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Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine and the X-Men: Cyclops!

Greetings HeroClix Fans!

Welcome to our inaugural preview article for the upcoming Marvel HeroClix: Wolverine and the X-Men set! While the set is not due to release until this August, we just couldn’t wait any longer to start showing off some of the very exciting content in this latest Marvel HeroClix set.  Our first article spotlights that most controversial of mutants, the Phoenix Force-infused leader of the X-MenCyclops!

057-Cyclops

The first thing we’ll notice about Cyclops’ (057) dial is that it is a different color (it is not black as the sculptural image may imply), this is due to his chase rarity in the Wolverine and the X-Men set.  The second thing we notice is that he possesses two team abilities: predictably, the X-Men team ability and also the Power Cosmic team ability to represent his ascent to a more powerful, cosmic-attuned state.

Cyclops (057) also possesses three different Traits sure to inspire his teammates and make his foes tremble! At 295 points (and full power), Cyclops (057) enjoys the benefits of the Siege Courageous Trait; give Cyclops (057) a double power action and re-position any and all figures with the Phoenix Force keyword anywhere on the map! While Siege Courageous will end your turn after its use, what a way to deny your opponent the ability to retaliate by removing what otherwise would have been a viable target for attack on their turn!

Cyclops’ (057) second Trait, Phoenix Five, grants Leadership to friendly characters with the Phoenix Force keyword and as an additional bonus, if Cyclops (057) is K.O.’ed you can increase any one combat value (not already modified by this effect) on other Phoenix Force keyword characters by +1!  Talk about a pyrrhic victory! K.O. Cyclops, but make his teammates more powerful? Cyclops’ foes will have to time their attacks well to avoid retribution from his Phoenix-empowered allies!

Last, and certainly not least, Cyclops’ (057) We’re Beloved, They’re Mistrusted Trait boosts friendly adjacent figures’ attack values by +1 if they have the X-Men keyword.  As if that weren’t enough, opposing figures with the Avengers keyword modify their attack value by -1!

As we dive into Cyclops’ (057) we see that he has a healthy amount of move and attack alternating between first Running Shot, and then a spread of Hypersonic Speed.  You can then take advantage of Cyclops’ (057) maneuverability by setting up a shot using his Phoenix Force Blast special power! This special power allows Cyclops (057) to target an opposing figure with a ranged combat attack, and include any other opposing characters within two squares of the targeted character in the attack’s area of effect!

Initially, Cyclops (057) can use his cosmic powers to counter his foes’ powers and abilities thanks to two clicks of Outwit.  Mid-dial this gives way to first Ranged Combat Expert and then Support (which pairs nicely with his X-Men team ability!)

Mid- to late-dial Cyclops’ (057)  offensive capabilities shift somewhat as he trades his Phoenix Force Blast special power for Pulse Wave for a couple of clicks.  After than Penetrating/Psychic Blast rounds out the rest of Cyclops’ (057) dial.

Defensively, Cyclops initially reduces damage thanks to the new Invincible power, and then alternates between that, Impervious, and Invulnerability for the rest of his dial.

Playable at either 295 points or 150 points, Cyclops (057) brings a lot of punch to the table for your HeroClix match.  Along with the X-Men team ability, Cyclops also possesses the Power Cosmic team ability ensuring that he doesn’t have to worry about pushing damage or his powers being countered.

Almost predictably, Cyclops possesses the Cosmic, Phoenix Force, Ruler, and X-Men keywords, allowing for easy theme builds within the Wolverine and the X-Men set, and beyond!

We hope you’ve enjoyed our inaugural preview from Marvel HeroClix: Wolverine and the X-Men.  Be sure to check out our Facebook and Twitter pages for even more sneak peeks later today!

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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!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Titania and Skirn-Breaker of Men!

Greetings HeroClix fans!

Today we continue our Marvel HeroClix: Fear Itself previews with Titania and her identity as one of The Worthy, Skirn (Breaker of Men)!

008 Titania

Titania has a trait called Prove I’m the Strongest Woman (Or Man) There is which states: “Titania can use Super Strength. Titania modifies her attack by +2 when attacking a character that can use Super Strength.Titania also starts out her first two clicks with Charge and a speed value of 9. Titania also starts out with Invulnerability.

Mid-dial, Titania gets Flurry and her Invulnerability turns into Toughness. At the end of her dial Titania gets Charge back and gains Quake and Battle Fury. These powers plus her Indomitable combat ability make Titania a 105-point beat-stick that fits well into any Frightful Four, Masters of Evil, Femizons, or Brute teams.

025 Skirn

Skirn has an Improved Movement ability called No Other Man Touches Me, which allows her to ignore hindering terrain and other characters when she moves. Skirn has Indomitable as well as two traits, Hammer of Skirn and Hammer Collision. Hammer of Skirn says that Skirn can use Charge. When Skirn is KOed, you may place #S103 Skirn’s Hammer in an adjacent square and friendly characters modify their relic rolls by +1 this game. Hammer Collision says if Skirn is adjacent to a friendly character with the keyword The Worthy, she can use Pulse Wave as if she had a range of 8. If that character is named Greithoth, her Pulse Wave does 3 damage instead of 1 when targeting more than one character. Adjacent friendly characters with The Worthy keyword ignore this use of Pulse Wave.

Skirn starts her dial out with Plasticity, Super Strength, and Invulnerability. Skirn also gets Close Combat Expert and Outwit later in her dial. Skirn also has a special movement power called Revert: Titania which allows her to revert back to a character named Titania as a free action on the same number of clicks from its starting line. It also assigns to Titania the #S103 Skirn’s Hammer.

Skirn is a formidable foe for 150 points that your opponent will fear seeing on the map.

Thank you for joining us as we preview more of the Marvel HeroClix: Fear Itself set. Keep checking as we preview more. Until then, keep those clix off those KOs!

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Marvel HeroClix: Fear Itself organized play Preview Special

Marvel HeroClix Fear Itself: Kuurth of the Worthy!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Fear Itself storyline Organized Play series! Earlier this week, Figures.Com spotlighted the Blitzkrieg U.S.A. scenario pack in an advanced review where fans got to see the first of the Worthy, Skadi, and her nemesis Captain America.

Next, we brought you a preview of The Book of the Skull resource dial which will be one of two participation prizes from the Marvel HeroClix: Fear Itself month one Organized Play kit.  (Stay tuned for details on the second participation prize soon!) The Book of the Skull will fuel your quest for the eight Hammers of the Worthy over six months’ worth of play in Fear Itself, and will become more powerful with each event!

Today, we bring you one of Skadi’s Worthy; an unstoppable warrior empowered by the crimson energies of Cytorrak and now granted one of the eight mystic Hammers of the Worthy by the Serpent.  He is Kuurth, Breaker of Stone!

026 Kuurth

The first thing we notice about Kuurth (Breaker of Stone) is that he has the Improved Movement ability, specifically in regards to hindering and blocking terrain (the latter being destroyed as Kuurth rampages through it).  Plan 4 :Unstoppable ensures that Kuurth will not be stymied by map environment once he’s set his eyes on his prey!

Next up we see that Kuurth (Breaker of Stone) possesses a trait appropriately entitled the Hammer of Kuurth.  Hammer of Kuurth allows him to use Charge for his entire dial, meaning that Kuurth will be able to really take advantage of his Plan 4: Unstoppable trait as he redecorates whatever map he happens to find himself on.  Additionally, Hammer of Kuurth states that if Kuurth is KOed, you may place his Hammer special object  (Fear Itself #s101 Kuurth Hammer) in an adjacent square.  If a friendly figure attempts to pick it up, they get a +1 to their relic roll for it!  Talk about keeping your toys for your team!

Early-dial, we see that Kuurth has Super Strength, allowing him to dish out more damage with objects, which is saying something considering he begins play with an opening 11 attack and 5 damage!  In addition to these already impressive capabilities, Kuurth possesses a special power (first on his opening click, and then sprinkled throughout his dial) called Grab and Smash. Grab and Smash not only allows Kuurth to break away automatically, but he can use the Carry ability to take an opposing character along for the ride! And as if re-positioning an opposing figure wasn’t good enough, if Kuurth happens to carry his enemy through walls or blocking terrain, that figure is going to take damage equal to the number of walls and/or squares of blocking terrain they travelled through! (Maximum of 4 damage) Talk about adding injury to insult!

Grab and Smash alternates throughout Kuurth’s dial with Exploit Weakness, meaning when Kuurth isn’t playing taxi to his foes, he’s rending their defense with penetrating damage!   Mid-dial, we see the first appearance of Kuurth’s Revert: Juggernaut special power, allowing you to give Kuurth a free action and replace him with a figure named Juggernaut of an equal or lesser point value, the same number of clicks from it’s starting line. As an added bonus, you may assign the Fear Itself #s101 Kuurth Hammer special object to that figure (but it can’t be given an action this turn).

Invulnerability replaces Impervious as Kuurth’s damage reducer of choice at this point as well.

Finally, toward the end-dial, Kuurth picks up Quake, allowing him to attack multiple targets with the same attack,  and Toughness helps prevent some late-game damage to Kuurth on his final two clicks.

Kuurth can be played on theme teams built with the Asgardian, Brute, Deity, The Worthy, and Thunderbolts keywords.  The Indomitable combat ability will let him act two turns in a row with no fear of pushing damage.  At 199 points, Kuurth brings outstanding damage output, along with an attack value that will all but ensure he can get the job done, while allowing for easy substitution with a Juggernaut figure if you elect to use the Revert special power.

We hope you’ve enjoyed this close look at Kuurth (Breaker of Stone).  Please join us next week when we continue our look at Marvel HeroClix Fear Itself with another villain-turned-Worthy who served the Serpent as his “Breaker of Wills“.  Until then, keep your clix off their K.O.s and do not give in to fear!

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Marvel HeroClix: Fear Itself organized play Preview

Marvel HeroClix Fear Itself: Book of the Skull!

Greetings HeroClix Fans!

Today we dive a bit deeper into the upcoming Marvel HeroClix: Fear Itself storyline Organized Play event series.  Earlier this week Figures.Com offered a fantastic first look at the Fear Itself: Blitzkrieg U.S.A. scenario pack (in stores May 15th!), and today we are pleased to spotlight the first of two participation prizes found in the Marvel HeroClix: Fear Itself month one Organized Play kit, The Book of the Skull resource dial!

Let’s take a look at the rules for this new resource dial; everything from setting up and assigning it, what it does for your force , and scoring points for it.

R100-Book-of-the-Skull

Like other Resource items found in storyline Organized Play, The Book of the Skull has a base point value that increases as you add other objects to it.  In this case, the objects that further empower The Book of the Skull are none other than the eight Hammers of the Worthy! The first Hammer, Skadi’s Hammer, can be found in the Blitzkrieg U.S.A. scenario pack, and each successive Hammer can be collected by attending your local game store’s Fear Itself monthly events!

The Book of the Skull only costs 6 points to add to your force, plus an additional 3 points for each Hammer of the Worthy that you add to it (with each Hammer fitting into its own sculpted area for ease of play).  Unlike previous resource dials, The Book of the Skull and any attached Hammers are actually assigned to your entire force, rather than one specific figure! Your entire team can be the Worthy!

Skull Equip

Each turn (as described on the card image above) a Hammer may be placed in a friendly character’s square. Immediately after the Hammer has been placed in a friendly character’s square, that character can use Quake as a free action! (After all, those Hammers hit the ground with a lot of force!)

Furthermore, that character may be given a power action to place the Hammer on its character card and that Hammer is now automatically equipped without the normal relic roll! However,if your character does not use a power action to lift the Hammer on the same turn, the Hammer becomes a standard Relic per normal rules, so choose who gets which Hammer carefully because as it states above: “Unless specified otherwise, a character may only be equipped with one Hammer.”  But we’ll get to that bit when we look at what The Book of the Skull can do.

So we’ve looked at how The Book of the Skull operates as a fantastic Hammer delivery vehicle (beep! beep!), but what other tricks has it got up its (non-existent) sleeves?

Skull Empowered 

Basically, each turn you can choose one friendly character equipped with a Hammer to use modifiers and power granted by The Book of the Skull.  And the more Hammers that began the game on The Book of the Skull, the more options you have!

So, if 1 or 2 Hammers were attached at the beginning of the game, your selected character can use slot 1 on The Book of the Skull’s dial.  If 3 or 4 Hammers were attached, the selected character can use slots 1 and 2; if 5 or 6 Hammers were attached, the selected character can use slots 1, 2 and 3;  and finally if  7 or 8 Hammers were attached, your selected character can use all of the slots!

But wait! There’s MORE:

“When a combat symbol appears on The Book of the Skull’s dial, the chosen character modifies that combat value by +1. When a bonus (e.g., +1) appears on The Book of the Skull’s dial, the chosen character modifies all of their combat values by the indicated amount. Otherwise, The Book of the Skull’s dial shows a power that the chosen character can use.”  

So, for example, on click number 10, the selected character would be able to modify its attack by +1, due to the standard attack symbol found in slot 1.  On click 22, all combat values would be modified by +2.

Skull Dial 1

This is a pretty straight forward way gain access to powers and combat modifiers on the dial.  Did a friendly character with a Hammer equipped damage an opposing figure?  Roll a d6 and click The Book of the Skull that many times.   Was that opposing figure KO’d?  Click it 3 more times.   And if the red line is crossed, click one more time.

Skull Dial 2

OK; once 3 friendly characters are equipped with Hammers, a power action can be given to a figure to exchange Hammers, allowing you to get the best use out of them for your figures.  This can be very helpful as it allows you to adjust the strengths of your team in response to what’s happening in your game.

After 4 different friendly figures have been equipped with a Hammer each, they can double up.  And after 7 Hammers have been equipped to your figures, all friendly figures with a Hammer can use the Power Cosmic team ability!

And that’s not all! Provided you begin the game with the requisite number of Hammers attached, as The Book of the Skull’s dial progresses throughout the game your selected character will gain access to all manner of standard and special powers! The standard powers can be seen on the dial image above, bit here’s a close-up of the special powers available toward the end of the resource dial:

Skull Powers

We should also note that regardless of how many (or few) Hammers you include on your force, your selected character will also enjoy bonuses to all of their combat values, beginning on click 17 on The Book of the Skull’s dial.

Finally, let’s look at how Victory points are scored in regards to The Book of the Skull and its Hammers:

Skull VP

This is pretty straight forward, a KO’d character is worth 3 points more for each Hammer equipped to them, and these Hammers are removed from the game.  And the player who K.O.’s the last figure on your force gets the points for The Book of the Skull and any Hammers still attached to it.

We hope you have enjoyed this special look at The Book of the Skull resource dial from the upcoming Marvel HeroClix: Fear Itself storyline Organized Play series.  In May, HeroClix fans will be able to enjoy a sneak-peek of the Fear Itself action with the Blitzkrieg U.S.A. scenario pack, and then in June Fear Itself tournaments will kick off in stores everywhere HeroClix is played!

Will you be Worthy, or are you Mighty? Will you conquer Fear Itself? Only YOU can decide!  

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Preview TabApp

Marvel HeroClix TabApp: Marvel Super Heroes Are Here!

Greetings HeroClix Fans!

Since we first announced the existence of HeroClix TabApp, there’s been a great deal of speculation and questions.  “What is HeroClix TabApp?” folk have been asking.  Well, if you were fortunate enough to attend Gen Con Indy 2012, you may have taken the opportunity to examine and play this innovative and fun offering from WizKids Games/NECA; a real-time super hero application aimed at a younger audience for the iPad (and soon for the Android platform as well!).  Utilizing HeroClix powers and abilities based upon HeroClix and physical figures to unlock content, HeroClix TabApp bridges the tabletop and digital HeroClix experience!

Check it Out

HeroClix TabApp provides a fast, fun solo play experience based upon the widely popular HeroClix game engine.  HeroClix TabApp demonstrates the most basic HeroClix game concepts to younger players and over time, these new players will eventually unlock the full depth and glory of the full HeroClix platform through continued play and exposure to the larger HeroClix world through our website.

To begin play with HeroClix TabApp, simply download the app from the iTunes App Store and place your figure on it’s corresponding graphic on the screen.  The contact points on the bottom of the HeroClix TabApp base relay to the game which figure you are using and begins play in a character-specific storyline and game.  Cut scenes introduce each level, and when you’re ready enemies begin swarming in to defeat you! Simply touch the enemies on the screen you wish to attack, unlock power-ups with a swipe, and unleash special attacks (like Thor’s lightning below) all with the tip of your fingers! (click on image below to enlarge)

 

HeroClix TabApp is a real-time super hero adventure game intended for ages 8 and up.  The big bonus is that each HeroClix TabApp figure is 100% compatible with the HeroClix game engine and comes with its own character card, and today we take our first in-depth look at the figures that comprise our first two Marvel HeroClix TabApp sets starting with the Marvel Super Heroes pack.

 At 96 points, Captain America is ready to lead your HeroClix TabApp figures into battle! Captain America begins the game with Running Shot to maneuver himself into position and sling his shield at his enemies, and the Improved Movement ability (signified by the running man image) allows him to ignore hindering terrain (the green square) and other characters (the radial dial image) when moving further enhancing his mobility in the game! An initial click of Leadership demonstrates Captain America’s inspiring presence on the battlefield.

And that’s not all! Captain America’s Protected By the Vibranium Shield Trait allows him to use Energy Shield/Deflection and share it with an adjacent friendly figure of a lower point value!

After his first click, Captain America then switches to Charge as he moves into close-combat agains his foes, and a subsequent click of Flurry allows Captain America to really dish out the punishment to opposing figures!

Mid- to late-dial Captain America repeats the powers in his speed slot in the same order, while his initial click of Invulnerability and then Toughness are replaced with Combat Reflexes, ensuring that the good Captain is tougher to hit in close combat!

Speaking of close combat, late-dial Captain America gains Close Combat Expert allowing for a greater damage potential and then finally Perplex as Captain America first feints and fakes out his opponents, and gives a little extra where it will do the most good in battle!

with a 100% HeroClix fully compatible dial, Captain America is ready to action! With his Avengers, Past, S.H.I.E.L.D., and Soldier keywords, including Captain America on your next HeroClix force will be a snap, or download HeroClix TabApp and play the solo game for some real-time heroic action!

Next we are happy to spotlight the God of Thunder, Thor!

Thor begins play with a Trait entitled The Mighty Avenger which allows him to use Super Strength.  This Trait is very useful as Thor moves into position for the attack (thanks to his Mjolnir’s Song special power), enabling to grab an object while preparing for his ranged attack (again, thanks to the Mjolnir’s Song special power).

Early- to mid-dial Thor trades his special power for straight up Charge as he puts his Super Strength (and strategically placed objects) to best use – IN MELEE! And if close combat isn’t really your thing, Penetrating/Psychic Blast, and later Pulse Wave, give you plenty of ranged combat options thanks to Thor’s 7 range value!

Toward the end of his dial, Thor exchanges Charge for Flurry as he lets the full fury of his Asgardian might loose upon his foes! With a full dial of the Indomitable ability, Thor can also act two turns in a row ensuring that he will always be ready for battle!

Thor is first protected by a single click of Impervious.  After that initial click, Thor enjoys damage reduction from both Invulnerability and then Toughness.

At 155 points, Thor is a great asset to your HeroClix force, particularly on teams utilizing the Asgardian, Avengers, Diety, or Warrior keywords!  And like Captain America above, Thor is fully compatible for both the HeroClix TabApp game as well as traditional HeroClix games!

Completing our trio of Avengers is none other than the “Armored Avenger” –  Iron Man!

HeroClix TabApp Iron Man is ready for battle!  Iron Man speeds onto the battlefield attacking his enemies thanks to both Running Shot and the Sharpshooter ability! Early-dial Penetrating/Psychic Blast allows Iron Man to bypass the damage-reducing powers of opposing figures while Outwit, Perplex, and Ranged Combat Expert all give Iron Man the option to do the greatest damage where it will do the greatest good!

Mid- and late-dial Iron Man demonstrates his resiliency with two clicks of his Armor Self-Defense special power.  Armor Self-Defense allows Iron Man to use Energy Shield/Deflection, Toughness, and Regeneration (!) allowing him to stay in the fight longer! And if Iron Man would rather fight than attempt to heal, Exploit Weakness ensures that if he hits, he’s bypassing the damage-reducing powers of his targets!

Initially, Iron Man enjoys the damage reduction afforded by Impervious, but later trades that for first Invulnerability and then finally Toughness.

At 149 points, Iron Man is a bargain with both the Avengers and S.H.I.E.L.D. team abilities as well as the Armor, Avengers, Illuminati, S.H.I.E.L.D. and Scientist keywords!

We hope you’ve enjoyed this first look at the HeroClix TabApp and combat dials for the Marvel Super Heroes HeroClix TabApp pack! HeroClix TabApp packs will be available at Toys ‘R Us, Wal Mart, you friendly local game and comic stores later this month, and you can get the HeroClix TabApp app FOR FREE  in the iTunes App Store!

Thanks for joining us for this exciting look at HeroClix TabApp.  Be sure to take a moment and check out the preview for the Marvel HeroClix Wolverine and the X-Men TabApp pack as well!

Categories
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!

 

 

 

 

Categories
Marvel HeroClix 10th Anniversary Preview

The New Color of Evil: the Green Goblin!

Greetings HeroClix Fans!

This August fans everywhere will be celebrating 10 years of Marvel HeroClix with (the aptly named) Marvel HeroClix: 10th Anniversary set.  Marvel HeroClix: 10th Anniversary is a standalone set of 24 ALL-NEW, unique sculpts and dial designs for 12 fan-favorite Marvel Comics’ characters.  Each character has early- and modern versions that are connected via a special Battlefield Promotion game mechanic.  This special Battlefield Promotion ability allows the early appearance version of the character to transform into its more modern era counterpart.

We continue our series of previews for the Marvel HeroClix: 10th Anniversary set as we visit Spider-Man’s most fearsome arch nemesis: the Green Goblin! 

 The Green Goblin #004 is inspired by one of the most loved versions of the character, from Marvel HeroClix: Fantastic Forces, Norman Osborn #201Green Goblin begins play taking the fight to your opponent with Running ShotWillpower will allow Green Goblin to act again next turn with no fear of pushing damage.  On his second click, and continuing into his mid-dial, Green Goblin gets some solid use of his 6 range with two targets while throwing pumpkin bombs as he gains a string of Energy ExplosionOutwit will allow Green Goblin an advantage by denighing use of a key power to your opponents force, and Toughness will protect him from some return fire.  Denigh denigh

Late-dial, Green Goblin shows how hard to pin down he is with two closing clicks of Leap/Climb.  Willpower is back as he shows that he is willing to push himself to the limits to get his rival.   Green Goblin also breaks out his knock out gas in the form of Incapacitate for the rest of his dial.

Green Goblin has the Celebrity, H.A.M.M.E.R., Scientist, and Thunderbolts keywords, giving him plenty of theme team options.  For 75 points, Green Goblin is a solid secondary attacker with some great crowd control powers, and multiple targets to use them.

As with all classic appearance figures in the Marvel HeroClix: 10th Anniversary set, Green Goblin possesses a Battlefield Promotion ability;  “Battlefield Promotion: Green Goblin: When Green Goblin 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  #018 Green Goblin on the same click number.”

Not too shabby at all.  Now let’s take a look at Green Goblin #018.

This Green Goblin is so focused on destroying Spider-Man, that whenever he is on the map, (friendly or opposing) Green Goblin gets +1 to his attack and -1 to his defense via his trait, appropriately called I Will Kill the Arachnid!   Green Goblin begins play using Running Shot to take the action to the opposing force.  His special power, Goblin’s Tricks, allows Green Goblin to use Super Strength, and Energy Explosion, with the added benefit that damage dealt is penetrating.  With two targets at 5 range, this power can cause some mayhem!  Toughness will protect Green Goblin from counter attack.  On his second click, Green Goblin starts showing his mad genius as Outwit shows up for a couple of clicks.

Mid-dial, Green Goblin gets knocked off his goblin glider and gains Earthbound.  While off his glider for two clicks, he trades his special power for a run of Blades/Claws/Fangs.  Green Goblin exchanges Outwit for Perplex, and switches to Energy Shield/Deflection for defense.

At the end of his dial, Green Goblin gets back on his glider and uses Charge to go head to head with his opponent, still utilizing Blades/Claws/Fangs, while Perplex will help his attack or defense.   Green Goblin gains Plasticity on his last two clicks to keep his foe close to continue to use Blades/Claws/Fangs, or make it easier to get away to set up for the return of his Goblin’s Tricks special power.  Willpower makes sure Green Goblin doesn’t take pushing damage as he goes out fighting.

The modern Green Goblin possesses the Sinister Syndicate team ability, sharing his attack value with friendly figures using this team ability.  Green Goblin also has a plethora of keywords to fit onto theme teams, if that is your thing, including Dark Avengers, H.A.M.M.E.R., Scientist, Sinister Syndicate, and Thunderbolts.  At 117 points, Green Goblin will be a great asset to any force he is included on.

Thanks for joining us today, be sure to check back again soon as we continue to spotlight more exciting content from upcoming HeroClix releases!