Greetings HeroClix Fans!
Welcome back as we take another look at the upcoming DC HeroClix: Teen Titans set. Today, we go into the N.O.W.H.E.R.E. organization to take a brief look at being a minion for them. And so, we bring you N.O.W.H.E.R.E. Soldier.
N.O.W.H.E.R.E. Soldier begins play using Charge to take the fight right to an opposing figure. Making him more effective in close combat is a special power for his entire dial called Pile On, which allows N.O.W.H.E.R.E. Soldier to modify his attack value by +1 for a close combat attack for every other friendly N.O.W.H.E.R.E. Soldier that is adjacent to the target. Using a swarm of N.O.W.H.E.R.E. Soldiers to charge the same figure can yield some solid damage.
Also on N.O.W.H.E.R.E. Soldier’s entire dial is a minion special power called Centerhall’s Leadership, allowing the N.O.W.H.E.R.E. Soldier to use Willpower if a friendly character named Centerhall is within 8 squares. Defensively, N.O.W.H.E.R.E. Soldier has Toughness to reduce damage on the front of his dial, and Combat Reflexes on the back half to raise his defense against close combat attacks, as he should be adjacent to opposing figures to get the most out of his special power.
Should the opportunity present itself, N.O.W.H.E.R.E. Soldier has a 4 range to attack opposing figures. N.O.W.H.E.R.E. Soldier has the ability to use Outwit when adjacent to a friendly figure of equal or lesser point cost that can also use the Superman Enemy team ability. And, N.O.W.H.E.R.E. Soldier can be played as part of a theme team using either word of their name, N.O.W.H.E.R.E. or Soldier, as their keyword. At 37 points, N.O.W.H.E.R.E. Soldier shouldn’t be hard to fit on a team build, especially if you can afford the 74 points to use a pair of them to get the most out of their team ability and attack special power.
Now, let’s take a look at the man mentioned in N.O.W.H.E.R.E. Soldier’s damage special power, Centerhall!
Centerhall has a special power on the front half of his dial to lend support to a swarm of N.O.W.H.E.R.E. Soldier’s called Commanding Officer, which allows him to use Leadership, with the added benefit of success on a roll of 4 through 6 if another character on your force has the N.O.W.H.E.R.E. keyword.
Once Centerhall has issued order to his soldiers, he can provide cover fire while they charge into battle with his 6 range and Running Shot. Penetrating Psychic Blast will ensure that damage reducers aren’t an issue. And Toughness will provide some damage reduction on the front of his dial.
In his late dial, Centerhall uses Pulse wave to attack multiple targets at once, or do his printed damage to a single opposing figure. Energy Shield Deflection will make him harder to hit with range combat attacks. And Perplex will allow him to modify a combat value of a figure in his line of fire by + or – 1. Centerhall has the Superman Enemy team ability, allowing him to use Outwit when adjacent to a friendly figure that can also use this team ability. Centerhall can be played in theme with his soldiers on a N.O.W.H.E.R.E. keyword team. At 82 points, there will be plenty of room for Centerhall to have troops to command.
That’s all we have for today, but be sure to check back later this week as we spotlight a certain Gamma-powered heroine with a penchant for red. Until then, keep your Clix off their K.O.’s!