BioShock Infinite HeroClix Starter Preview!

Published on June 19th, 2013

Greetings HeroClix Fans!

Today we take a look at the starter pack for the upcoming BioShock Infinite HeroClix set and piece together some possible 300-point team builds the set!  Let’s start by looking at the Vox keyword and Booker DeWitt!

101-Booker

Booker DeWitt comes into play at 75 points and has a trait called Bucking Bronco that allows him to use Telekinesis but only to attack with or place objects.  Booker DeWitt also begins his dial with a special power in his attack slot called Huntsman Carbine, which allows him to potentially make a follow-up ranged combat action as a free action if he’s given a ranged combat action and rolls doubles (other than a critical miss).  A short run of Running Shot and Willpower are sandwiched between Perplex clicks on the front and back of Booker DeWitt’s dial, allowing him to run-and-gun on consecutive turns.

A quartet of keywords (Detective, Founders, Soldier and Vox) and a range value of 5 squares round out Booker DeWitt’s dial and makes him an appealing choice right out of the starter pack.

Equally appealing is Booker DeWitt’s companion, Elizabeth, with whom he shares the Founders and Vox keywords.  (Elizabeth also has the Herald keyword.)

102-Elizabeth

Like Booker DeWitt, Elizabeth is 75 points and hits the battlefield with a trait.  Elizabeth’s trait, Pieces of Another World, allows her to use Barrier.  When she does, each time she places a terrain marker, she may place a hindering terrain marker instead of a blocking terrain marker.  Pieces of Another World should come in handy to provide alternating hindering and blocking terrain markers for Booker DeWitt to move between when he’s on his Running Shot clicks.

Elizabeth begins her dial with a click of Telekinesis, which she can use to get Booker DeWitt into position for an attack.  Once Elizabeth is off her top click, she picks up a special power called Ready to Open the Tear! which modifies her ability to use Telekinesis so that an opposing character placed by this power is given an action token.

Two clicks of Support up front and three clicks of Outwit on the back end of Elizabeth’s dial make her a viable choice as a support figure for the attackers on your force.  Elizabeth also has a range of 8 squares and Pulse Wave on her last two clicks, enabling her to hold her own if opposing characters get too close.

With Booker DeWitt and Elizabeth already on our Vox team, we can easily add Daisy Fitzroy to the mix as she possesses the Politician and Vox keywords.

104-Daisy-Fitzroy

Daisy Fitzroy’s power set meshes well with Elizabeth as the former has Stealth on all but her last click and the latter’s Pieces of Another World, trait can create hindering terrain.  Daisy Fitzroy also enjoys some synergy with Booker DeWitt via her trait, I Hear Your Voice, which modifies the attack value of an adjacent friendly character by +1 when it attacks an opposing character with a higher point value than its own.

Scattered through Daisy Fitzroy’s dial are a few clicks of a special power called Revolutionary Leader, which allows her to use Leadership and Outwit.  At 80 points, Daisy Fitzroy can use Leadership to remove tokens from either Booker DeWitt or Elizabeth since her point total is higher than theirs.

To round out our Vox keyword team, we can add a Machine Gun Turret and a Rocket Turret.

We can build another 300-point team around the remaining characters from the BioShock Infinite starter, using Handyman as the centerpiece for our force.

106-Handyman

Handyman comes in at 150 points and starts his dial with a special power called Clearing the Decks, which lets him use Charge and Leap/Climb.  When Handyman uses Charge, after actions resolve he may then use Force Blast as a free action.  Handyman also has a trait called Thrown into Action, which lets him use Super Strength.  Additionally, when Handyman has no action tokens, he can use Telekinesis as a free action but may only place an adjacent friendly character.  Thrown Into Action comes in, ahem, handy for positioning teammates right before Handyman bullies his way into action using Charge while carrying an object for added damage.

Handyman has an aggressive power set designed for close combat and an array of keywords (Armor, Brute, Founders, Monster and Robot) that make it easy to include him on many teams.

103-AutoStallion

At 50 points, Automated Stallion makes a great teammate for Handyman with its Carrying Cargo To Market trait, which allows Automated Stallion to use the Carry ability and carry up to three friendly characters.  Automated Stallion is no one-trick pony, however, and also hits the battlefield with a special power called Ride in Armored Comfort.  This special power allows Automated Stallion to use a free action and give an adjacent friendly character Toughness until your next turn.  Although Handyman already has Toughness at the heart of his dial, Ride in Armored Comfort should come into play when Handyman is on his last two clicks, both of which feature Combat Reflexes.

105-Flackman

The final character contained in the BioShock Infinite starter is Flakman, a 45-point ranged attacker who starts with Energy Explosion on his first three clicks and closes out the dial with Ranged Combat Expert.

Flakman, Automated Stallion and Handyman bring us to 245 points.  The BioShock Infinite HeroClix set contains several options to fill out this team to 300 points, from the 25-point Machine Gun Turret to the 50-point Boy of Silence.  Let’s see what you can come up with!

Thanks for joining us today!  We hope you’ve enjoyed this sneak peek at the BioShock Infinite HeroClix starter pack, and hopefully these team-building suggestions will make your journey through Columbia easier!  Until next time, keep your Clix of their K.O.’s!

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