Greetings HeroClix Fans!
Welcome back as we look at the other three figures and a bonus in the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.
First up, the biggest coward from Earth 3, Power Ring!
First, #002 Power Ring has the Crime Syndicate keyword, as well as their signature CSA team ability, allowing the user to use Probability Control if an action token is placed on another friendly character. At an even 100 points, Power Ring has a trait called Bully and Coward Combined… Lovely. This trait says that if he attacks a lower point cost figure he modifies his attack and damage by +1, and if he attacks a higher point value figure he modifies them both by -1.
Power Ring begins play with a couple of special powers on the front half of his dial. First is called Attack From a Position of Safety, which lets him use both Stealth and Running Shot. The second is called The Will of Volthoom. This power lets him use Energy Explosion with his 2 targets at 7 range. If he chooses to damage only 1 opposing figure, any other hit characters get an action token. Defensively, he starts by reducing damage with Invulnerability then switches to Energy Shield Deflection, continuing to do this for his first four clicks.
On the back half of his dial, Power Ring switches up his attacks a bit. First a couple clicks of Sidestep will give him some free action mobility. Pulse Wave will let him do penetrating damage to all figures within 4 squares or with proper positioning, his printed 2 damage to one figure. Another attack option he gains is Range Combat Expert, letting him modify his attack or damage by +2, or both +1 each. He also now has Barrier in this section which he will keep for the rest of his dial. On his last click, the Ring of Vothoom abandons him, leaving him with Earthbound.
Next up, is the scientific mind of the Crime Syndicate, Deathstorm!
#006 Deathstorm also has the Crime Syndicate team ability as well as the keyword, along with Scientist, for 125 points. Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.
Deathstorm begins with a solid power set around his 7 range with 2 targets. First, a good stretch of Running Shot will keep him mobile, while Energy Shield Deflection will make him harder to hit with range attacks. Energy Explosion can allow him to deal a good bit of damage. On click two, Deathstorm picks up his first special power, Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex. It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.
On click 3 Deathstorm gets his second special power, Destroying Central City, which now adds Precision Strike to his Energy Explosion. He also has a couple of clicks of Toughness to give him some damage reduction. On click 4 he now has free action movement with a couple clicks of Sidestep. Click 5 sees the return of Energy Shield Deflection for a click and his Owlman isn’t the Only Smart Guy in the CSA special power is gone from his dial. On his last 2 clicks, he can choose to Outwit an opposing figures power. He also has Regeneration to try to get above his mid dial.
Next up, we look at the resident speedster of the Crime Syndicate, Johnny Quick!
As with the other characters, #005 Johnny Quick has the Crime Syndicate team ability and keyword, as well as Speedster, for 100 points. He has an Improved Movement ability called Up and Over, ‘Round and ‘Round letting him ignore Elevated terrain for movement. He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.
Johnny Quick starts with Plasticity to keep enemies close or help him break away easier. On his next click is Flurry, giving him two close combat attacks for one action, and he’ll swap these two powers over his entire dial. A couple opening clicks of Shape Change will give him some protection from attacks. Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower. Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.Click 3 sees Johnny Quick gain a couple of clicks of Precision Strike. On click 4 he trades defensive powers for Energy Shield Deflection to make him harder to hit at range. On his last click he has Combat Reflexes to make him harder to hit in close combat.
Last up is a surprise “figure” in the fast forces pack, a traitor to the Justice League and Earth Prime, Atomica!
#007 Atomica has a hand full of keywords representing the teams she infiltrated, as well as her own, A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America and Spy, and the CSA team ability. At 25 points, she is 3 clicks long with the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.
Atomica has Plasticity on all three of her clicks. She has an opening click of Precision Strike followed by a click of Exploit Weakness with her only click of 2 damage. On her first two clicks, she has a special power called Traitor to All But My Homies. When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect. On her last click, she has Super Senses.
Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.