Greetings HeroClix Fans!
We’re one week closer to the bat-citing release of the upcoming DC HeroClix: Batman Classic TV set! Today’s preview features Batman’s arch-nemesis of crime, The Joker. Showing up in his classic purple suit and green hair, The Joker has plenty of tricks up his sleeves so let’s see what he’s up to!
The Joker, like the rest of Gotham’s dastardly villains, can use the Elaborate Deathtrap ability. This allows The Joker to make a close combat attack that deals no damage. Once per game, immediately place a hit character on this character’s card. A character on this card can use the Escape Deathtrap ability.
The Escape Deathtrap ability allows a character at the beginning of your turn to roll 2d6. The Joker rolls a d6 and adds his Zodiac Meteorite Bonus (maximum bonus 8). If The Joker is friendly, not on the map, or if your result is higher, place this character in your starting area or adjacent to a friendly character. Otherwise, deal this character damage equal to the difference (maximum 5) and when dealt damage, this character can use its defense powers.
Zodiac Meteorite is what allows The Joker to use the Elaborate Deathtrap ability and the Bonus is equal to the number of the current month or the defense value of the character using Escape Deathtrap minus 12, whichever is higher.
The Joker starts off being able to use Perplex and Combat Reflexes as well as his two special powers. The Joker’s first special power is called Joy Buzzer: ZAP!!!. When The Joker resolves a move action, place a ZAP!!! token on this card. Before The Joker makes a close combat attack, you may remove one ZAP!!! token to modify his damage value by +1 and have the attack deal penetrating damage. The Joker’s other special power is called Plunder By Remote Control. You may give The Joker a free action and choose an unheld object within 8 squares. For this turn, that object becomes a friendly bystander token as described on the back of this card. When KO’d or at the end of your turn, it becomes an object again and is placed in the square it last occupied.
The Joker at times replaces Combat Reflexes with Willpower and switches from Perplex to Probability Control. The Joker ends his dial with Outwit. On click 5 The Joker loses both special powers and gains Sidestep and Poison.
Thanks for reading! Be sure to check back for more from the upcoming DC HeroClix: Batman Classic TV set. Tune in next time – same Bat-day, same Bat-website