Galactic Guardians Heroclix Preview

Galactic Guardians Release Special: Ziran the Tester!

Happy Release Day HeroClix Fans!

To tie into today’s arrival of the Marvel HeroClix: Galactic Guardians set, we bring you a preview of one of the colossal figures included in the Super Boosters. Please sharpen your No. 2 pencils and welcome the Celestial known as Ziran the Tester!

Charged with testing species to determine if they are worthy of evolving, Ziran the Tester has individual dials that allow him to be played at 300, 600 or 800 points. By combining his individual dials, he can also be played at 1100 (the 800- and 300-point dials), 1400 (the 600- and 800-point dials), and 1700 (the 300-, 600-, and 800-point dials) points!

Regardless of the point value he’s played, Ziran the Tester begins play with a trait, Celestial, which allows him to use the Multiattack ability and prevents him from being targeted by Exploit Weakness and Mind Control.

But wait, there’s more!  When he’s played at his 600- and 800- point levels, Ziran the Tester gains an additional trait, Testing, which allows the player using him to roll a d6 at the beginning of the game and turn his Testing dial the same number of times as the die roll result.  The player then rolls 2d6 three times and turns the Testing dial again according to the result of each roll. The Testing dial results are listed on Ziran the Tester’s character card and determine which tests he will use during the game on those who oppose him.  When a test is failed, Ziran the Tester may deal two damage among any opposing characters!

When played at his lowest-pointed dial (Contemplation), Ziran the Tester opens defensively with five clicks of Invulnerability, followed by Toughness for the remainder of the dial. In his damage slot, Ziran the Tester starts with three clicks of Perplex, then gains three clicks of Probability Control toward the end of the dial. In his attack slot, Ziran the Tester uses Energy Explosion to scatter his enemies.  On his fourth click, Ziran the Tester ditches Energy Explosion and gains a special power, Planets Become Weapons, which shows up on every other click of the Contemplation dial.  When given a power action for Planets Become Weapons, Ziran the Tester can deal one unavoidable damage at the start of his next turn to each opposing character if he did not take any damage during his previous turn!  On the clicks that Planets Become Weapons doesn’t appear, he gains either Penetrating/Psychic Blast or Pulse Wave.

At the start of Ziran the Tester’s 600-point (Arrival) dial is another special power in his attack slot.  This special power, Analyze Specimens, allows him to use Incapacitate.  When he does, each character that is hit is also dealt damage equal to the number of action tokens on them after actions resolve.  Analyze Specimens appears again at the middle and the end of the Arrival dial.  Two clicks each of Penetrating/Psychic Blast and Poison are sandwiched between the runs of Analyze Specimens.

Another special power appears at the mid-point of the Arrival dial, this time in the damage slot.  This special power, Landing, allows Ziran the Tester to use a free action once per game to gain the (Foot Speed) symbol for the remainder of the game.  When he does, he may use Quake as a free action to target all opposing characters that can’t use the Flight ability.

Ziran the Tester’s 800-point (Decision) dial plays straightforward with only standard powers for the first two-thirds of its run.  On click 14, however, Ziran the Tester’s opponents are faced with another special power in his movement slot, A Last Chance to Prove Yourself Worthy!  When this special power appears, you can roll 2d6 after actions resolve and turn the Testing dial according to the result of the roll.  If your opponents’ force can pass the test on their current clicks, all enemy characters are healed one damage!  Another special power appears, Judgment Day Sacrifice, on Ziran the Tester’s last four clicks.  When this special power first appears, each opposing character may choose to be dealt one unavoidable damage after actions resolve.  You may then roll 2d6 and add 1 to the result for each opposing character that is dealt damage in this manner.  If the final result is less than 12, Ziran the Tester modifies his combat values by +2 and he can use Outwit, Perplex, and Probability Control.

Ziran the Tester has a range of 12 and can target three characters with his ranged attacks.  He also has the Power Cosmic team ability and a pair of keywords (Cosmic and Deity), which make him a formidable figure to field on his own.

That’s all we have for today!  Until next time, keep your clix off their KOs!