Greetings HeroClix Fans!
Welcome back as we preview another figure from the upcoming DC HeroClix: Teen Titans set! As recently previewed, team bases are a cornerstone of this set, and the new mechanic was introduced in our inaugural Team Base article. Today we are going to look at another Team Base, this time a group of Titans less intent on helping people, lead by the assassin Deathstroke. We are pleased to present the Titans: Villains for Hire!
First off, Titans: Villains for Hire can be played at 3 point values, 475, 325 and 175, and only can be played on a theme team with the Titans: Villains for Hire keyword, though including figures whose team abilities can be shared will be of benefit due to the Calculator wildcard team ability. Titans: Villains for Hire have a trait called The Contract. This trait allows Titans: Villains for Hire to use the Sharpshooter combat ability. It also allows you to choose an opposing character to name as The Mark, who will yield you double the victory points if you KO him with a figure with the Titans: Villains for Hire keyword.
Titans: Villains for Hire begin play able to get to a safe position with Stealth, and once ready, spring forth for action with Running Shot, both due to a special power called Striking from the Shadows. Their trait granted Sharpshooter combat ability pairs well with Penetrating/ Psychic Blast to make sure damage sticks, and Combat Reflexes will make them harder to hit in close combat. Titans: Villains for Hire also have Perplex to modify a combat value to best suit them. And the Indomitable combat ability will allow them to act two turns in a row without fear of pushing damage.
A couple clicks in, Titans: Villains for Hire change tactics a bit as Flurry will give them two close combat attacks for on action. A choice will have to be made between using a printed 4 then 3, or, gambling on a roll for Blades/Claws/Fangs. After this, Perplex will be paired up with Blades/Claws/Fangs. The Asset Dial with Osiris showing will be very useful at this point. A good stretch of Super Senses will allow Titans: Villains for Hire to attempt to avoid attacks altogether.
At this point in the dial, Titans: Villains for Hire have their 325 point starting line. It again starts with Striking from the Shadows, allowing them to use both Stealth and Running Shot. Energy Explosion works well with 2 targets at 7 range. Or, to focus on a single target, Range Combat Expert will allow damage to be modified by +2. Titans: Villains for Hire will have increased protection from range attacks with Energy Shield Deflection.
After the first couple of clicks, normal Stealth will allow Titans: Villains for Hire to hide in hindering terrain for the rest of this section. And for the last couple of clicks, Toughness will allow Titans: Villains for Hire to reduce damage. And Close Combat Expert will allow them to pummel a foe into submission.
This is where the 175 point starting line is on the dial. Once again, Titans: Villains for Hire start this area of the dial with Striking from the Shadows, and again with Penetrating/ Psychic Blast to deal penetrating damage to opposing figures. For the first time on the dial, Invulnerability will reduce damage for the Titans: Villains for Hire. On the next couple of clicks Flurry will again provide two attacks for one action, or you can choose to pack more punch with one shot using Close Combat Expert. And before reaching the end of the dial, one click of regular Toughness will provide some protection before switching to a special power called Always Return for the Kill, which allows the use of both Toughness and Regeneration. Stealth will allow Titans: Villains for Hire to hide in the shadows to provide some cover to use Regeneration. And if opposing figures move adjacent to Titans: Villains for Hire, Exploit Weakness and raising damage values will allow them to do some solid damage.
The Asset Dial on the Titans: Villains for Hire will provide useful powers to take on any opposition, but most are geared to give extra support in going after your chosen Mark. And with double points available for KOing The Mark, utilizing these powers will pay off big.
Cheshire allows Titans: Villains for Hire to use Poison, and it is penetrating when dealt to The Mark.
Cinder lets Titans: Villains for Hire use Phasing/ Teleport, and lines of fire drawn by Titans: Villains for Hire to The Mark ignore blocking terrain.
Deathstroke allows Titans: Villains for Hire to use Outwit, and when Titans: Villains for Hire attack The Mark, modify their attack and damage values by +1.
Osiris will allow Titans: Villains for Hire to use Charge, and after Titans: Villains for Hire resolve a move action, if they are adjacent to The Mark, you may give them a close combat action as a free action.
Tattooed Man lets Titans: Villains for Hire use Shape Change. When Titans: Villains for Hire are attacked by The Mark, they succeed for Shape Change on a result of 4-6.
Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team member abilities, and makes you roll a d6 to click the Asset Dial at the end of your turn.
That is all for this preview from the upcoming DC HeroClix: Teen Titans set. Be sure to come back later in the week as we take a look at the individual characters from the Titans: Villains for Hire team base, starting with the two figures found in the Teen Titans boosters.