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Chaos War Preview

Marvel HeroClix: Chaos War: Nitro!

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Chaos War preview we bring you a villain whose actions ignited the Civil War storyline when his explosion near an elementary school killed more than 600 people.  Making his first appearance in HeroClix, we present Nitro!

Nitro’s body was genetically altered by the Kree so that he could explode and reform his body at will. To showcase this ability, Nitro begins his dial with a special power in his movement slot, Explode and Reform.  When given a double power action to use Explode and Reform, Nitro can target each opposing character within 2 squares with a close combat attack.  Each character that is then hit with this attack is dealt penetrating damage equal to three minus the number of squares the character is from Nitro!

Explode and Reform is the only power that appears on all of Nitro’s odd-numbered clicks.  On his even-numbered clicks, Nitro replaces Explode and Reform with Phasing/Teleport to represent his post-explosion gaseous state.  In this state Nitro is also difficult to hit so defensively he gains Energy Shield/Deflection to give him a boost against ranged attacks.

In the attack slots of his even-numbered clicks is another special power, Explosive Punch, which allows Nitro to use Force Blast. Nitro can use Force Blast normally or, as a free action, he can target any character he has hit with a close combat attack that turn. In Golden Age format games, you can spend six points to assign Nitro the Whirlwind feat (found under the Print and Play section) and knock back multiple targets with Force Blast. Explosive Punch can be used as a follow-up attack after Explode and Reform to push an opposing character off elevated terrain or into blocking terrain!

Nitro has one keyword (Brute) and clocks in at 41 points, which leaves plenty of room for other attackers and support pieces on your force.

That’s all we have for today!  Please join us next time when we explore more secrets from the Marvel HeroClix: Chaos War set.  Until next time, keep your Clix off their KOs!

 

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Chaos War Preview

Time Travelling Despot and Avengers Foe – Kang!

Greetings HeroClix Fans!

As a special bonus preview, we are pleased (if not a little intimidated) to present an all-too frequent foe to the Avengers from beyond time, Kang!

Last seen way back in Marvel HeroClix: Supernova, this self-proclaimed Conqueror lives up to his reputation!  Early dial Phase/Teleport allows Kang to maneuver into position without concern for terrain or opposing characters, while the Indomitable ability allows you to capitalize on his mobility with an opening 12 attack and 4 damage! And should you decide to, the Masters of Evil team ability allows you to use Kang for a third turn in a row; blast away at his enemies again with that impressive first click and gain access to Running Shot and Penetrating/Psychic Blast on Kang’s second click!

Mid-dial, Kang switches tactics slightly as he gains Outwit and the Timeline Reset special power.  Timeline Reset allows Kang to remove action tokens from friendly figures 151 points or less, all for just the cost of a power action!  Now, figures that already acted that same turn cannot act again, but Timeline Reset allows you to maximize your action potential with friendly figures that have not already taken non-free actions.

Kang’s initial Impervious is replaced by Toughness, but swings back up to Invulnerability while Kang enjoys a parallel upswing in his attack value and Pulse Wave! Late-dial Ranged Combat Expert keeps Kang’s potential damage output at a respectable level while end-dial Regeneration allows Kang to potentially stay in the fight.

Last and certainly not least Kang’s Trait, Come Back After I’m Rested and Try Again, allows him to use (uncounterable) Probability Control on his own attack rolls!

At 151 points and armed with the Future, Past, Ruler, Scientist and Warrior keywords, Kang is sur eto make his presence felt on the battlefield!

That’s all we have for today, but be sure to join us next week.  Until then, keep your CLix off their K.O.’s!

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Chaos War Preview

Chaos War – Kree-Empowered Avenger Ms. Marvel!

Greetings HeroClix fans!

For today’s preview from the Marvel HeroClix: Chaos War set, we visit the Avengers to check in with a former Air Force major who has spent time amongst the Starjammers, had powers granted by the Kree, and was Tony Starks handpicked leader of the Avengers, Ms. Marvel!

Ms. Marvel begins play leading the Avengers into battle with Leadership to potentially add an action to your action pool.  The always useful combination of Charge and Super Strength allows Ms. Marvel to take the action to your opponent.  Invulnerability will protect Ms. Marvel from the inevitable counter attack for her first couple of clicks.   Next up, Charge is replaced by Flurry for a couple of clicks as Ms. Marvel pummels her foes.  Toughness will make sure Ms. Marvel still has damage reduction capability.

Mid-dial, Ms. Marvel loses powers in her movement slot, but she gains a special power of in her attack slot called Radiant Burst, allowing Ms. Marvel to use Energy Explosion as if she had a range of 7 and two targets.  Toughness gives way for a return click of Invulnerability.  At the end of her dial, Ms. Marvel sees the return of Charge for a couple of clicks.  Steal Energy will allow Ms. Marvel to heal a click with every successful close combat attack for the rest of her dial, and Toughness will again protect her from harm.

At 110 points, Ms. Marvel has the Avengers team ability.  Ms. Marvel possesses the Avengers, Soldier and S.H.I.E.L.D. keywords to give her plenty of theme team building options, but her consistent attack and damage values will make her a benefit to whatever force you include her on.

Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.

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Chaos War Conventions Preview

Mite-y Avengers Part 3 – Giant-Man, the Wasp, and Ant-Man!

Greetings HeroClix Fans!

Once again, we are back to reveal more of the Marvel HeroClix: Chaos War set with another BONUS preview! This time we’re exploring a few different identities Avenger Hank Pym has donned over the years!  Let’s start with his most recent nom-de-guerre, Wasp!

Wasp begins play using his 6 range and Running Shot to take the fight to your opponent!  Toughness provides some damage reduction for Wasp.  Also, Leadership has the potential to add an action and remove a token from a friendly figure.  On his second click, Wasp gains a special power in his attack slot with the same name as the power used by his ex-wife, Janet van Dyne.  The power, Bio Electric Blasts, allows Wasp to use Incapacitate.  If he uses it and hits, deal the target 1 penetrating damage after actions resolve.  This power switches in and out over the course of his dial.

Wasp also has a damage power that replaces Leadership called Cybernetic Wasp Goggles that lets him and friendly characters within 3 squares and line of fire that he shares a keyword with use Exploit Weakness if their printed damage value is 2 or less.  Mid-dial, as Bio Electric Blasts continues to cycle on and off, Wasp switches damage reduction for damage avoidance as Super Senses is on his dial for one click before he switches back to Toughness. 

End-dial, Wasp switches to Super Senses for two more clicks.  Perplex also is in his damage slot on those same clicks.  On his last click, Wasp loses all damage reduction and avoidance to gain Willpower, and Bio Electric Blasts makes a final appearance.

Wasp possesses the Avengers and Scientist keywords, as well as the Avengers team ability.  Wasp also costs 75 points and has the Morph: Hank Pym trait, which allows him to change into his original secret identity, Ant-Man!

Ant-Man possesses a trait called Pym Particles, Shrink, which says, “Once per game, the first action Ant-Man may be given must be a free action to choose a friendly character of 75 points or less with the Avengers keyword.  That character possesses [Tiny Size] combat ability as long as this Ant-Man is on the map”.  Whether you choose to start the game with Ant-Man as part of your force, or use the Morph mechanic to bring him in, this figure has the potential to make a friendly figure better.

Ant-Man begins play with Stealth to hide himself as he moves to where he will do your force the most good.  On any click he has Stealth, he also has a special power called Ant-Swarm that lets Ant-Man use Poison.  When he does, opposing characters that occupy hindering terrain are dealt 2 damage instead.

On his second click, Ant-Man switches things up as he trades his special power and Stealth for Leap/Climb in his movement slot to make getting around easier.  Super Senses allows Ant-Man to potentially avoid attacks.  He also gains Outwit, which will be on all of his even-numbered clicks.  On his third click, Ant-Man switches back to Stealth and his Ant-Swarm special power.  Ant-Man gets two new powers at this point, Combat Reflexes, to make him harder to hit in close combat, as well as Perplex to help himself or his teammates.

Click four of Ant-Man is the same as click number two with Leap/Climb, Super Senses and Outwit.  Click five is again a close-combat click with Stealth, Ant-Swarm, Combat Reflexes and Perplex.  Ant-Man’s sixth click is the same as all even-numbered clicks with Leap/Climb, Super Senses and Outwit.  On his last click, Ant-Man is the same as his first click with Stealth and his Ant-Swarm special power.

Ant-Man, like the other forms of Hank Pym in the Chaos War set, has the Avengers and Scientist keywords, as well as the Avengers team ability.  However, Ant-Man is the only version to have the Tiny Size combat ability.  But like the rest, Ant-Man costs 75 points.  Like all forms of Hank Pym, he has the Morph: Hank Pym trait.  Well, Hank Pym was standard sized, then Tiny Sized.  Where does he go from here?  How about Giant Size?  Here is Giant-Man!

 

At his 75 point line, Giant-Man begins play with two traits.  Like the other Hank’s versions, Giant-Man possesses the Morph: Hank Pym trait.  This trait is only playable on his 75-point line and functions identically as it does on Pym’s other figures.  The next trait is called “Medium” Size which states “Giant-Man possesses [Standard Defense] and [Giant Size] instead of [Indomitable] and [Colossal]” combat abilities, but again, only on his 75-point line.

At the 75 point Morph: Hank Pym line, Giant-Man begins play with Super Strength to allow extra damage when an object is handy.  Toughness will provide some damage reduction from the inevitable counter attack.  On his second click, Giant-Man adds Charge to his dial to be able to move and attack.

Mid-dial, Giant-Man has another click of Charge, this time coupled with Quake to try and disperse groups of opposing figures.  Invulnerability offers more damage reduction to Giant-Man for two clicks.  Quake sticks around for one more click.

Late-Dial, Giant-Man gets one more click of Charge.  Exploit Weakness shows up on Giant-Man’s dial for two clicks, and his damage reducer goes back to Toughness.  On his last click, Giant-Man sees the return of Quake.  Willpower allows Giant-Man to push without fear of taking pushing damage.

As all versions before him did, Giant-Man has the Avengers and Scientist keywords, as well as the Avengers team ability.

This takes us through all versions of Hank Pym’s Morph trait.  But, as hinted at on the character card, there is still a lot more Giant-Man to see! Let’s take another look at him:

At 300 points, Giant-Man’s Pym Particles, Grow is similar to the trait on Ant-Man (#015).  Pym Particles, Grow says “Once per game, give Giant-Man a free action to choose a friendly character of 75 points or less with the Avengers keyword.  That character possesses [Giant Size] combat ability as long as Giant-Man is on the map”.  Need a huge helping hand on the battlefield? Giant-Man is here to make it happen!

Giant-Man begins play at his 300 point line using the always useful combo of Charge and Super Strength with his printed 5 damage.  The Indomitable and Colossal combat abilities will help him use these powers again on his next turn.  Giant-Man has Invulnerability to protect him from some return damage.  He also has a special power to start his dial, Building Shove, in which Giant-Man can be given a power action if he is adjacent to elevated terrain.  All characters occupying that level of elevated terrain within that same continuous border are dealt 1 penetrating damage and knocked back 1 square.  On his second click, Giant-Man trades Charge and Building Shove for some Outwit, which will be very useful from his colossal view of the map.

Click three of Giant-Man’s dial sees the return of ChargeExploit Weakness will make sure close combat damage sticks for his next three clicks, and Giant-Man replaces his damage reducer with Toughness for a couple of clicks.  His next two-click section sees Plasticity show up in his movement slot, and Giant-Man’s damage reducer of choice becomes Impervious.  Perplex makes a single appearance at this point in his dial.  Giant-Man also gains an attack special power called Swat, that says when given a close combat action, Giant-Man may target all opposing characters within two squares and then divide the damage between them.  This power can’t be countered by characters 100 points or less.

Mid-dial, Giant-Man switches back to Charge, Super Strength and Outwit for a click, then back to Plasticity, Swat, and Building Shove for a three more.  Giant-Man switches from two clicks of Toughness to two clicks of Invulnerability for damage reduction in this stretch of dial.  After this, Giant-Man switches back to Charge and Super Strength for the last time.  This click also sees Building Shove for the last time, and the return of two clicks of Impervious. 

End-dial, Plasticity and Swat are on the next two clicks and Giant-Man sees the last of his standard power damage reducers as Impervious is replaced with a click of Toughness.  Perplex returns to his dial at this point for a few clicks.  Giant-Man’s last three clicks are mostly bare, but the special power in his damage slot will be a benefit to whatever force he is on.  Avengers, Behind Me! allows Giant-Man to use Defend and Toughness.  Two defense values of 18, one having Perplex as well, and a 19 defense can provide a colossal help to his force!

Convention season is right around the corner and Giant-Man will initially be available at the NECA booth during San Diego Comic-Con, then later at Gen Con Indy.

And as it is the 10th anniversary of HeroClix, we have included with Giant-Man a special figure that pays homage all the way back to the first HeroClix set, Marvel HeroClix: Infinity Challenge, and one of the first convention exclusive figures ever, Ant-Man!

 

Ant-Man has the Morph: Hank Pym trait that all 75 point versions of Hank Pym in this set have, allowing him to swap versions as needs change.  Also added is the Tiny Size combat ability to represent his shrinking ability.  Ant-Man still has the Avengers and Scientist keywords, as well as the Avengers team ability.

To increase the original 43 point version of Ant-Man to the modern 75 point version, in addition to his trait and Tiny Size ability, two clicks of life were added, as well as the ability to do a printed 1 damage on every click!  (The original Ant-Man had printed 0 in all damage slots!)  Beyond these major changes to make him playable in a modern environment, the design concept is the same.  Ant-Man has Stealth the entire length of his dial to reflect how tiny he is.  He also has Incapacitate for his entire dial, as his ability to sting people with a 4 range is annoying, and not very lethal.  Also, Ant-Man still begins play with a 20 defense, and sees this number regress by 1 for every click of his dial.  Another noticeable change to make this new Ant-Man more playable than the original is a small boost to his attack values.  While the Infinity Challenge version had attack values starting at 8 and ending with 5, this version starts with a 9 attack and ends with 7!  And finally, Ant-Man may have the Chaos War set symbol, as this is the current set, but he still has the same collector number as the Infinity Challenge original, #173!

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue with a Kree-empowered Avenger!

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Chaos War Preview

Master of Evil and Avengers Foe – Black Knight!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview takes us to a deceased member of the Masters of Evil. Denied the hereditary right to wield his family’s fabled Ebony Blade, Nathan Garrett used technology to become the original (and villainous!) Black Knight!

Black Knight begins play maneuvering onto the battlefield with Running Shot and the Flight ability (thanks to his genetically-modified flying horse).  Two opening clicks of  Penetrating/Psychic Blast enable the Black Knight to strike at his opponents’ weak spots with penetrating damage, and then on his second click Black Knight shows off his intellect as a former professor in the form of Outwit. 

Mid-dial, Black Knight demonstrates the more common use for a lance as he and his winged horse use Charge to engage his foes in close combat.  Blades/Claws/Fangs makes Black Knight all the deadlier in melee, while Outwit makes a second appearance on his dial enabling him to penetrate his enemies’ defenses, or counter a more a vital power or ability.  However, mid- to late-dial the Black Knight has been knocked from his steed, represented by Earthbound for the rest of his dial.

At the end of his dial, Black Knight maintains both Earthbound and Toughness, and gains a couple of clicks of Energy Explosion. Black Knight’s armor is represented by nearly a full dial of Toughness, but onn his last click, Black Knight trades damage reduction for force of will as he has Willpower. 

Black Knight possesses the Armor, Masters of Evil, and Scientist keywords, providing him with some solid theme team building options.  Black Knight also has the Masters of Evil team ability, providing him the ability to act every turn as long as you wish to push him.  For 95 points, Black Knight will be a solid investment on whatever force you wish to include him on.

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue with a Kree-empowered Avenger!

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Chaos War Preview

Mite-y Avengers Part 2 – The Wasp, Hank Pym, and Ant-Man!

Greetings HeroClix fans!

Welcome back! As promised, we’re continuing our bonus previews with three more figures from the Marvel HeroClix: Chaos War set that Ant-Man and Wasp can Split into.  Let’s start with the winsome Wasp!

 

Wasp begins play using Running Shot to start off the battle.  She can opt to use her 6 range with 2 targets to divide her printed 3 damage, or she can combine it with her attack special power, Bio Electric Blasts, which allow Wasp to use Incapacitate with the additional benefit that if she uses it and hits, the target is dealt 1 penetrating damage after actions resolve.  Wasp has the new Tiny combat ability, which increases her defense by +1 if a ranged attack is made against her and makes it so any friendly character can get her into battle.  Super Senses will allow Wasp a chance to avoid attacks, while an opening click of Leadership potentially adds an extra action to her force.  Her second click sees Leadership swapped out for Enhancement as Wasp finds another way to help her teammates.

Mid-dial, not much changes on Wasp as Enhancement, Running Shot and her special power are all still there.  She does swap Super Senses for a click of Combat Reflexes, before she switches back to Super Senses.  On her last click, Wasp gets Earthbound in her movement slot, which negates her Tiny and Flight combat abilities.  Defensively, she goes back to Combat Reflexes and does get a bit of added protection in the form of Shape Change.

Wasp possesses the Avengers and Lady Liberators keywords, which gives her a couple of choices for theme-team building.  At 77 points, Wasp makes a great secondary attacker on any force she’s on.

Next, let’s take a look at another Qualifying Name character Ant-Man and Wasp can Split into.  Here is Eric O’Grady, the Irredeemable Ant-Man!

 

Ant-Man begins play with two special powers on the front half of his dial.  In his movement slot, he has a power called OK, I’m a Voyeur, So What? that says when an adjacent character moves due to its own action, once per turn you may place Ant-Man in a square adjacent to that character after the action resolves.  Mobility should never be an issue for Ant-Man!  On his damage slot, Ant-Man has a special power called Irredeemable Liar that says Ant-Man can use Outwit, but only to counter an opposing character’s Outwit or Perplex or a special power that specifically allows the use of those two powers.

Mid-dial, Ant-Man picks up two clicks of Energy Explosion to go with his 3 range.  (Hey, he’s tiny, what do you want?) These overlap with his special powers, and the powers that replace them for the rest of his dial.  In his movement slot, Ant-Man switches to Stealth as he tries to keep himself out of harm’s way.  In is damage slot, Ant-Man gets Exploit Weakness to make sure any close combat damage sticks.  On his last click, Ant-Man picks up Blades/Claws/Fangs, which pairs nicely with his Exploit Weakness.

Ant-Man possesses the Avengers, S.H.I.E.L.D., and Thunderbolts keywords, giving him a good selection of named theme teams on which to use him.  He also brings the Avengers and S.H.I.E.L.D. team abilities, as well as the Flight and Tiny combat abilities.  At 43 points, Ant-Man will be an inexpensive annoyance piece on whatever force he is included!

Not the Ant-Man you were expecting?  Well, we’ll get to him.  In the meantime, let’s take a look at the other side of the chart for Split, the Qualifying Real Name side, and take a look at Hank Pym!

 

Hank Pym begins play with a special power in his attack slot for the first half of his dial called Tinkerer Supreme, which allows him to be given a free action if he occupies a square with a light or heavy object, and then choose a standard attack power.  He can use the chosen power this turn.  This could be utilized well with his 5 range.  Hank Pym also begins play with Outwit, a power that will be on all of his odd-numbered damage slots. On his second click, Hank Pym trades Outwit for Perplex, and gains Willpower in his defensive slot.  Perplex and Willpower will be on every even-numbered click.

End-dial, Hank Pym keeps alternating clicks of Outwit with Perplex and Willpower.  On his last three clicks, Hank Pym loses his attack special power.  In his movement slot he gains Flurry.  Hank Pym possesses the Avengers, Defenders, and Scientist keywords, as well as the Avengers team ability.  For 75 points, Hank Pym is a useful support figure.

But, that’s not all Hank Pym is good for.  He also has a trait called Morph: Hank Pym.  Give Hank Pym a move or close combat action that deals no pushing damage.  After the action resolves, replace him with any character with this trait on the same click number.

What other figure has this trait?  Be sure to come back on Friday as we  take a look at a few different heroic identities Hank Pym has worn in his career from the Marvel HeroClix: Chaos War set, including a Colossal reveal! Until then, keep your Clix off their K.O.’s!

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Chaos War Preview

“Mite-y” Avengers Part 1- Ant-Man and Wasp!

Greetings HeroClix Fans!

Today we have the first of three bonus previews from the Marvel HeroClix: Chaos War! Get set as we explore some new and updated abilities in the game.  To showcase these changes, let’s take a look at a duo well-known to Avengers fans, #053 Ant-Man and Wasp!

There’s a lot going on with Ant-Man and Wasp.  First, they’ve got a new combat ability on their dial, Tiny Size.  This ability is on the damage slot, as are all combat abilities that affect a character’s size.  Tiny Size modifies this character’s defense by +1 against ranged combat attacks.  If a figure is tiny, they should be harder to shoot.  A friendly character that is both adjacent and larger can use the Carry ability to carry 1 Tiny Size character, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally.  So, anyone that is not Tiny Size can carry a figure that is; the Carry ability is not required.  And, unlike the Carry ability, there is no -2 modifier to movement.  Also, if a figure already has the Carry ability, they can carry a Tiny Size figure and a normal-sized figure as well, with the normal sized character causing the -2 modifier to movement to kick in.  This ability can’t be countered.  Tiny Size can’t be outwitted, easy enough.

Now, let’s take a look at Ant-Man and Wasp.  First off, they possess a trait called Buzzing Right In Your Ear.  When an adjacent opposing character attacks Ant-Man and Wasp and misses, deal the attacking character 1 unavoidable damage after actions resolve.  When a non-adjacent opposing character attacks Ant-Man and Wasp and misses, deal each opposing character adjacent to Ant-Man and Wasp 1 unavoidable damage after actions resolve.  With their high printed defense, Super Senses on the first half of their dial, and the Tiny Size ability, Ant-Man and Wasp are sure to get a lot of use from this trait!

Ant-Man and Wasp begin play using Charge to get into battle.  They make sure damage will stick with the use of Exploit Weakness.  Once in place, Super Senses helps them avoid attacks for the front half of their dial.  When placed correctly, Ant-Man and Wasp will also be able to take advantage of Poison, another representation of their insect swarms.  On their second click, Ant-Man and Wasp swap Charge for Plasticity, making opponents have a harder time getting away, or themselves an easier time!

Mid-dial, Ant-Man and Wasp switch things up as they gain Stealth to keep themselves hidden.  On these two clicks, Outwit is in their damage slot, making Ant-Man and Wasp a good support figure.  Super Senses is traded for Toughness in this section of the dial.

End-dial, Ant-Man and Wasp have Plasticity and Poison back on their dial.  Toughness keeps them safe from some damage for the rest of their dial.  Ant-Man and Wasp also see Exploit Weakness return to make sure damage goes through.  On their final click, Ant-Man and Wasp also have Charge return as they make one last-ditch run at your opponent!

Ant-Man and Wasp possess the Avengers and Scientist keywords, as well as a 5 range.  At 168 points, Ant-Man and Wasp will be a solid investment on most forces.  Ant-Man and Wasp also possess the Duo combat ability, which now has a new ability added to it.

As before, the Duo combat ability grants a figure the Duo Attack ability, which allows it to make a second attack with a -1 modifier to damage.  It now also allows the possessor of the Duo combat ability to use Split.  Let’s take a look at Split. 

Split   Give this character a power action if it has no action tokens.  Simple enough.  Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card.  Pick one or more names off the list; for example, “Ant-Man” or “Wasp.”  The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value  In this case the point value is 168 points, and any figure named “Ant-Man” and “Wasp” that total 168 points or less would qualify. (unless those characters previously used the Merge ability to be replaced by this character).  You can Merge 2 characters that cost more than the Duo figure you are Merging into, see below.  It doesn’t come into play with Ant-Man and Wasp, but it will with other figures. Replacement character(s) are assigned an action token and can’t be given an action this turn.  Pretty simple, since they took a power action to split.  Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line.  For example, if the Duo is on click number 5 then the figures that are Split from it must come in on click number 5, or five clicks from the starting line if it does not have a numbered dial.  Also, if a figure has multiple starting lines, you can choose to use any one that fits and count clicks from that line.  If you choose to use an older Duo figure, like #060 Cap and Bucky from the Avengers set, just count your clicks.  This ability can’t be countered.  Again, simple enough.  Something that may not be obvious is that you can use the Split ability to split a duo figure into only one figure, points permitting, but that lone figure won’t be able to use the Merge ability.  Also, points permitting, you can Split into more than two figures.

For reference:

Qualifying Name      orQualifying Real Name
Ant-ManHank Pym
WaspJanet Van Dyne

 

The standard attack symbol also has a new addition to it, called the Merge ability.

Merge  When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character.  Not too complicated.  If any combination of the characters listed above are adjacent, and none have action tokens, they may combine to form a Duo figure.  Pick the figure you are giving a free action to and this Duo begins play on the same number of clicks from the starting line.  Note that you can give any figure the free action to pick the click the Duo is on.  The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character.  So it has to be either an even swap or you have to give up some points to make the Duo. (Unless that Duo character previously used the Split ability to be replaced by these same characters). If Ant-Man and Wasp had Split earlier, they can Merge.  The Duo character can’t use the Split ability this turn.  This is so you can’t Merge to heal a figure, and then Split right away. This ability can’t be countered.  Again, easy enough.

All three of these new abilities, Tiny size, Split and Merge will be on this year’s new Powers and Abilities Card.  In the 2012 Core Rulebook, replacement characters are a defined portion of your force.  They are revealed at the beginning of the game and possibly will be limited to a specific number per force.  There will be a Duo-Guide released around the same time as Chaos War that will provide the character/real names for all pre-existing Duos, to make these figures in your collection easier to use.

That is all for today.  Be sure to come back on Wednesday as we continue to explore the Marvel HeroClix: Chaos War set when we take a look at three figures from the chart above that Ant-Man and Wasp can Split into! Until then, keep your clix off their K.O.’s!

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Chaos War Heroclix Preview

The Sharpshooting Avenger – Hawkeye!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview showcases one of the most popular mainstays of the Avengers, the mighty archer Hawkeye!


Hawkeye begins play moving into position with the cover of Stealth to prepare him to strike, and when he is ready, spring into action with Running Shot!  Both powers are granted to him by the use of his movement special power My Criminal PastWillpower on his first couple of clicks will allow Hawkeye to get into combat all the quicker.  Hawkeye also has an opening click of Leadership to showcase his years of leading various Avengers teams as well as the Thunderbolts.  On his second click, Hawkeye trades Leadership for his marksmanship as he picks up Range Combat Expert.

Mid-dial, Hawkeye sees the last click of his speed special power as he trades My Criminal Past for mobility with Leap/Climb, and Willpower gives way to Energy Shield Deflection, making him harder to hit from range.  Range Combat Expert remains through this stretch of dial, and he picks up his attack special power, Knockout Gas Arrow.  This power allows Hawkeye to use Energy Explosion. When he does, after actions resolve give one action token to each character hit by the attack.  This power pairs very well with Hawkeye’s 9 range with three targets.  Hawkeye stays fairly consistent with his power set at the end of his dial as he maintains his attack special power, Leap/Climb, and Range Combat Expert.  Willpower returns for his last two clicks.

Hawkeye possesses the Sharpshooter combat ability to make his range combat abilities dangerous even up close.   Showcasing his ability to fit in with multiple teams, he has the Spider-Man Ally team ability.   He has many great named theme team options with the Avengers, Great Lakes Avengers, S.H.I.E.L.D., and Thunderbolts keywords.  For 98 points, Hawkeye has aggressive attack numbers, with an opening 12 attack, and only one click of single digit attack.  With his potential damage output, Hawkeye is sure to be a valuable member of whatever force you include him on!

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue when we check in with a villain who was not worthy to wield his family’s hereditary weapon!

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Chaos War Heroclix Preview

Avengers (Dis)Assembled – Sentry and the Void!

Greetings HeroClix Fans! We continue our exciting series of previews from Marvel HeroClix: Chaos War (formerly Marvel HeroClix: Mighty Avengers) with a spotlight on one of the most powerful heroes to join the ranks of the Avengers,  as well as one of the greatest threats the Avengers have ever faced! Without further ado, we present the Avenger’s “Golden Guardian of Good” himself, the Sentry!

The Sentry begins play rocketing onto the scene thanks to Hypersonic Speed, allowing him to attack and maneuver around the battlefield with the greatest of ease.  An initial click of Perplex represents the Sentry’s ambiguous and aloof nature as he struggles to contain the “power of a million suns” within him as well as possibly intimidating friend and foe alike with his sheer presence alone!

After his first click, Sentry changes tactics, rushing headlong into danger with Charge and Super Strength.  In fact, for the remainder of his dial, the Sentry will alternate between Hypersonic Speed and Charge allowing him to keep his opponents on their toes while taking full advantage of move and attack powers throughout his dial.  Perplex is similarly replaced (and alternates throughout the dial) with Exploit Weakness which, when paired with an object (thanks to Super Strength) could be devastating to the opposing team!

Invulnerability and Impervious alternate throughout the Sentry’s combat dial allowing him to soak up a good deal of punishment while dishing out some of his own.

The Sentry possesses aggressive combat values from early- to end-dial, and an incredibly straight forward power set to compliment any team.  Whether you field him with the Avengers or the Dark Avengers (thanks to his keywords) the Sentry will definitely make his power felt in your next HeroClix game! That’s not all!

Fans familiar with the golden Avenger know the Sentry has long battled the dark evil within himself.  To represent this in HeroClix, the Sentry possesses a Trait called The Consuming Void Inside.  This Trait allows you to switch the Sentry out for the Void(!) whenever the Sentry takes damage as a result of an opposing figure’s action!

Do you dare unlock the evil within the Sentry? Do you dare face the dark might of…the Void?!

Depending on who you ask, the Void is either the Sentry’s true personality or a clever ruse perpetrated on the Golden Avenger by his mind-controlling enemies.  Either way, the Void is powerful threat to be feared and respected!

The Void begins play with Penetrating/Psychic Blast and Exploit Weakness, allowing him to bypass the damage reducing powers of those foolish enough to confront him in both close or ranged combat! Early- to mid-dial, the Void alternates between Penetrating/Psychic Blast and Pulse Wave as he presses the attack against his enemies’ weak points.

Similarly, the Void also alternates between Exploit Weakness and Shape Change throughout the majority of his dial.  Is that the Void opposing figures are face-to-face with, or a loved one? The answer may come too late!

The Void strikes form the shadows with a full dial of Stealth while the Power Cosmic team ability grants the Void protection from Outwit, and the Void can press the attack against his foes without the fear of pushing damage!

Mid- to late-dial the Void switches tactics slightly as he exchanges his offensive ranged powers for first Steal Energy, representing his ability to feed off the darkness in everyone’s souls, and then Blades/Claws/Fangs to tear through their ranks!

A single click of Invulnerability gives way to Toughness allowing for some protection from damage, while late-dial Regeneration gives the Void the opportunity to return to his mid-dial.  And whether the Void heals thanks to either his Steal Energy or Regeneration (or any other means), you can trigger his Trait, He is the False One! and replace him with the Sentry!

Lastly the Void’s second Trait, The Void Always Finds You, allows you to reposition the Void adjacent to whichever figure may have damaged him that turn (or the Sentry prior to transformation) and then deal all opposing adjacent figures one damage! The other part of the Trait grants the Void Plasticity, making it more difficult for those same opposing figures to break away (while simultaneously granting the void a greater chance of doing so)!

At 299 points and with identical combat values to his alternate personality, the Void is a dangerous adversary especially when paired up with the Sentry.  (But that’s a tale for another day)

We hope you enjoyed our spotlight on the Golden Avenger and his darker, secret identity.  Join us next week as we check in the most rebellious Avenger from the “Cap’s Kooky Quartet” era! Until then, be sure to keep your Clix off their K.O.’s!