Greetings HeroClix Fans!
Today we offer another preview from the upcoming Marvel HeroClix: Wolverine and the X-Men set! In this set, the exiting new SwitchClix and Team Dial mechanics make their way into Marvel HeroClix sets. What better team base to start with than Wolverine’s own team, X-Men: Blue Strike Force!
Before we check out the X-Men: Blue Strike Force, a brief review of what a Team Base is. Team Bases are available as either a 2×4 base or a 2×2 base, and will come with 1 or 2 bases to get you started, with the rest of the team packed in regular 5-figure boosters. The team dials bases have an Asset Dial that grants additional, bonus abilities to your team base, and all Team Dials have the new Team combat icon in the attack slot. The team member figures will all be SwitchClix, allowing them to be removed from their standard Clix dial and attached to the Team Dial.
As before, when constructing a force with a team base, you pay the point level of the of the dial you wish to use, and add 5 points per figure you wish to add, with a minimum of 3 figures (unless the Team Dial says otherwise). Each chosen team member must have an asset ability listed on their character card that matches an icon on the Asset Dial, and will begin the game attached to the base. Also keep in mind, if you choose to build a force with a SwitchClix figure that could be a team member, and choose to not include it in the Team dial point cost, it can’t be attached during the game. And remember, Teams and team members can’t be assigned resources, can’t roll to pick up relics, or become the pilot of a vehicle, unless a game effect says otherwise.
The Team combat icon grants five abilities, none of which can be countered, even if this Team Dial gains Earthbound/ Neutralized. Working Together allows the Team Dial to be given a power action to be granted one free action for every 100 points of the build total. Using these free actions, you may give up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 range combat action, with any number of these free actions being used to make either a close or ranged combat attack. Practiced Maneuvers allows the Team Dial to use Improved Movement: Elevated and Characters, as well as occupy squares of different elevation.
Solo Adventure allows the Team Dial to be given a power action to remove a team member, attach it to its SwitchClix dial, and place it adjacent to the Team Dial. As long as the point value of members off the base is less than the point cost of the base, and the minimum number of members remains on the base, you can remove more. A Team Reunited allows you to give a power action to the Team Dial to reattach an adjacent, previously removed team member. And last is Team Coordination, allowing you to count individual team members, instead of the Team Dial, for theme team purposes. Additionally, at the beginning of the game, you can elect to use Themed Team Probability Control as normal, or, the Team Dial can use Probability Control.
And now, without further ado, we present the X-Men: Blue Strike Force Team dial! (click on picture to enlarge)
Firstly, you’ll notice that the X-Men: Blue Strike Force can be played at three different point costs, 565, 265, or 165, working out to even amounts of 600, 300 and 200 points with all seven team members attached. This Team Dial has two traits, the first is called More a Family Than a Team. This trait allows X-Men: Blue Strike Force to be given a power action to modify the attack value of any friendly figures with the X-Men keyword by +1 when attacking a figure without the X-Men keyword. The second trait is called X-Cutioner’s Song, and it allows you to give X-Men: Blue Strike Force a free action to remove a figure from the base and the game; unless your next attack roll is a critical miss, it becomes an 11 instead!
At the beginning of its dial, at the 565 point starting line, X-Men: Blue Strike Force begins with some move and attack in the form of Running Shot. Making sure range combat attacks damage is as painful as possible is a good stretch of Penetrating/Psychic Blast. A 9 range with two targets will give some solid damage potential. And to help make sure your attacks don’t miss, and your opponents do, is an opening run Probability Control. The Indomitable combat ability will allow X-Men: Blue Strike Force to act next turn with no fear of pushing damage. And if your opponent does hit X-Men: Blue Strike Force, damage will be halved due to a run of Invincible.
On its fourth click, X-Men: Blue Strike Force gains an attack special that will pop up from time to time based on the famed “Fastball Special,” Non-Petey Cannonball. This special power allows you to switch up your Solo Adventure a bit. When you remove Wolverine from the team base, you may place him in a non adjacent square within 8 squares and line of fire, and give Wolverine one additional free action this turn. Also showing up on this click is the start of a run of Invulnerability, leading into the next section of his dial.
Click number 5 is the starting point for X-Men: Blue Strike Force’s 265 point starting line. A bit of move and attack, or attack and cover, can be gained from a run of Sidestep. Invulnerability will give way to a run of Invincible, and Probability Control again is on the dial for a couple of clicks. After this area couple more clicks of Non-Petey Cannonball.
On click number 9 is the last starting line, at 165 points, for X-Men: Blue Strike Force. A run of Charge is backed up by the last click of Invincible on the dial, before returning to Invulnerability. A little deeper into this section of the dial is some Close Combat Expert to allow the X-Men: Blue Strike Force to deliver some more punch. The next area of the dial has Stealth to let them hide in a large patch of hindering terrain. And back at this point is the longest stretch of the Non-Petey Cannonball special power. The last section of the dial again allows X-Men: Blue Strike Force to use Charge to move and attack an opposing figure. This time, you may attempt to do more than the printed damage with Blades/Claws/Fangs. Another new to the dial power is also here, as Super Senses will let you try to avoid attacks altogether.
X-Men: Blue Strike Force is a unique dial figure. Like any good figure with “X-Men” in the name, it has the X-Men team ability, allowing it to be healed or heal an adjacent friendly figure with this team ability of one click of damage, and the X-Men keyword to be used in theme team force building.
Before we look at the Asset Dial on the X-Men: Blue Strike Force, let’s take a refresher look at what it does for a Team Dial.
The Asset Dial begins play on its green starting line. The opening will show one of three things, or a combination of the three. These things are, an asset icon matching a team member, as shown on their character card, the Team combat icon, or an “I” for a special power. When an asset icon is showing, if the tem member is attached, that ability can be used, likewise, if the special power is showing, it can be used. When the Team combat ability icon is showing, you can use the ability of any one attached member. Any of these abilities may be countered as if they were a combat ability. At the end of your turn you may choose to roll a d6 and click the Asset dial that many times to the left, unless the Team combat icon is showing. Then this die roll is mandatory.
So what do the individual members of the X-Men: Blue Strike Force bring to the asset dial? Beast allows X-Men: Blue Strike Force to use Combat Reflexes. When Cyclops is showing and attached, X-Men: Blue Strike Force can use both Precision Strike and the Sharpshooter combat ability. Gambit brings the ability to give X-Men: Blue Strike Force a power action to remove an object from a square it occupies or is adjacent to, to give them a range combat action as a free action. Jubilee allows X-Men: Blue Strike Force to modify its defense by+1 against range attacks, while Psylocke brings Mind Control to your force. And finally, Rogue and Wolverine bring their individual abilities to heal with Steal Energy and Regeneration, respectively.
The “I” special power icon for X-Men: Blue Strike Force is called The X-Men Have Faced Losses Before. This power says that when a team member that began the game attached to this team baseis KO’d by an opponent’s attack, you may roll a d6 that can’t be rerolled. On a result of 5 or 6, take an extra turn after this one.
That is all we have for today. Be sure to check back in on Wednesday and Friday as we preview all the team members from X-Men: Blue Strike Force.