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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: Robin and Nightwing!

Greetings HeroClix Fans!

For today’s DC HeroClix: 10th Anniversary preview, we take a closer look at two heroic identities used by Dick Grayson after Bruce Wayne took him on as his crime-fighting partner.  First up, please welcome Robin!

 

Robin comes in at 52 points and has a range of six with one target.  His dial features Leap/Climb on every click of his movement slot as he swings through Gotham City.  Robin’s attack slot begins with three clicks of Incapacitate and ends with two clicks of Smoke Cloud.  Defensively, Robin starts with two clicks of Willpower.  Mid-dial, he switches to Combat Reflexes to show that he’s been trained by the best.  His last two clicks feature no defensive powers.  In his damage slot, Robin sports Enhancement on all but his last two clicks.

As added protection, Robin has the Batman Ally team ability, which lets him use Stealth.  He also has a handful of keywords that provide options when incorporating him on themed teams.  A full dial of Leap/Climb and three opening clicks of Incapacitate make Robin an excellent tie-up character for your heavy hitters.

Finally, Robin has a trait, Battlefield Promotion: Nightwing, which allows him to upgrade into his current heroic identity when he hits one or more opposing characters and receives a Promotion Token.  When Robin receives a Promotion Token, he may then roll a d6 that can’t be rerolled.  If the result of the roll is 8 or higher, replace him with #007 Nightwing on the same click number.

Nightwing weighs in at 94 points and has the Improved plus on his base.  His card shows that he has an Improved Movement ability, Acrobat, which allows him to ignore hindering terrain and characters while moving.  In addition, Nightwing begins play with a trait, A Leader on any Team, which makes him a wild card.  (He also possesses the Batman Ally team ability.)  When you reveal your force, choose a friendly character’s keyword and Nightwing possesses that keyword for the rest of the game.  In addition, Nightwing can use Leadership but only removes action tokens from characters using a team ability that Nightwing can use.

Nightwing begins with the combination of Charge and Quake on the first three clicks of his dial.  In his defense slot, he starts with two clicks of Combat Reflexes to show his years of experience as a crime fighter.  On his third click, Nightwing switches to Willpower to let his opponents know that he has stamina like the Dark Knight!  In his damage slot, Nightwing starts out empty but then picks up Perplex on his next two clicks.

On the back half of Nightwing’s dial, he trades Charge for three clicks of FlurryCombat Reflexes returns for two more clicks before making way once again for WillpowerQuake reappears on Nightwing’s last click while Outwit occupies his damage slot for his last two clicks.

Nightwing has a handful of keywords that make team building a snap.  His point value and combat values make him an ideal close-combat attacker and his trait transforms him into a valuable member of many different teams.

That’s all for now!  Join us again next week as we unveil new secrets and surprises from upcoming HeroClix releases!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: The Flash & The Flash!

Greetings HeroClix Fans!

Today we continue our previews for DC HeroClix: 10th Anniversary by looking at two Scarlet Speedsters from Central City.  First, we harken back to the golden age of comics to check in with Jay Garrick, The Flash!

 

The Flash #018 pays homage to one of the first figures in the game to have Hypersonic Speed, The Flash #128 from DC HeroClix: Hypertime.  Coming at 6 clicks long, The Flash shows that he is the original Speedster with Hypersonic Speed on every click, with movement stats from 16 to 12, out pacing most figures that can use it in modern age.

The Flash has decent stats for 86 points, and his first two clicks of 18 printed defense will allow him to utilize his JSA team ability to great effect, while still being an effective harassment piece.  The Celebrity, Central City, Justice Society, Past and Politician keywords will allow him plenty of generic and named theme team options.

Like all pairs of figures in DC HeroClix: 10th Anniversary, The Flash #018 has the Battlefield Promotion mechanic, allowing him to replaced with a different figure in this set.  Battlefield Promotion: Pass the Torch When The Flash hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC HeroClix: 10th Anniversary #010 The Flash on the same click number.

Wally West is the The Flash #010.  He has an Improved Movement ability called Vibrate Through, allowing him to ignore Hindering terrain for movement purposes.  This will come in very handy with a near full dial of Hypersonic Speed.  Super Senses and an opening 18 defense will make The Flash challenging to retaliate against.  The Flash can use the Perplex on his first click wherever it will be most useful to himself or his allies.  On his second click, only two things change: The Flash gets faster, and he trades Perplex for his first special power, Mach 3 Punch, that makes it so damage he does can’t be reduced below 1.

Mid-dial, The Flash switches things up a bit as he trades special powers, this one called So Fast You Didn’t See the Hits.  This special power allows The Flash to use Charge and Flurry, with the added benefit of being able to use Exploit Weakness when he uses Charge!  On click 5, The Flash has a speed value of 15, allowing him to Charge an amazing 8 squares!  As this special power will most likely have the The Flash in close combat, the appearance of Combat Reflexes on the first two clicks of it will be very helpful.

As his speed begins to wind down, The Flash has Willpower on his last two clicks.  His last click sees the return of Hypersonic Speed and Perplex. 

The Flash has the Central City, Justice League, Police, and Teen Titans keywords, giving him a good selection of theme team options.  The JLA team ability will allow him to be given move actions without taking from your action pool.  At 105 points, The Flash brings solid stats, and with his Perplex and special powers, the potential to crack damage reducers on every click.

That’s all for now.  Be sure to come back soon as we continue to show off new figures from upcoming HeroClix sets!

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Marvel HeroClix 10th Anniversary Preview

Marvel HeroClix 10th Anniversary: Storm, Mistress of Elements

Greetings HeroClix Fans!

Our series of previews for the Marvel HeroClix: 10th Anniversary set continues with a look at a woman who has been a thief in Cairo, a leader of the X-Men and Morlocks, and queen of the African nation of Wakanda.  Please welcome the windrider, Storm!

This 10th Anniversary incarnation of Storm pays its respects to her counterpart from the Marvel HeroClix: X-Men Danger Room starter set and comes into play at 59 points.  Like other characters in the Marvel HeroClix: 10th Anniversary set, Storm has a Battlefield Promotion trait that allows her to switch to a Modern Age version of her character.  We’ll go into more detail on the trait later; for now, let’s look at Storm’s dial!

 

Storm starts her dial with two clicks of Stealth to represent her time as young thief in Cairo.  On her first click, she also has Ranged Combat Expert to showcase her control over Mother Nature’s fury.  Ranged Combat Expert appears on Storm’s first three clicks.  On Storm’s last two clicks, she also picks up Force Blast as she summons powerful winds that can move even the most steadfast opponents!

Starting on Storm’s second click, she gains Energy Explosion as she hurls ball lighting at opposing characters within her range of eight.  Energy Explosion remains on Storm’s dial until her last click, when she switches to Smoke Cloud and summons a mist to conceal herself and her teammates.  Defensively, Storm gains Energy Shield/Deflection on her third click and keeps that power for the rest of her dial.

This version of Storm has the Deity, Morlocks, Ruler, and X-Men keywords to provide options when team building.  She also has the X-Men team ability.  Her low cost and damage output make her an excellent choice for many forces.

We mentioned earlier that Storm had a trait, Battlefield Promotion: Storm.  When Storm hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on Storm’s character card.  On a result of 8 or higher, you may replace this character with #020 Storm on the same click number.

 

Our Modern Age Storm comes in at 98 points and begins play with a trait, Royal Duo.  If a friendly character named Black Panther is adjacent to Storm, both modify their defense values by +1 if not already modified by this effect.

In comparison to her Golden Age counterpart, #020 Storm has a range of seven and can target two characters with ranged attacks.  She begins her dial with three clicks of Running Shot in her movement slot, then follows that with Stealth for two clicks as she once again calls upon her experience as a thief in Cairo.  In Storm’s attack slot, Penetrating/Psychic Blast bookend her dial as she throws focused lightning at her opponents.  Pulse Wave appears on Storm’s second and third clicks.

Storm’s defensive slot starts with a special power, Windrider, which allows her to use Super Senses.  In addition, when Storm has no action tokens she can use Energy Shield/Deflection and may use Force Blast as a free action.  Windrider appears on Storm’s first three clicks, then returns on her final click.

Before she became an X-Man, Storm was worshipped as a goddess in Africa’s Serengeti.  Thus, Leadership appears in the first click of Storm’s damage slot.  That’s followed by two clicks of Ranged Combat Expert.  This power also appears on her last click.  Storm also defeated Callisto for control of the Morlocks and bested Cyclops in combat for leadership of the X-Men.  Against Cyclops, Storm won without the use of her powers.  To represent her combat prowess, Storm has two clicks of Close Combat Expert to show her opponents exactly how she earned the right to lead!

Storm has an array of generic and named keywords that offer plenty of options when team building.  She also has the X-Men team ability.  At 98 points, she still leaves room for other attackers and support characters on a force.

Thank you for reading!  Please join us next time when we take a look at a character that shares a lot in common with Storm but often assembles with some of Earth’s mightiest heroes.  Until then, keep your Clix off their KOs!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversay: Catwoman!

Greetings HeroClix Fans!

We continue our series of previews for the DC HeroClix: 10th Anniversary set by highlighting Gotham City’s classiest cat burglar and an on-again, off-again love interest of the Caped Crusader.  Please welcome Selina Kyle, aka Catwoman!

The 10th Anniversary Catwoman’s dial is inspired by her DC HeroClix: Unleashed counterpart and comes in at 35 points.  This anniversary version of Catwoman starts with a click of Stealth in her movement slot to show that she’s a thief at heart.  She then drops Stealth and gains Leap/Climb on her next three clicks as she makes the purrfect getaway!

In her damage slot, Catwoman bares her diamond-tipped claws (Exploit Weakness) on all but her last two clicks.  Defensively, Catwoman starts with two clicks of Willpower, then follows up with two clicks of Super SensesCatwoman’s last two clicks are unusual in that her movement, attack, and damage values are zeroes.  However, Catwoman also has Regeneration on both clicks to help her stay in the game.

You’ll want to keep Catwoman around long enough to use her Battlefield Promotion: Catwoman trait.  When Catwoman hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on Catwoman’s character card.  On a result of 8 or higher, replace #008 Catwoman with #015 Catwoman on the same click number.

Catwoman has a range of two and has the Animal and Batman Family keywords.  At only 35 points, she leaves plenty of room on a force for other attackers and support characters.

Now that we’ve seen the Golden Age version of Catwoman, let’s take a look at her Modern Age counterpart!

 

This version of Catwoman comes in at 68 points and, like #008 Catwoman, has a range of two.  She also begins play with a trait, Bad Luck When I Cross Your Path, which prevents other characters who are assigned a relic or a resource and are within six squares of Catwoman from using the effects of the relic or resource.

Catwoman begins her movement slot with three clicks of a special power, Burglar, which lets her use Leap/Climb and Stealth.  Burglar is followed by three clicks of regular use of Leap/Climb.  In her attack slot, Catwoman keeps her claws sheathed until she reaches the middle of her dial.  At that point, she picks up two clicks of Blades/Claws/Fangs to potentially dish out extra damage to anyone foolish enough to get near her.

Defensively, Catwoman starts with two clicks of Super Senses as she stays three steps ahead of her opponents.  Mid-dial, Catwoman shows that she’s a ferocious fighter via three clicks of Combat Reflexes.  On her last click, Catwoman gains Regeneration as she calls upon one of her nine lives to keep her in the fight.  Two clicks of Close Combat Expert bookend the front and back of Catwoman’s dial and represent her training from Wildcat.  Mid-dial, she switches to Outwit just to show that she’s smarter than you.

Catwoman has the Calculator team ability, which makes her a Wild Card, and the Birds of Prey, Gotham City, and Martial Artist keywords.  At 68 points and with a trait that prevents other characters within six squares from using a relic or a resource assigned to them, Catwoman makes a great choice for many teams.

Thanks for reading!  Join us next week as we continue with even more exciting HeroClix previewsUntil then, keep on Clixing!

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Marvel HeroClix 10th Anniversary Preview

From The X-Men to Cosmic Force of Nature: Marvel Girl and Dark Phoenix!

Greetings HeroClix Fans!

Our series of previews continues for the Marvel HeroClix: 10th Anniversary set with a visit to the Jean Grey School for Higher Learning (formerly the Xavier Institute for Higher Learning) as we spotlight the school’s namesake.  Please welcome one of Professor Charles Xavier’s original students, Marvel Girl!

As a charter member of the very first HeroClix set, Infinity Challenge, the 10th Anniversary incarnation of Marvel Girl pays homage to her original appearance in the game.  Marvel Girl comes into play at 54 points and has the X-Factor and X-Men keywords, along with the X-Men team ability.

Marvel Girl begins her dial with Telekinesis on each of her five clicks.  She also has a full run of Energy Shield/Deflection to show her defensive use of TK.  On Marvel Girl’s first click she has Support to heal any teammates who need help.  At the end of her dial, Marvel Girl gains Mind Control as she mentally nudges opposing characters into doing her bidding.

Like other characters in the Marvel HeroClix: 10th Anniversary set, Marvel Girl has a Battlefield Promotion trait that allows her to be replaced with a Modern Age version of herself.  With the Battlefield Promotion: Dark Phoenix trait, when Marvel Girl hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  When Marvel Girl is KO’d, you may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on her character card.  If the result is 8 or higher, you may replace her with #021 Dark Phoenix on her yellow starting line.  On a result of 10 or higher, the replaced character begins on the blue starting line.  If you roll a six and the result is 12 or more, Dark Phoenix begins on the green starting line.

The cosmic entity known as Dark Phoenix can be played at 300, 200, and 100 points.  Dark Phoenix’s 200-point starting line is on click four.  Her 100-point starting line is on click seven.  Regardless of where she starts, Dark Phoenix has a range of 10 and can target three characters with her ranged attacks.  She also has a trait, The Darkness Within, which lets her use Super Senses but she only evades attacks on a result of 6.  In addition, when Dark Phoenix KO’s an opposing figure you may heal her of 1 damage.

Dark Phoenix is fire and life incarnate and therefore begins her dial with Hypersonic Speed in her movement slot.  She then switches to two clicks of Running Shot that announce her status as a space-born entity!  This series of powers repeats itself on clicks four to six.  On click seven, the cycle reverses itself as Dark Phoenix retains Running Shot for two clicks and follows up with a click of Hypersonic Speed.  On Dark Phoenix’s last click, she gains Earthbound/Neutralized as she realizes the end is near.

When the Phoenix Force took control of Jean Grey’s body, it amplified the powers Marvel Girl already possessed and introduced some new ones.  Dark Phoenix begins her attack slot with a click of a special power, Jean’s Not Here Anymore, which allows her to use Pulse Wave and Telekinesis and represents this boost in offensive abilities.  Jean’s Not Here Anymore also appears on her fifth, seventh, eighth, and tenth clicks.  On Dark Phoenix’s second and fourth clicks she revels in the rapture of destruction (Energy Explosion) she has brought upon her enemies.  On Dark Phoenix’s last click, her Marvel Girl persona regains control and is represented via Telekinesis.

In Dark Phoenix’s damage slot, she picks up Outwit on her second click.  Outwit also appears on her fifth, seventh, and eighth clicks.  On her last click, Dark Phoenix gains Battle Fury as the Phoenix Force struggles with Marvel Girl for control of the host body.

Defensively, Dark Phoenix begins with two clicks of Impervious, then follows with a pair of Invulnerability clicks.  That’s followed by two clicks of Toughness.  At the halfway point of Dark Phoenix’s dial, two more clicks of Invulnerability appear, followed by another pair of Impervious clicks.  A special power, My Sacrifice Saves You All, appears on Dark Phoenix’s last click.  When this special power is revealed, stop turning the dial.  Dark Phoenix can’t use Super Senses.  When she takes damage, heal all other friendly characters that share a keyword with Dark Phoenix of 2 damage.

Dark Phoenix has the Cosmic, Deity, and X-Men keywords and the Power Cosmic team ability.  She can be a force of one on her 300-point level but leaves some room for teammates on her 200- and 100-point incarnations.  Dark Phoenix is also a Unique, as noted by the silver ring around her base and on her character card, so only one may be added to your force.

That’s all we have today!  Join us for our next Marvel HeroClix: 10th Anniversary preview as we visit with another member of the X-Men who has been worshipped as a deity.  Until then, keep on Clixing!

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DC HeroClix 10th Anniversary Preview

DC HeroClix: 10th Anniversary – Blue Beetle!

Greetings HeroClix Fans!

Bwah-ha-ha-ha-ha! We continue our series of previews for the DC HeroClix: 10th Anniversary set by shining the spotlight on a wisecracking member of Justice League International who is also one-half of the “Blue and Gold” team with Booster Gold.  Please welcome Ted Kord, better known as Blue Beetle!

This version of Blue Beetle comes in at 55 points and is based on his appearance in the DC HeroClix: Hypertime set.  Blue Beetle starts with three clicks of Force Blast in his movement slot to showcase his Judo skills.  Leap/Climb appears on his last two clicks and represents his daily superhero training.  Defensively, Blue Beetle starts with three clicks of Toughness to represent the protective suit he created.

Blue Beetle’s primary weapon (aside from his sense of humor), the BB Gun, is represented in his attack slot.  BB Gun, Setting 1 (Energy Explosion) appears on the first three clicks of Blue Beetle’s dial while BB Gun, Setting 2 (Incapacitate) shows up on his fourth click.  Blue Beetle also has the Sharpshooter combat ability, which allows him to make ranged attacks while adjacent to opposing characters, and a range of seven with three targets.

This version of Blue Beetle has a mix of generic and named keywords (Birds of Prey, Justice League International, Martial Artist, and Scientist) that make it easy to incorporate him on many teams.  Like other characters in the DC HeroClix: 10th Anniversary set, Blue Beetle also has a Battlefield Promotion trait that allows him to switch into a Modern Age version.  With Battlefield Promotion: Pass the Torch, when Blue Beetle hits one or more opposing characters, place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  On a result of 8 or more, replace #016 Blue Beetle with #009 Blue Beetle on the same click number.

After Ted Kord was brutally murdered by Maxwell Lord, Jaime Reyes took up the name Blue Beetle and continued his predecessor’s legacy.  This version of Blue Beetle clocks in at 94 points and begins play with a trait called The Scarab.  With this trait, the first time in a game when Blue Beetle would take three of more damage from an attack, he does not take the damage and is instead given an action token.

Blue Beetle starts his dial with two clicks of Running Shot in his movement slot and Toughness in his defense slot.  He also has a range of six and can target one character with ranged attacks. To represent his adjustment to the Scarab that grants him his powers, Blue Beetle starts with the ability to attack with Mystical Energy (Penetrating/Psychic Blast) on his first click, then is surprised by his use of Pulse Wave on click two.  A special power, Dimensional Perception, appears for two clicks in Blue Beetle’s damage slot that allows him to use Probability Control, but only for attack rolls where he is the attacker or a target of the attack.

Mid-dial, Blue Beetle retains Toughness for one more click, then switches over to Willpower for two clicks as he honors Ted Kord’s legacy. On those same two clicks, he gains Enhancement to help boost damage values of adjacent friendly characters. In his attack slot he gains another special power, The Scarab Awakened.  At the beginning of your turn, roll a d6.  On a result of 5-6, until your next turn Blue Beetle modifies his attack value by +2, can use Blades/Claws/Fangs, and possesses Battle Fury. The Scarab Awakened appears for two clicks.

On Blue Beetle’s last two clicks, Pulse Wave and Penetrating/Psychic Blast respectively return to the attack slot. Phasing/Teleport becomes his movement power of choice while Outwit appears in his damage slot on click five. On click six, Dimensional Perception takes over for Outwit in the damage slot while Regeneration appears as his defense to show Max Lord that this Blue Beetle’s not going away anytime soon!

Blue Beetle has the Mystics team ability and a trio of keywords (Armor, Mystical, and Teen Titans) that offer options when team building.  At 94 points and with a pair of fun special powers, Blue Beetle makes an effective attacker for many teams!

That’s all we have today! Please join us next time for our next DC HeroClix: 10th Anniversary preview.  Until then, don’t leave Guy Gardner alone with your Clix!

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Marvel HeroClix 10th Anniversary Preview

From Yancy Street to Avengers Mansion: The Thing!

Greetings HeroClix Fans!

Welcome back to another exciting preview from the Marvel HeroClix: 10th Anniversary set!  Today we visit Aunt Petunia’s favorite nephew, the ever-lovin’, blue-eyed Thing!

 

The Thing #011 begins play doing what any good Thing should do: running full-steam into battle, using the always useful (and character accurate) Charge.   Super Strength allows him to grab an object on the go and pummel his foe with it!  His Indomitable combat ability will allow him to do it again next turn with no fear of pushing damage, or at the least hit his target again with The Thing’s printed 11 attack and 4 damage!  Impervious helps protect The Thing from his opponent’s attack damage, if not avoid it outright.

Mid-dial, The Thing loses the ability to move and attack for now, and then sees the end of his Super Strength.  Invulnerable takes the place of Impervious, as The Thing continues to reduce damage dealt to him thanks to his rocky hide.

At the end of his dial, The Thing is down to his Indomitable will and his charm as The Thing demonstrates his determination to defeat a foe with Toughness and one last click of Charge.

The Thing pays homage to the veteran Thing #078 from Marvel HeroClix: Fantastic Forces and possesses the Celebrity and Fantastic Four keywords, while the Fantastic Four team ability allows him to heal if a friendly character is using this team ability when they are K.O.’ed.

For 82 points, The Thing is a solid brick type of figure that will leave plenty of room to build around.  As with all of the early-appearance figures in Marvel HeroClix: 10th Anniversary, The Thing possesses a Battlefield Promotion trait that allows him to transform to his modern version.  When The Thing #011 hits on opposing character, you may place a Promotion Token on his character card after actions resolve.  You may roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  If the result is 8 or higher, The Thing #011 may be replaced with Thing #003 on the same click number.

Thing #003 goes into battle the same way as The Thing #011: using Charge and Super Strength to take the fight straight to your opponent!  Thing also has an opening click of Impervious to reduce or avoid attacks.But Thing has something The Thing (#011) didn’t have: Shape Change to represent his “disguise” (consisting of a trench coat and hat!).  On his second click, Thing can still use Charge and now his damage reducer of choice is Invulnerable.  Super Strength is now part of his special power, Lemme Grab Somethin’.  In addition to Super Strength,  Thing can be given a standard light object after he resolves a move action, if he began his move action without an object or action token.

On his third click, Thing sees his last click of Charge.  Lemme Grab Somethin’ is still here, and Impervious returns for a couple of clicks.  Also on this click, Thing sees his first click of Quake, which will be sprinkled though out more of his dial.

Mid-dial, Thing switches things up as Flurry shows up for a few clicks, to allow him to make two close combat attacks.  Thing has his last click of Impervious at this point.  After this, Thing gets back Quake and Invulnerability for two clicks.

At the end of his dial, Thing gains the ability to potentially lock down adjacent opposing characters, or improve the chances of beating a hasty retreat with Plasticity for the rest of his dial.   Thing has his last click of Quake, Invulnerability and Lemme Grab Somethin’.  Thing closes out the last two clicks of his dial with Toughness.

Thing has a host of keywords, to fit on many theme teams, including Avengers, Fantastic Four, Celebrity, Soldier and Brute.  Thing also possesses the Fantastic Four team ability.  At 128 points, with the ability to break through damage reducers on every click, and solid combat values and powers, Thing will be a great addition to whatever force you include him on.

That’s all we have for today, but be sure to join us later in the week as we showcase two generations of hero with a penchant for caerulean Coleoptera!  Until then, keep your clix off their K.O.’s!

 

 

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: Batgirl and Oracle!

Greetings HeroClix Fans!

Today we continue our previews of DC HeroClix: 10th Anniversary with one of Gotham City’s most popular and prominent caped crusaders, Barbra Gordon, the Batgirl!

Batgirl begins play moving about the map with ease by using her Leap/Climb, and as she possesses the Batman Ally team ability, her use of Stealth won’t be hindering her mobility at all.  If there is no hindering terrain available, Batgirl can use Smoke Cloud to provide some for herself and any allies also using the Batman Ally team ability.  Combat Reflexes will make her harder to hit in close combat.  On her second click, Batgirl switches things up a little as she shows her fighting spirit with Flurry to pummel her foes.  Perplex also shows up to be applied to whatever combat value will most help her or her allies.  As Batgirl loses her Smoke Cloud, she goes back to Leap/Climb, which she will continue to alternate between with Flurry for the rest of her dial.

At the end of her dial, Batgirl sees her last click of Combat Reflexes, and sees a new power on her dial, Incapacitate, allowing her to attack in close combat or use her printed 4 range.    On her last click Batgirl has one more click of Perplex. 

Paying homage to DC HeroClix: Unleashed #050, Batgirl has the Batman Family, Gotham City, and Martial Artist keywords, giving her some useful theme team options.  At 42 points, she will be a useful support figure on any team you choose to include her on.

And like all of the “early appearance” character versions found in this set, Batgirl (#006) has a trait linking his two figural representations together.   Battlefield Promotion: Oracle which states ” When Batgirl hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC10th Oracle on the same click number.”

Let’s have a look at Oracle, shall we?

First off, Oracle has a trait called My Eyes Are Everywhere.  This trait states “If Oracle is not adjacent to an opposing character and is either in her starting area or on elevated terrain, she can draw lines of fire and count range and squares from the square of any single friendly character that has the Batman Family, Birds of Prey or Justice League keyword.”

Oracle has a special power called The Mystery of the Oracle.   This power allows Oracle to be given a power action to choose Outwit, Perplex, or Probability Control. She can use the chosen power until the beginning of her next turn.  This power runs the entire length of her dial.  Keeping Oracle in relative safety is her Batman Ally team ability, allowing her to use Stealth.  A mix of Willpower, representing her never give up attitude, and Combat Reflexes, (she is a trained martial artist and has developed amazing upper body strength due to her wheelchair) are the other powers on her dial.

Oracle has the Batman Family, Birds of Prey, Gotham City, Justice League, and Martial Artist keywords, giving her plenty of theme team options, but the most useful are the ones that work with her trait.  At 73 points, Oracle is sure to be a valuable asset to your force.

Thanks for reading and be sure to check back soon as we continue to preview figures from more exciting HeroClix releases coming soon to a store near you!

 

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DC HeroClix 10th Anniversary Preview

Superman’s Greatest Foe: Lex Luthor!

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: 10th Anniversary set preview has gone through many changes over the years – he was even President of the United States at one point – but one constant has remained: Destroy Superman!  Please welcome Lex Luthor!

Up first is a version of Lex Luthor that pays homage to his initial HeroClix appearance in the DC HeroClix: Cosmic Justice set.  This Golden Age version of Lex Luthor even sports red hair, just as the character did in his early appearances in Action Comics!

Lex Luthor comes into play at 87 points and has the Superman Enemy team ability.  A good mix of generic and named keywords ensures that Lex Luthor can be included on many forces.  He begins his dial with Mastermind in his defensive slot on each of his five clicks.  Offensively, Lex Luthor has a consistent set of attack values that never dip below 9 and feature two opening clicks of Poison.

In his damage slot, Lex Luthor begins with a click of Leadership as a nod to his time in the Oval Office.  That’s followed by two clicks of Perplex, which depict Lex Luthor’s tendency to help others (as long as his own goals are furthered).  On Lex Luthor’s last two clicks, he picks up Flurry in his movement slot and drops Perplex in favor of a Kryptonite Ring (Outwit) in his damage slot.

Like other figures in the DC HeroClix: 10th Anniversary set, #013 Lex Luthor has a Battlefield Promotion trait that allows him to upgrade into a Modern Age version of himself.  When Lex Luthor hits one or more opposing characters you may place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 to the result for each Promotion Token on the character card.

If the result is 8 or higher, #013 Lex Luthor is replaced with #020 Lex Luthor and the figure begins its dial a number of clicks from its blue starting line equal to the number of clicks #013 Lex Luthor was from its starting line.  If the result is 10 or higher, replace this character on the same click number.

 

The Modern Age Lex Luthor (#020) depicts the Man of Steel’s nemesis in his green-and-purple battle armor and can be played at either 160 or 100 points.  When played at 100 points, the figure begins its dial on click three.  At 160 points, Lex Luthor hits the battle map with a trait, Part of My Personal Inventory.  Once per game, Part of My Personal Inventory allows Lex Luthor to be given a power action to place a special object whose name includes “Kryptonite” from outside of the game in an adjacent square.

This version of Lex Luthor begins play with two clicks of a special power, Boom Tube Sneak Attack, which allows him to use Phasing/Teleport.  When he does, he may be given a ranged combat action as a free action after actions resolve if he moved half his speed value or less.  Mid-dial, Lex Luthor drops Boom Tube Sneak Attack in favor of his booster jets (Charge).  Boom Tube Sneak Attack returns on his last two clicks.

In his attack slot, Lex Luthor starts with a pair of Penetrating/Psychic Blast clicks that make good use of his range of six.  He then gains another special power at the heart of his dial, My Hatred Will Never Die, Alien!  With this special power, Lex Luthor deals penetrating damage to characters that possess the Superman Ally team ability or the Kryptonian keyword.  On his last two clicks, Lex Luthor ditches the special power in favor of Pulse Wave!

Defensively, Lex Luthor’s battle armor starts at 100 percent (Impervious) for two clicks but as he moves through his dial, the rating drops to 65 percent (Invulnerability) for two clicks, then 15 percent (Toughness) for his final three clicks.  In his damage slot, Lex Luthor’s status as CEO of LexCorp is represented via three clicks of Leadership.  On his last two clicks he gains Outwit to show that he is a genius who should not be underestimated!

Like his Golden Age counterpart, #020 Lex Luthor has an array of generic and named keywords that make team building easy.  The Calculator team ability gives Lex Luthor further flexibility by making him a Wildcard.  Finally, Lex Luthor’s steady attack values, special powers, and damage-reducing standard powers should make him a viable addition to any force.

Thanks for reading!  Please join us for our next DC HeroClix: Justice League preview as we take a look at a pair of heroes who are full of energy on their own but are a force of nature when they work together!  Until then, keep your Clix off their KOs!

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Marvel HeroClix 10th Anniversary Preview

Invincible Avenger: Iron Man!

Greetings HeroClix Fans!

We continue our series of previews for the Marvel HeroClix: 10th Anniversary set by checking in with the financial backer of, and a founding member of the Avengers, he is the Invincible Iron Man!

Iron Man #009 begins play taking the fight to your opponent with Running Shot.  Iron Man can do his printed 3 damage, or opt to use his 7 range with two targets with Incapacitate.  Outwit will deprive an opposing figure of a key power, while Invulnerable will provide him some protection from counter attack.  On his second click, the only changes on Iron Man’s dial are a reduction of 1 for his attack value, and swapping Invulnerability for Toughness. 

Mid-dial, Iron Man has another power that works well with his 2 targets as he picks up a decent run of Energy Explosion.  Three clicks of Force Blast will keep opposing figures at bay.  This power will be handy as Iron Man is primarily a range combat piece, as he has Energy Shield Deflection to make him harder to hit at range, and Range Combat Expert to hit harder from range.

Iron Man has the Armor, Avengers, and Scientist keywords, so he will fit on a few popular theme teams.  At 101 points, Iron Man is a solid secondary attacker on any force, and should be able to take advantage of his Avengers team ability.

Like the other classic versions of characters in the Marvel HeroClix: 10th Anniversary set, Iron Man has a Battlefield Promotion trait which allows him to transform into a Modern Age counterpart: “Battlefield Promotion: Iron Man When Iron Man hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, you may replace this character with Marvel HeroClix: 10th Anniversary #009 Iron Man on the same click number.”

Our more modern Iron Man possesses a trait called Adaptive Armor, that lets him ignore damage dealt by a figure assigned a resource or relic, and roll a d6, and on a result of 1-3, Iron Man is dealt 1 unavoidable damage.  This ability can’t be ignored.

Iron Man #009, can be played at either 225 or 125 points, and like his predecessor, begins play with Running Shot.  Iron Man can either use his printed 4 damage to target up to two opposing figures, use Energy Explosion with his 8 range and two targets, or use the Pulse Wave given to him by his damage special power, called The Futurist, that also allows the use of Perplex!  If you can’t decide which power to use this turn, his Indomitable combat ability will allow him to act next turn with no fear of pushing.  Impervious will allow Iron Man to reduce damage, if not ignore it completely.

On his second click, has mostly the same power set, but Iron Man gains more penetrating damage with a click of Penetrating/Psychic Blast.  His third click sees Impervious give way to Invulnerability, and Iron Man loses The Futurist, but picks up a new special power in his attack slot named for his most recent company, Stark, Resilient.  This special power allows Iron Man to use both Outwit and the Sharpshooter combat ability.

Mid-Dial is where we find Iron Man’s 125 point starting line.  At this point, Iron Man has his last click of Running Shot, and Impervious returns for one more click.   On both this and his next click, Iron Man has Penetrating/Psychic Blast and standard Perplex.  At this point in his dial, Force Blast shows up for the rest of his dial, and Invulnerability returns for a couple of clicks.

At the end of his dial, Iron Man continues to be able to push foes away with Force Blast. But, having an opposing figure adjacent to Iron Man isn’t necessarily a bad thing as he regains his Stark, Resilient allowing the use of Outwit and the Sharpshooter combat ability.  On his last two clicks, Iron Man has Toughness to provide him some damage reduction.

Iron Man #009 has the ability to fit onto many theme teams as he has the Armor, Avengers, Celebrity, Illuminati, S.H.I.E.L.D., and Scientist keywords.    Iron Man also has the Avengers team ability.  With a great selection of powers, and aggressive combat values, Iron Man will be a valuable addition to whatever team build you choose to include him on.

That’s all we have for today, but be sure to join us later in the week as we continue to spotlight even more exciting upcoming HeroClix releases!