DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: The Outsider!

Greetings HeroClix Fans!

We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set!  Today, we take a look at two men who share the same alias but lead different criminal organizations.  First up is Earth 3’s version of Alfred Pennyworth, aka The Outsider!


The Outsider comes into play at 66 points and boasts a five-click dial.  He has a three-square range with a single target and a pair of named keywords (Crime Syndicate and Secret Society of Super Villains) to provide you with options when including him on themed teams.  The Outsider has two printed team abilities:  Calculator allows him to act as a wild card.  The uncopyable Crime Syndicate lets him use Probability Control, but he may place an action token on a friendly character on the battlefield when ignoring a roll when using the team ability.

True to his character, The Outsider works primarily behind the scenes while the rest of his team handles the heavy lifting.  The Outsider hits the battlefield with a trait called A Different Kind of Butler that can keep his teammates cleared of tokens that are assigned through the use of Probability Control.  Themed Team Probability Control (TTPC) and the Crime Syndicate team ability immediately come to mind.  A Different Kind of Butler reads, “When a friendly character uses Probability Control and an action token would be assigned as a result, you may deal The Outsider 1 unavoidable damage instead.”

A Different Kind of Butler is not only helpful by managing action tokens that are assigned through the use of Probability Control, it also helps The Outsider move off his top two clicks and assume a vital role for his team.  We’ll explain why a little later; for now, let’s take a look at The Outsider’s top two clicks.

The Outsider starts his dial with the same mix of powers:  Stealth in his speed slot means you’ll want to play him on a map with plenty of printed hindering terrain.  If that’s not available, The Outsider can create his own hindering terrain by using Smoke CloudWillpower in his defense slot let him ignore pushing damage while Outwit in his damage slot allows him to counter a foe’s power or combat ability as needed.

On clicks 3 and 4, The Outsider’s power set changes up.  Stealth is replaced with Phasing/Teleport and high speed values of 11 and 10, respectively, to move him where he can be at his most beneficial (or disruptive).  Willpower is dropped in favor of Energy Shield/Deflection and defense values of 15.  Support takes over for Outwit, allowing The Outsider to heal his teammates of damage.

Earlier, we mentioned The Outsider taking an active role for his team once he’s off his top two clicks.  A special power called Dimensional Portal replaces Smoke Cloud in The Outsider’s attack slot that lets him yank his teammates out of fight – or into one, depending on your situation.  When you give The Outsider a power action to activate Dimensional Portal, you may place up to two friendly characters that share a keyword with him into squares that are adjacent to him.  The Outsider can then use Smoke Cloud as a free action to provide some cover for his teammates or drop a foe’s attack value by -1.  Characters that are placed adjacent to The Outsider via Dimensional Portal can’t be given non-free actions until your next turn.

On The Outsider’s last click, Dimensional Portal remains but Stealth makes a reappearance.  Regeneration shows up in the defense slot, allowing you to heal back to more useful clicks.

At only 66 points, The Outsider should easily find his way onto many teams.  Again, The Outsider is best used in a supportive role while he’s on his top two clicks, and don’t forget his trait.  When Dimensional Portal shows up on click three, be prepared to bring The Outsider’s teammates along.

We now move away from Earth 3 and look at crime boss Michael Desai, a key figure in the Flashpoint plane of reality.


The Prime version of The Outsider is an uncommon in the DC HeroClix: Justice League – Trinity War set and has a value of 117 points.  He also has the Hypertime team ability, which potentially prevents opposing characters from moving into squares adjacent to him.  Movement isn’t much of an issue for The Outsider, however, as he comes into play with an Improved Movement ability called The Outsider is Out, which lets him ignore hindering terrain when he moves.

The first of The Outsider’s two traits is called Sinkhole and comes into effect at the beginning of the game.  With Sinkhole, you may choose to lower all elevated terrain by 1 elevation level (to a minimum of 1).  Additionally, The Outsider can use Quake.  If he has two action tokens, he can use it as a free action.  The Outsider has the Indomitable combat ability, so picking up two action tokens shouldn’t be a concern since you can ignore pushing damage.

The second trait, Indian Empire of Crime, allows The Outsider to ignore opposing characters’ Shape Change.  Additionally, when he deals damage it can’t be transferred so characters that use Mastermind won’t get to rely on their teammates to avoid damage.  Indian Empire of Crime also offers The Outsider with some protection for his powers and abilities since non-adjacent characters can’t target him with Outwit.

The Prime dial for The Outsider plays more aggressively than its counterpart.  On the first two clicks, The Outsider starts with the combination of Charge and Super Strength and attack values of 11 and 10, respectively.  If The Outsider’s Improved Movement ability wasn’t impressive enough for you, in the damage slot he has a special power called I’m Not One of You and I Don’t Belong Here, which lets him use Sidestep when he’s adjacent to an opposing character and automatically break away when doing so.  I’m Not One of You and I Don’t Belong Here makes a great addition to the Charge/Super Strength combo by removing The Outsider’s need to break away from adjacent opposing characters.

On the next three clicks, The Outsider lets loose with Flurry and Precision StrikeOutwit appears on clicks 3 and 4.

Charge and Super Strength return on the last click; Probability Control appears in the damage slot.

Defensively, The Outsider starts with two clicks of Impervious to absorb most, if not all, damage dealt to him.  He then downgrades to two clicks of Toughness.  His defense values are a solid 17 on every one of his clicks.  Although The Outsider works primarily as a close combat attacker, he does have a range of five squares with a single target to throw your opponents off balance.

The Outsider has the Flashpoint and Ruler keywords to aid you in theme-team building.  At 117 points and with a power set with the potential to dish out plenty of damage, The Outsider makes for a viable primary attacker.

The non-Prime version of The Outsider requires some patience as you manipulate action tokens through the A Different Kind of Butler trait and in effectively using Dimensional Portal to get your team in or out of combat.  The Prime version of The Outsider is fairly straightforward attacker if you stay on those top two clicks.

We hope you’ve enjoyed this sneak peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we reveal more exciting characters in the days and weeks to come!

DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land Grand Prize: The Batcave!

Greetings HeroClix Fans!

As we enter the final month of the DC HeroClix: Batman No Man’s Land Organized Play series, we take you below Wayne Manor to The Caped Crusader’s subterranean base of operations The Batcave!  Few know of The Batcave’s existence and even fewer know its location.  However, the winner of your store’s No Man’s Land Month Six OP event will receive The Batcave HeroClix Resource as a grand prize!


The Batcave can be played at two point costs.  When played at 85 points, The Batcave is assigned to a character when you build your force.  The character can be assigned the Utility Belt resource with up to six Utility Belt Items and a Utility Belt Costume at no cost.  For 10 points each, The Batcave can be assigned to additional characters.  Finally, when played at 85 points The Batcave adds Batcave Computer to your force.

In addition, The Batcave can be played at 100 points.  When played at this point cost, Batcave Computer and Alfred Pennyworth are added to your force.  The Batcave can’t be assigned to either Batcave Computer or Alfred Pennyworth.

When playing The Batcave, it must be placed in your starting area.  It can’t otherwise move or be placed by any game effect.  Each square occupied by The Batcave is considered to be clear terrain.  The Batcave Computer and Alfred Pennyworth are considered to occupy all the squares occupied by The BatcaveBatcave Computer and Alfred Pennyworth are separate characters and can be given actions during your turn.  Both characters can make attacks (and be attacked) from any square occupied by The Batcave.  You must defeat Alfred Pennyworth (if he is on your force) and Batcave Computer before you score Victory Points for The Batcave.  When The Batcave is defeated, remove it from the game.


Both the Batcave Computer and Alfred Pennyworth have their own combat dials; we’ll go over those in detail later.  The Batcave also has Offense and Defense dials.  At the beginning of your turn roll a d6 that can’t be rerolled.  Click both Offense and Defense dials that many times to the right.  All characters assigned The Batcave can use the powers and abilities shown on the Offense dial.  Opposing characters, on the other hand, can’t use the powers and abilities shown on the Defense dial if they target a character assigned The Batcave or are targeted by a character assigned The Batcave.  The Defense dial may also show a special power that modifies an opposing character’s combat values if they target an opposing character assigned The Batcave.

So let’s take a look at Alfred Pennyworth’s combat dial!


Alfred Pennyworth begins play with an attack value of 10 and a defense value of 16.  He also has a special power in his damage slot called Fully Stocked ER.  This special power lets Alfred Pennyworth use Support.  When he does, he can heal a friendly character even if he or the friendly character is adjacent to an opposing character.

Once Alfred Pennyworth is off his top click, he retains Fully Stocked ER and gains Willpower for the remainder of his dial.  Support replaces Fully Stocked ER on his last two clicks.  On his last click, Alfred Pennyworth gains another special power in his speed slot called Come Alfred, I Need You.  This power reads, “Give Alfred Pennyworth a power action.  Place a DC 12 Batman FF Set icon-02 #031 or DC 12 Batman FF Set icon-01#005 Alfred Pennyworth from outside the game in a square adjacent to The Batcave on click #3.  The Batcave is assigned to that character at no cost.  After actions resolve, deal this character 1 unavoidable damage.


The Batcave Computer has a range of eight squares and the Sharpshooter combat ability.  It also has a trait called Security Defense System.  With this trait, Batcave Computer can’t be targeted by opposing characters more than four squares away.  Also, Batcave Computer’s combat values can’t be modified or replaced.  When other friendly characters are on the map, the Batcave Computer may only attack adjacent characters and characters that have attacked it since its last turn.  When all other friendly characters have been defeated, Batcave Computer may target opposing characters regardless of range or line of fire.  Finally, Batcave Computer can’t be healed.

Batcave Computer begins its dial with two clicks of Penetrating/Psychic Blast and a pair of 11 attack values.  It also starts with two clicks of Invulnerability and a pair of 17 defensive values.  In its damage slot Batcave Computer has Shape Change on its first click and a damage value of 4.  Starting on its second click, Batcave Computer gains a short run of Plasticity but loses Shape Change.  A short run of Toughness replaces Invulnerability starting on Batcave Computer’s third click.

Mid-dial, Batcave Computer gains a special power called Controlled Explosion, which lets it use Pulse Wave.  When it does, friendly characters named “Alfred Pennyworth” are not affected by this use of Pulse Wave.  On the back end of Batcave Computer’s dial, it regains Plasticity for two clicks, then picks up Quake on its last two attack slots.

Both Batcave Computer and Alfred Pennyworth have the Batman Ally and Hypertime team abilities.

Again, The Batcave HeroClix Resource is the grand prize for the winner of your store’s No Man’s Land Month Six OP event.  We hope you’ve enjoyed playing in the No Man’s Land Organized Play series!