Greetings HeroClix Fans!
Welcome back to our ongoing preview coverage of the DC Heroclix: Justice League Trinity War set with a pair of new resource dials harnessing the power of the Seven Deadly Sins to strengthen your team.
First up is the item responsible for the Trinity War itself, Pandora’s Box!
Pandora’s Box can be assigned to your force for 12 points plus 4 per Sin that is attached, making this resource scalable from 16 to 40 points. And as this resource tends to be more effective when on a team with at least 3 characters, the variable cost will allow you to fine tune your team composition.
To turn your characters into Sinners allowing them to reap the benefits of the resource, you can give them a power action to place one of the sins from the resource on the character’s card. This can only be done once per turn and a character cannot be given a second sin until at least 3 friendly characters have Sins on their cards. So you’ll need to plan your actions accordingly to make sure that as many of your team members as possible can use the powers that Pandora’s Box provides.
Taking a look at what Pandora’s Box brings to your characters, you have to take a look at each of the paths of sin that you can choose to follow. If you choose to start the resource on the red starting line, known as the Path of the Hunter, your characters will have access to some early mobility with Phasing/Teleport and Running Shot as well as some assist powers before transitioning to some damaging ranged attack powers and ending with Hypersonic Speed or Toughness. The blue starting line corresponds to the Path of the Ravager and is extremely close combat focused offering powers such as Super Strength, Plasticity, and Exploit Weakness. And finally the green starting line provides plenty of map control and supportive powers like Barrier and Perplex making the Path of the Manipulator very strategic in nature.
Once a character has become a Sinner, each turn a d6 roll will determine which of the two powers visible on the dial the Sinners can use until your next turn. The number of assigned sins and the path chosen at the beginning of the game determines the click that Pandora’s Box should be turned to. For instance, if you have chosen the Path of the Hunter and have assigned 5 Sins to your characters, if the d6 roll at the beginning of the turn is 1-3 your Sinners can use Steal Energy and if the roll was 4-6 they could use Close Combat Expert.
If you can manage to assign all 7 Sins to your team this game, at least 3 Sinners are still on the map, and if all Sinners have at least 1 action token, you can turn the resource dial to its final state which will result in your Sinners having one of two very strong powers.
The first, Third Eye Possessed, grants your characters Improved Movement AND Improved Targeting to ignore Hindering and Elevated terrain as well as breaking through Blocking Terrain. You’ll also modify all of your Sinner’s combat values by +1 and then by and additional +2 for both Speed and Range. The other power, Gateway to Earth-3, grants the same +1 to combat values as well as the Mystics team ability and allows you to choose another DC team ability that your sinners can use whenever they have access to this power. You’ll still have to roll the d6 each turn to see what power you will use but both powers are extremely strong and will give you a distinct advantage.
Pandora’s Box is a resource that takes a few turns to spread amongst your team but offers some very strong powers and the choice of path can drastically alter your strategy and since that choice is made at the beginning of the game, you can size up your opponent’s force before you commit. Beware the Sinners, fellow clixers.
The next resource arriving with the DC Heroclix: Justice League Trinity War set is the Rock of Eternity.
The Rock of Eternity costs 12 points plus 2 points for each Sin included on your force with a minimum of 1 up to all 7, meaning it has a point cost range of 14 to 26 points. In fitting with its reduced cost, this resource is assigned only to a single character on your force that is at least 50 points and this character is now designated as your Champion. Now when you would normally be placing objects during game setup, you can choose to place up to 3 Sins on the map at least 5 squares away from each other and any starting areas, as well as in its own row and column. All remaining Sins are placed on your sideline but they won’t be there for long.
There are two methods of reattaching Sins to the Rock of Eternity. First, you may attach a Sin from your sideline to the Rock of Eternity if your Champion does not have two action tokens. You may also give your Champion a free action to attach a Sin in the same square as your Champion to the Rock of Eternity. But what does attaching the Sins do, you ask? They relate to the powers granted to your champion by the two dials on the resource. First let’s tackle the SHAZAM! dial.
Similar to Pandora’s Box, at the beginning of the game you will be choosing a path but the Rock of Eternity offers the red Cunning Path and the blue Mighty Path, the color determining the starting line the resource’s SHAZAM! dial. You will click your dial to the click number that relates to the number of Sins attached to the resource. Your Champion will then be able to use whatever power is showing in the slot for the SHAZAM! dial that relates to the number of action tokens on the Champion. So if the Rock of Eternity has 2 Sins attached and your Champion has one action token, your Champion could use Mind Control if you chose the Cunning Path or Hypersonic Speed if you chose the Mighty Path.
On top of the powers granted by collecting the Sins, you can also seek to Unlock the Power of SHAZAM! At the beginning of your turn when your Champion has no action tokens, you’ll roll 2d6 and add the current click number of your SHAZAM! dial, and if the result is 16 or greater your Champion will become The Power Personified. The champion is given a double power action and the SHAZAM! dial is turned to click 9, which is identical for both dials. This click grants the Champion a truly spectacular set of powers and abilities including Impervious, Probability Control, Pulse Wave, Running Shot, the Mystics Team ability, the Wing speed symbol, the Indomitable defense symbol and a range of 8 if the Champion’s range was less than that. This alone makes this dial truly fearful but we haven’t even spoken of the Sin Dial yet!
The Sin dial of the Rock of Eternity begins the game at click 1 and like the SHAZAM! dial grants the use of the Sin’s power that relates to the color visible on the current click but as you can see, we don’t have any powers visible at click one so lets start turning that dial. When one or more action tokens are placed on one of your opponent’s characters, you’ll click the Sin dial once clockwise (to a higher click number) and when your Champion receives an action token, you’ll turn the dial counter-clockwise (to a lower number and away from the good powers). Note that the characters don’t have to take an action, just receive an action token so uses of Incapacitate can be a great way to manipulate the dial.
Not long into the dial you will encounter a special power to go along with the Sin colors on the dial. Represented by special power number 2, your Champion will be Giving in to Sin by taking a free action to select a Sin that they will be able to use until your next turn at the cost of clicking the dial counter-clockwise 3 clicks. Then after making it through the first 16 clicks of the dial the Growing Temptation power allows the user to immediately choose a Sin and use its power until the dial is clicked again. Evil’s Seduction is similar but appears a bit later in the dial and allows the selection of 2 Sins to be used immediately. And finally, Ultimate Transgressor is present on the 20th and final click which allows the use of all attached Sins on the resource.
The Sin Dial is sounding a bit like the original resource, the Infinity Gauntlet, isn’t it? Unlike that resource the Sin dial cannot be clicked past click 1 or click 20 so there is no worry of overshooting the sweet spot but taking actions will move your Champion back down the dial so planning ahead will be important.
Now I’m sure by this point you’re screaming “But what do the Sins do!?” And for that you’ll just have to wait, fellow clixers.
The Rock of Eternity features two separate dials that both need to be managed carefully, making this a resource that can be potentially unpredictable but undeniably powerful.
Thank you for joining us for another preview of the DC Heroclix: Justice League Trinity War set. Keep an eye out for even more previews coming soon.