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Chaos War Preview

“Mite-y” Avengers Part 1- Ant-Man and Wasp!

Greetings HeroClix Fans!

Today we have the first of three bonus previews from the Marvel HeroClix: Chaos War! Get set as we explore some new and updated abilities in the game.  To showcase these changes, let’s take a look at a duo well-known to Avengers fans, #053 Ant-Man and Wasp!

There’s a lot going on with Ant-Man and Wasp.  First, they’ve got a new combat ability on their dial, Tiny Size.  This ability is on the damage slot, as are all combat abilities that affect a character’s size.  Tiny Size modifies this character’s defense by +1 against ranged combat attacks.  If a figure is tiny, they should be harder to shoot.  A friendly character that is both adjacent and larger can use the Carry ability to carry 1 Tiny Size character, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally.  So, anyone that is not Tiny Size can carry a figure that is; the Carry ability is not required.  And, unlike the Carry ability, there is no -2 modifier to movement.  Also, if a figure already has the Carry ability, they can carry a Tiny Size figure and a normal-sized figure as well, with the normal sized character causing the -2 modifier to movement to kick in.  This ability can’t be countered.  Tiny Size can’t be outwitted, easy enough.

Now, let’s take a look at Ant-Man and Wasp.  First off, they possess a trait called Buzzing Right In Your Ear.  When an adjacent opposing character attacks Ant-Man and Wasp and misses, deal the attacking character 1 unavoidable damage after actions resolve.  When a non-adjacent opposing character attacks Ant-Man and Wasp and misses, deal each opposing character adjacent to Ant-Man and Wasp 1 unavoidable damage after actions resolve.  With their high printed defense, Super Senses on the first half of their dial, and the Tiny Size ability, Ant-Man and Wasp are sure to get a lot of use from this trait!

Ant-Man and Wasp begin play using Charge to get into battle.  They make sure damage will stick with the use of Exploit Weakness.  Once in place, Super Senses helps them avoid attacks for the front half of their dial.  When placed correctly, Ant-Man and Wasp will also be able to take advantage of Poison, another representation of their insect swarms.  On their second click, Ant-Man and Wasp swap Charge for Plasticity, making opponents have a harder time getting away, or themselves an easier time!

Mid-dial, Ant-Man and Wasp switch things up as they gain Stealth to keep themselves hidden.  On these two clicks, Outwit is in their damage slot, making Ant-Man and Wasp a good support figure.  Super Senses is traded for Toughness in this section of the dial.

End-dial, Ant-Man and Wasp have Plasticity and Poison back on their dial.  Toughness keeps them safe from some damage for the rest of their dial.  Ant-Man and Wasp also see Exploit Weakness return to make sure damage goes through.  On their final click, Ant-Man and Wasp also have Charge return as they make one last-ditch run at your opponent!

Ant-Man and Wasp possess the Avengers and Scientist keywords, as well as a 5 range.  At 168 points, Ant-Man and Wasp will be a solid investment on most forces.  Ant-Man and Wasp also possess the Duo combat ability, which now has a new ability added to it.

As before, the Duo combat ability grants a figure the Duo Attack ability, which allows it to make a second attack with a -1 modifier to damage.  It now also allows the possessor of the Duo combat ability to use Split.  Let’s take a look at Split. 

Split   Give this character a power action if it has no action tokens.  Simple enough.  Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card.  Pick one or more names off the list; for example, “Ant-Man” or “Wasp.”  The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value  In this case the point value is 168 points, and any figure named “Ant-Man” and “Wasp” that total 168 points or less would qualify. (unless those characters previously used the Merge ability to be replaced by this character).  You can Merge 2 characters that cost more than the Duo figure you are Merging into, see below.  It doesn’t come into play with Ant-Man and Wasp, but it will with other figures. Replacement character(s) are assigned an action token and can’t be given an action this turn.  Pretty simple, since they took a power action to split.  Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line.  For example, if the Duo is on click number 5 then the figures that are Split from it must come in on click number 5, or five clicks from the starting line if it does not have a numbered dial.  Also, if a figure has multiple starting lines, you can choose to use any one that fits and count clicks from that line.  If you choose to use an older Duo figure, like #060 Cap and Bucky from the Avengers set, just count your clicks.  This ability can’t be countered.  Again, simple enough.  Something that may not be obvious is that you can use the Split ability to split a duo figure into only one figure, points permitting, but that lone figure won’t be able to use the Merge ability.  Also, points permitting, you can Split into more than two figures.

For reference:

Qualifying Name      orQualifying Real Name
Ant-ManHank Pym
WaspJanet Van Dyne

 

The standard attack symbol also has a new addition to it, called the Merge ability.

Merge  When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character.  Not too complicated.  If any combination of the characters listed above are adjacent, and none have action tokens, they may combine to form a Duo figure.  Pick the figure you are giving a free action to and this Duo begins play on the same number of clicks from the starting line.  Note that you can give any figure the free action to pick the click the Duo is on.  The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character.  So it has to be either an even swap or you have to give up some points to make the Duo. (Unless that Duo character previously used the Split ability to be replaced by these same characters). If Ant-Man and Wasp had Split earlier, they can Merge.  The Duo character can’t use the Split ability this turn.  This is so you can’t Merge to heal a figure, and then Split right away. This ability can’t be countered.  Again, easy enough.

All three of these new abilities, Tiny size, Split and Merge will be on this year’s new Powers and Abilities Card.  In the 2012 Core Rulebook, replacement characters are a defined portion of your force.  They are revealed at the beginning of the game and possibly will be limited to a specific number per force.  There will be a Duo-Guide released around the same time as Chaos War that will provide the character/real names for all pre-existing Duos, to make these figures in your collection easier to use.

That is all for today.  Be sure to come back on Wednesday as we continue to explore the Marvel HeroClix: Chaos War set when we take a look at three figures from the chart above that Ant-Man and Wasp can Split into! Until then, keep your clix off their K.O.’s!