Greetings HeroClix fans!
We kick off our series of previews for the DC HeroClix: Gen13 2014 Monthly Organized Play kit! The DC HeroClix: Gen13 2014 Monthly Organized Play kit includes 4 copies of 3 Limited Edition figures not found anywhere else. Additionally, all three figures in the Organized Play kit can be used with either the Gen13 or Villains for Hire team bases from DC HeroClix: The Teen Titans.
Today, we’ll focus on the Gen13 team base. Making his HeroClix debut, please welcome Gen13’s mentor and the leader of Team 7, John Lynch!
John Lynch comes into play at 93 points and has a range of six squares. He initially works best as a support piece behind the scenes. John Lynch hits the battlefield with an Improved Movement ability called Working in the Shadows, which allows him to ignore hindering terrain when he moves. John Lynch also has a trio of traits.
The first trait, Double Agent, gives John Lynch and friendly characters with the Gen13 or Team 7 keywords access to either the Police or Underworld team abilities. Choose one of the team abilities at the beginning of the game.
John Lynch’s second trait, Field Leader, allows him to be played on the #T-004 Gen13 team base from the DC HeroClix: The Teen Titans set. Field Leader lets John Lynch replace #034 Grunge on the Gen13 team base. Additionally, while John Lynch is attached to the team base, instead of Grunge’s Asset power it uses the following one below:
John Lynch’s third trait is called Secret Spymaster, which lets friendly characters use Mastermind, but only to transfer damage to higher point friendly characters with the Gen13 or Spy keywords.
John Lynch starts his first click with Telekinesis to place the rest of his team into position while Sidestep lets him stay out of the way until he’s needed. In John Lynch’s damage slot is a special power called Decades of Tradecraft, which lets him use Leadership, Outwit and Stealth. In the defense slot, Toughness represents John Lynch’s body armor.
John Lynch’s second click is nearly identical to his first, with the exception of Combat Reflexes in place of Toughness. On John Lynch’s third click he switches out Telekinesis for Pulse Wave. Defensively, he picks up Energy Shield/Deflection.
Energy Shield/Deflection sticks around for John Lynch’s last two clicks but Sidestep moves over for Stealth and Decades of Tradecraft disappears in favor of Enhancement. Telekinesis returns for a click before John Lynch closes out his dial with Pulse Wave.
John Lynch has the Gen13, Soldier, Spy and Team 7 keywords to help you when including him on a themed team. If you want to ditch the team base, you can pair John Lynch with his son, #072 Burnout. Together, both characters come to 169 points. Add #074 Freefall and #034 Grunge to bring your force to 298 points.
Thanks for reading! Join us again soon for our next look at the DC HeroClix: Gen13 2014 Monthly Organized Play kit as we visit another member of Gen13, and be sure to come back later this week for more previews from other upcoming HeroClix releases!