Greetings HeroClix Fans!
Today’s preview from DC HeroClix: DC 10th Anniversary examines the power of Willpower in the DCU. We are happy to showcase two heroes who have gone by the name Green Lantern!
The Alan Scott version of Green Lantern, and figure #011 in the set, begins play with multiple ways to be of use to his team. Telekinesis will allow Green Lantern to manipulate figures and objects on the map, providing important board control. Running Shot and his 7 range lets Green Lantern get into position while attacking an opposing figure. Once in a useful position, Range Combat Expert will allow him to unleash the full power of his energy at a target of your choice. Green Lantern has little fear of taking pushing damage as Willpower is on the first half of his dial.
In the middle of his dial, his powers begin to shift as Running Shot is gone, and Telekinesis leaves shortly thereafter. Willpower is replaced by a couple of clicks of Barrier, as Green Lantern uses his ring to protect his allies. Range Combat Expert continues through this part of Green Lantern’s dial.
End-dial, the ability to move and attack returns to Green Lantern’s dial as he uses Charge to take the fight up close and personal. Once there, he keeps the blows coming with Close Combat Expert on his last 2 clicks. Barrier is replaced with a closing click of Willpower.
Green Lantern has the All-Star Squadron, Gotham City, Justice Society, and Mystical keywords, giving him plenty of named theme team options. The JSA team ability will allow him to share defense values with other friendly figures using this team ability. At 93 points, Green Lantern will be useful on any force you include him on.
As do all pairs in this set, the early version of Green Lantern possesses the Battlefield Promotion trait. Pass the Torch reads: “When Green Lantern 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 10th #004 Green Lantern on the same click number.”
First off, the Hal Jordan version of Green Lantern has a trait that gives him something never before seen on a DC HeroClix; a removable element called Construct, which he begins the game without. Construct allows Green Lantern to use Barrier, and after actions resolve, attach the Construct, and as a free action, make a close combat attack targeting a character adjacent to a square with a barrier marker in it. As long as the Construct is attached, Green Lantern can use Energy Shield/Deflection and Close Combat Expert. When Green Lantern takes damage or uses Close Combat Expert, remove the Construct.
The Green Lantern begins play with some similar tactics. Running shot will allow Green Lantern to move and attack, while Telekinesis will allow him some opportunities for board control. The Indomitable combat ability will allow Green Lantern to act without fear of pushing damage. Leadership allows Green Lantern the potential to add an extra action to you action pool, as well as remove an action token from an adjacent friendly character of a lesser point value. Also on his opening click is his only click of Invulnerability. On his second click, Green Lantern gains the use of Penetrating/Psychic Blast for a couple of clicks. Toughness becomes his damage reducer of choice for a good chunk of his dial.
Mid-dial, Running Shot skips a click, and Green Lantern replaces Penetrating/Psychic Blast with Energy Explosion. Green Lantern also picks up a special power that will be on most of the rest of his dial, inspired by his oath, In Brightest Day. This special power allows hindering terrain within 6 squares of Green Lantern to be considered clear terrain for line of fire purposes for your turn.
At the end of his dial, Green Lantern loses all of his powers previously on his dial except for In Brightest Day. Phasing/Teleport will allow Green Lantern to move about with ease, where ever his special power and trait will be of the most use to his force.
Green Lantern has plenty of named and generic theme team option with the Coast City, Green Lantern Corps, Justice League, Pilot, and Soldier keywords. Green Lantern also has the Green Lantern team ability, allowing him to carry his own support crew with him, and at 145 points, there is plenty of room for them. An 8 range will provide Green Lantern to make range attacks from a good distance from his enemies.
That’s all we have for today, but be sure to join us next week as we start our previews off with a winged warrior with a penchant for upsetting emerald archers. Until then, keep your dials off their K.O.’s!