Marvel HeroClix Amazing Spider-Man: Frank Drake and Hannibal King!

Published on January 16th, 2013

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Amazing Spider-Man set by checking out a couple of monster fighters (with one being the prime figure from the common slot).  We offer a pair of super natural detectives from the office of  Borderline Investigations.   First up is figure #013a, Frank Drake!

 13a-Frank-Drake

Frank Drake can hide in the shadows with a full dial of Stealth, representing his time with the super natural hunters, the Nightstalkers.  From a protected spot provided by this cover, Frank Drake can attack with a 5 range using “Linda,” a.k.a. “the Exorcist,” his nano-tech weapon capable of disrupting occult energies, represented with nearly a full dial of Penetrating/Psychic Blast.   A closing click of Blades/Claws/Fangs is representative of knives he always keeps on himself.

Frank Drake has a special power that illustrates his training hunting super natural threats called Vampire Hunter.  This special power allows Frank Drake to use Outwit, and when he targets a figure with either the Mystical or Monster keyword, he may use Outwit a second time on that figure.   As he is a descendent of Count Dracula before he turned, Frank Drake has Willpower on both his opening and closing clicks.

At 55 points, Frank Drake will come in handy on a team aiming to deal with mystical monsters, or on theme teams built around the Detective or Midnight Sons keywords.  And speaking of those keywords, who better to team with than a partner, #013b Hannibal King!

 013b-HannibalKing

Hannibal King has no wild dial to represent his vampire powers as he’s never consumed fresh human blood, choosing instead to rely on small animals or blood banks to feed.   Hannibal King begins play with a special power called Form of Mist, Form of Wolf that allows him to use Running Shot and Stealth.  This special power also gives him the option at the beginning of his turn to modify his attack or defense by +1 or +2, and decrease the unchoosen power by the same amount until your next turn.  Helping with this special power, Hannibal King has the Flight combat ability to help him navigate the map with ease.   Should an opposing figure choose to base him, Hannibal King has Super Strength on this stretch of his dial, allowing to hold an object to prepare for this to happen.  Toughness will allow him to absorb a bit of damage, and Outwit will allow him to deprive an opposing figure of a key power.

In the middle of his dial, Hannibal King changes into a wolf, a favorite way for him to fight.  In this section of his dial, Charge will allow him to take the fight to an opposing figure.  Once in adjacent to an enemy, he can choose to do his printed 3 or 2 damage, or attempt to do more with Blades/Claws/Fangs.  In either case, he can do penetrating damage with Exploit Weakness.   Hannibal King also puts his heighted senses to work to try to avoid attacks with Super Senses. 

On his last two clicks, Hannibal King can try to heal by making a last ditch close combat attack to heal a click with Steal Energy, or simply roll for Regeneration.  Either way, the Indomitable combat ability will allow him to ignore pushing damage, as it will throughout his dial.

Hannibal King has a couple of solid theme team choices with the Detective, Midnight Son, and Monster keywords.  At 107 points, there is plenty of room to add more to whatever force you include him on.

That’s all the time we have for today, but be sure to join us later next week for more Amazing Spider-Man goodness by spotlighting another member of the Nightstalkers, and next week for another Prime figure preview!

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