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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Attuma and Nerkkod!

Greetings Heroclix Fans!

Today we continue our previews of the Marvel HeroClix: Fear Itself set by looking toward the seas at Attuma and his identity as one of The Worthy, Nerkkod (Breaker of Oceans)!

015 Attuma

Attuma has a trait called Atlantean Vision which says once per game, give Attuma a free action and place up to six water terrain markers on the map in squares of clear terrain and at least six squares from any opposing character; these squares are water terrain this game. Attuma can use Super Senses when occupying water terrain. This allows Attuma to take advantage of his Swim movement ability as well as his special damage power Lord of the Murky Depths. Lord of the Murky Depths says that opposing characters within 6 squares and occupying water terrain can’t be given power actions. Combined with the trait, this allows Attuma to slightly lock down characters on an opposing team for a turn if he is within the 6 squares.

Attuma also starts out with Charge, which he has for his half his dial. Attuma starts out defensively with Invulnerability to lower damage dealt to him by 2. Mid-dial he also has Blades/Claws/Fangs, allowing him to possibly charge in and do 6 damage. Attuma also ends his dial with Toughness and Close Combat Expert.

At only 109 points, Attuma is a real terror of the sea and is welcome on any Atlantis, Lethal Legion, Ruler, or Warrior teams.

022 Nerkkod

Nerkkod (Breaker of the Oceans) comes in at 215 points, is Indomitable, and has the trait Hammer of Nerkkod. Hammer of Nerkkod says that Nerkkod can use Running Shot. When Nerkkod is KO’d, you may place #S105 Nerkkod’s Hammer in an adjacent square and friendly characters modify their relic roll by +1 this game. Nerkkod has a range of 4 with two targets and has a special damage power called Undersea, which increases his damage value by 1 and makes his range 10 if he occupies water terrain. Nerkkod also starts his dial out with an 11 movement and Force Blast, allowing him to either knock someone back off of him or move 6 squares and make a ranged attack with his trait Running Shot which he can use Pulse Wave as well if he sees fit, which can hit up to 5 squares worth of targets if he runs into water terrain.

Nerkkod also has a special movement power called Revert: Attuma which allows him to be given a free action to be replaced with a figure named Attuma on the same click number as the one Nerkkod is on when he reverts and you may assign #S105 Nerkkod’s Hammer to that character and it can’t be given an action this turn. Nerkkod also ends his dial with Energy Explosion, allowing him to keep damaging multiple characters if he needs to.

Nerkkod is ready to take on the masses with any characters with the Asgardian, Atlantis, Brute, Deity, Ruler, or The Worthy keywords.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

This concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, avoid that water terrain!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Dracula!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we walk with the Lord of Death himself, Dracula.

 028 Dracula

Dracula has the wild dial mechanic and has a trait called “Vampiric Hunter”, so Dracula will begin the game on click #4. Dracula can use Steal Energy and when he does, he may heal past his starting line.

So let us start on click #4 and Dracula has a special power called “Vampiric Assault”, this will allow Dracula to use Charge, Flurry and Stealth. For defense he has Impervious and he also possesses Leadership. At 220 points Dracula should not find a shortage of lower point friendly characters to remove an action token from.

Now let’s look at Dracula’s first attack, from 5 squares out he uses Charge and becomes adjacent to an opposing character for a close combat action. Dracula should choose a square of hindering terrain to end his movement in, to take full advantage of his use of Stealth. He then uses Flurry and with his 11 attack would deal damage with the first attack to trigger Steal Energy and heal up to click #3. Using the second attack that Flurry grants, let’s say he deals damage again and would heal up to click #2.

At this point in his dial Dracula now gains his special defensive power called “Blood Armor”. This will allow Dracula to use Impervious but if an opposing character took damage from his attack since its last turn, this power can’t be countered and reduces the damage to 0 on a result of a 4 – 6.

Dracula is a Flier and can use the Flight and Carry combat abilities. When he uses Flight he will be able to ignore elevated, hindering and outdoor blocking terrain, as well as characters that he did not start out his movement adjacent to. Dracula also has Indomitable which will allow him to use Willpower.

In the next round Dracula, if not already adjacent to an opposing character, could use Flight to ignore the appropriate terrain and Charge 6 squares. Dracula has a 12 movement on click #2 and Charge has you half the characters speed value for the action. Dracula still can use Flurry and on his first attack, with a 12 attack value, let’s say he misses. On the second attack Dracula hits and deals damage, Dracula would heal to click #1 because of his Steal Energy trait. On click #1 Dracula has a 13 movement with his special “Vampiric Assault” power, a 13 attack, a 19 defense with his special “Blood Armor” power, and deals 5 damage with Exploit Weakness. We can see the reason this guy is not only “Unique” but also a “Super Rare”.

Now let’s go back to click #4 and look at the other side of Dracula’s dial. Dracula will have the use of Charge for 4 clicks. He has Blades/Claws/Fangs on clicks #5 and #7. For defense Dracula has Impervious for 2 clicks and then Invulnerability for 2 clicks. On click #6 Dracula picks up the use of Outwit and keeps it for 3 clicks. Dracula has a 0 range so his target for Outwit would need to be within “Line of Fire” and the 6 minimum range provided by the power.

Dracula gains Earthbound/Neutralized on clicks number 9 and 10, so would no longer be able to use the Flier or Indomitable combat abilities. For defense Dracula now has Toughness.

Dracula’s keywords are Legion of Monsters, Monster, Mystical, Ruler, and Warrior. At 220 points you would have to get creative to find a fun 300 point team, but could you imagine the friendship Dracula and say someone who can use Mind Control on friendly “Monsters” could have?

Thanks for reading! Please join us for more upcoming and exciting Marvel HeroClix: Fear Itself previews. Until then, Shape Change for the Win!!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Iron Fist!

Greetings Heroclix Fans!

Today we will continue our previews of the Marvel Heroclix : Fear Itself set with a double dose of Iron Fist!

007 Iron Fist

Iron Fist has an improved movement power called Master of K’un Lun which allows him to ignore elevated, hindering terrain, and other characters for movement purposes. Iron Fist has a special defensive power called Immortal Weapon of Agamotto which lets Iron Fist use Combat Reflexes and Super Senses. Iron Fist also had a special damage power called The Iron Fist which says Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack is at least 2 greater than his target’s defense value, modify his damage value by an additional +1.

Iron Fist’s dial starts with these two special powers as well as Charge. Iron Fist has Charge most of his dial though at the middle of his dial he loses the special powers and gains Willpower and Exploit Weakness instead. Iron Fist’s last two clicks have Regeneration, allowing him to possibly heal back up to his second click. Iron Fist is an 80 point close combat beast.

018 Iron Fist

We also have The Mighty version of Iron Fist. One of the first differences you will notice between The Mighty version of Iron Fist and the normal Iron Fist is that The Mighty version has Flight, Indomitable, and a range value of 4. Also The Mighty Version of Iron Fist is 94 points, which is 14 points more.  Iron Fist’s dial also starts out with a special attack power called Mighty Hammer and Chain which says Give Iron Fist a power action, choose an opposing character within range and line of fire, and roll a d6. If the d6 result is higher than the number of squares to that character, you may place that character in a square adjacent to Iron Fist. On any result, you may then make a close combat attack. This allows Iron Fist to move character in closer before he hits them, which will be helpful if you can’t move Iron Fist close enough with Telekinesis or if you just want to place a character where another friendly character can blast away at them.

Iron Fist’s dial also starts out with Charge, Combat Reflexes, and Close Combat Expert. Mid Dial Iron Fist gets Super Senses and Quake. Also on click 5 Iron Fist has a special damage power called Mighty Revert: Iron Fist which, when it is shown, has you stop clicking the dial. It also allows you to give Iron Fist a free action to replace him with a figure with the same name and a lesser point value on the same click. It also gives the new character +1 attack and damage for the rest of the game, and the power cannot be ignored.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

That concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, keep Charging on in!