DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Gen 13 Team Base!

Greetings HeroClix Fans!

Welcome back as we preview another team base from the upcoming DC HeroClix: Teen Titans set!  Today, we go back to the extreme ‘90’s as we check in with a group of teens on the run from a secret government agency, Gen 13!


Gen 13 can be played at three point values, 275, 175, or 75 points.  With all five members attached, each adding 5 points to the total, convenient multiples of 100 points are easy to attain, including a nice 300 point modern age force build.  As with all team bases, Gen 13 has only one keyword, Gen 13.  They also have the Flier ability, granting them the Flight and Carry abilities.  And the Indomitable ability will let them act two turns in a row with no fear of pushing damage.

At their highest point value, Gen 13 begins play taking the fight right to the opposition with Charge.  Once in position, Quake will allow them to attack groups of opposing figure in union with Charge, or as a follow up action as granted by the Working Together ability.  Range Combat Expert used with a printed 8 range will allow Gen 13 to cause a significant bit of damage to one opposing figure.  A couple of opening clicks of Invulnerability will allow Gen 13 to reduce damage.  A couple of clicks into their dial, Gen 13 can maneuver about freely with Leap/Climb.  At the same point, Toughness becomes the damage reducer of choice.  Probability Control will allow Gen 13 to alter dice rolls to their benefit.   On the last click of this section of their dial, Gen 13 picks up a special power called Learning to Fight Back.  This special power says that “If Gen13 was attacked last turn, their damage is locked this turn and any damage dealt by them is penetrating damage.”

At the mid-point of the Gen 13 team base dial is the 175 point starting line.  It begins with Running Shot to allow them to move attack with a range attack.  Gen 13 continues with their Learning to Fight Back special power.  Probability Control will cover most of this section of their dial.  Toughness gives way to a couple of clicks of Invulnerability, before reverting back to Toughness.  A couple clicks in, Leap/Climb returns to the dial to again allow Gen 13 to maneuver about the battle field with ease.  On the next click, Incapacitate replaces the special power on their dial.  And on the last click of this section of Gen 13’s dial sees the addition of Close Combat Expert.

Late-dial, Gen 13 now reaches the 75 point (Rookie) level of their team base.   This section of the dial begins with Phasing/Teleport, to get where they need to be with no hindrance on the map.  Incapacitate, Close Combat Expert and Toughness are all still on the dial.  After a couple of clicks, Toughness will be replaced by one final click of Invulnerability, before becoming Super Senses for the rest of their dial.  Also at this point, Gen 13 trades Close Combat Expert for Outwit, also for the rest of their dial.  Half way through this part of their dial, Gen 13 again has Running Shot, to be able to move and attack.  And the special power Learning to Fight Back is also back for the rest of the dial.

The Asset dial on Gen 13 offers options to deal penetrating damage, additional damage, and battle field manipulation.  As with all Team Bases, Gen 13 has the Team icon, allowing it to use the ability of any figure attached, with the provision that you must roll a d6 at the end of your turn to turn the Asset dial.  Gen 13 has a special power called We’re the Next Generation, which allows Gen 13 can use Perplex twice per turn, and when they do, they may only target themselves once per turn.  Burnout lets Gen 13 use Pulse Wave.  Fairchild allows Gen 13 to use Super Strength, allowing them to use objects in close combat attacks, or carry them with the expectation to place them somewhere else when they lose Super Strength.  Freefall gives Gen 13 the ability to use both Force Blast and Telekinesis.  Grunge allows Gen 13 to use the Move and Attack ability, giving them more mobility while attacking.  Sarah Rainmaker lets Gen 13 use Energy Explosion with three targets.

Thanks for joining us for our extreme ’90’s preview! Later this week we will be back with some members of  Gen 13 as we continue to explore more figures from the upcoming DC HeroClix: Teen Titans release!