sets in which UNIQUE MODIFIERS appear on characters, the reminder text (UNIQUE MODIFIER – Characters can only be modified by one effect of this name) will appear on their character card, however after a few sets this will no longer be added to the cards.
With UNIQUE MODIFIER, we can limit specific powers/game effects without limiting team building with the figure/game element itself. As seen with the Witch and the Warlock, we can even limit parts of a specific powers/game effect—their Enhancement and Empower are not part of the UNIQUE MODIFIER effect of the power, so they are not limited by the UNIQUE MODIFIER caveat. This means you can have multiple Witches granting multiple damage boosts to an adjacent friendly character from their Enhancement, but that adjacent character (assuming they have the Mystical keyword) can only get one boost to their attack value from the UNIQUE MODIFIER portion of the power.
We hope you enjoyed this preview and our explanation of this new game term. We look forward to sharing more in the future.
Until next time!
Wait… are you still here?
Well, since you made it this far, how about another preview?
Since we already saw the Warlock, how about taking a look at one of the most pre-eminent warlocks in the DC Universe— Jason Blood!
Jason Blood shares a sculpt with the Warlock generic sporting a new paint scheme. The human host for the Demon Etrigan, Jason Blood comes in at 100 points with six clicks. Blood possesses the Mystics team ability as well as a range of six squares with one target. For standard powers, Jason Blood brings some major functionality to a team, with Stealth, Sidestep, Penetrating/Psychic Blast, Probability Control, and Outwit, amongst others – but where he truly shines are his two special powers which really take advantage of his positioning and functionality as a team player.
First, his special defensive Sorcerous Wards power grants him Super Senses and also grants adjacent friendly characters that share a keyword with him the ability to use Super Senses, but they only succeed on a roll of a 6. In addition to that is his special defensive power, Unravel Your Simple Magicks, granting Blood the use of both Outwit and Probability Control. This alone would be beneficial, but again, Jason Blood shows his usefulness in a team setting by preventing adjacent friendly characters from being targeted by opposing characters’ Probability Control!
Of course, Jason Blood’s other half is represented on his dial as well with a trait that features his signature rhyme – Gone! Gone! the Form of Man; Rise the Demon Etrigan! allows you to give Jason Blood a free action if he began your turn on the map, replacing him with the DC Comics HeroClix: World’s Finest #045 Etrigan figure on the same click number.
Until next time!
Well, we’ve come this far… might as well show you Etrigan…
Etrigan, as well, is a 100 point, six-click piece, which makes up for his loss of Jason Blood’s more finesse powers by being a brute force attacker for your squad. With his standard powers, Etrigan possesses Running Shot, Stealth, Blades/Claws/Fangs, Toughness, Combat Reflexes, and Perplex – a solid mix of powers that fit together well – when in possession of Blades/Claws/Fangs, for example, Etrigan picks up Combat Reflexes, giving him a 19 and 18 defense on his closing three clicks for up-close evisceration. But, as nice as those standard powers are, where he really steps to the forefront are with his special powers, much like his human host.
First, on the last three clicks of his movement, Etrigan has a special power called Adept at Rhyming and Misdirection, which gives him the usage of both Plasticity and Sidestep. Additionally, while adjacent to an opposing character, he can’t be attacked by non-adjacent opposing characters – meaning, on those final three clicks, Etrigan can make use of Plasticity, Sidestep, Blades/Claws/Fangs, and Combat Reflexes, all while non-adjacent opposing characters can’t attack him. Next, on his first three clicks of his attack, Etrigan has the special power Never Beyond the Reach of My Searing Flame. This allows Etrigan the use of Energy Explosion, but also states that when he makes an attack and hits, after actions resolve, he can use Smoke Cloud as a free action. The only caveat to that is that he must place at least 1 hindering terrain marker adjacent to a hit character.
Of course, much like Jason Blood, there is a rhyme allowing Etrigan to return to the form of his human host. Gone, Gone O Etrigan! Rise Again the Form of Man! allows Etrigan to be given a free action if he began your turn on the map, replacing him with the DC Comics HeroClix: World’s Finest #029 Jason Blood.
OK, that’s all for today’s Design Insight.
Really… no more.