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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Batmobile!

Greetings HeroClix fans!

Today is the official launch day for the DC HeroClix: Batman Classic TV set, and to celebrate, we bring you none other than the Dynamic Duo’s classic ride, the Batmobile!

 V001-Batmobile

The quintessential ride for the discerning Caped Crusader on the go, the Batmobile releases in stores everywhere today along with the DC HeroClix: Batman Classic TV gravity feed display.  It can be played on Autopilot for 75 points, Piloted for 145.   Both versions can be played on theme teams using the Batman Family, Gotham City, and Vehicle keywords.  First, we will look at the Autopilot version.

The Batmobile has a trait called Voice Controlled Batmobile Relay Unit, which states that the Batmobile is not dealt unavoidable damage from an action that includes an attack if a friendly character named Batman is on the map without any action tokens.   On the front half of its dial, the Batmobile can provide cover for friendly figures, or slow down opposing figures, with a couple clicks of Smoke Cloud.  After this, Penetrating / Psychic Blast will allow it to use its 4 range to deal damage to all but the most Invincible of foes.  From there, these two powers will alternate on the dial for a while.  Defensively, a few clicks of Energy Shield / Deflection will make the Batmobile more difficult to hit from range.  After this, it will switch into a string of Toughness to absorb some damage.

The next section of the dial is well equipped for close combat as it can make two attacks with Flurry.  Combat Reflexes will make it harder to hit Batmobile in close combat.  The final click sees the return of both Penetrating / Psychic Blast and Toughness to the dial, as well as Outwit.  The Batmobile can use the Carry ability to move 2 passengers around the map.

Next up, we take a look at the 145 point Piloted version of the Batmobile.   

The Batmobile begins with a long run of Running Shot, to maneuver into position while making attacks and the printed 6 range will give it some decent reach.  The Carry ability will allow you to take 1 passenger with you as you move.     As with the Autopilot version, the Piloted Batmobile starts with Smoke Cloud before switching to Penetrating / Psychic Blast, though for a shorter time on this dial.  Now, Energy Explosion is thrown into the mix, and will swap around on the attack slot for the length of the dial.  Also similar to the Autopilot version, Energy Shield / Deflection will provide protection from range combat attacks, before switching to Toughness. 

On the back half of the dial, the Batmobile again has a good run of Flurry to make two close combat attacks, while Combat Reflexes will make it harder to hit against the same.  Also in this section are Penetrating / Psychic Blast and Energy Explosion, which work well with a vehicles ability to make range attacks out of adjacency.    At the end of its dial, Smoke Cloud and Energy Shield/ Deflection are both back on the dial.  Also at this point, the Piloted Batmobile gets its only special power, Calling Police Chief O’Hara.  This special power allows the Batmobile to be given a power action to give all friendly figures with the Police keyword a move action at half their speed value as a free action.

The Batmobile has two pilot abilities; the first is called Mobile Tracking Scope, and has the prerequisite of requiring the pilot to have the Batman Family keyword.  When Batmobile replaces its combat values with the combat values of its pilot, modify any replaced combat value by +1.  The second is called Batcomputer, and has the prerequisite of the pilot being named Batman or Robin.   This Pilot Ability lets you roll a d6 at the beginning of your turn, and on a roll of 3-6, the Batmobile can use Outwit.  

Thanks for joining us for our latest DC HeroClix: Batman Classic TV preview! Be sure  to join us next week as we kick off an all-new series of previews from the darker side of Gotham City! Until then, tune in for more exciting HeroClix content!

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Riddler!

Greetings HeroClix Fans!

Only one more week to the bat-citing release of DC HeroClix: Batman Classic TV set.  Next in our carnival of crime is the self-proclaimed king of mystery, The Riddler!

008-The-Riddler

The Riddler, like the rest of Gotham’s dastardly villains, can use the Elaborate Deathtrap ability.  This allows The Riddler, when given a power action, to make a close combat attack that deals no damage.  Once per game, immediately place a hit character on this character’s card.  A character on this card can use the Escape Deathtrap ability.

The Escape Deathtrap ability allows a character at the beginning of your turn to roll 2d6.  The Riddler rolls a d6 and adds his Giant Fans Will Spin You to Death bonus (maximum bonus 8).  If The Riddler is friendly, not on the map, or if your result is higher, place this character in your starting area or adjacent to a friendly character.  Otherwise, deal this character damage equal to the difference (maximum 5) and when dealt damage, this character can use its defense powers.

Giant Fans Will Spin You to Death allows The Riddler to use the Elaborate Deathtrap ability and the Bonus is equal to the last digit of the target character’s point value.  If the last digit is 0, the bonus is equal to 4.

The Riddler starts off being able to use Probability Control and a special power called What Kind of People are Always in a Hurry?  This allows The Riddler to use Super Senses and adds 1 to his result for each character that moved this turn, maximum result is a 6.  If the d6 roll is a 1, he does not evade the attack.

On click 2 The Riddler can now use Perplex and a special power called Riddle Me This.  You can give The Riddler a free action and choose a KO’d character and secretly turn its dial to any click other than #1 and tell your opponent the click number.  Your opponent must guess the color of a power showing on that click.  Reveal that dial on that click number.  If there is a power and your opponent didn’t guess correctly, modify The Riddler’s combat values by +1 this turn and return that dial to a KO click.

The Riddler is 60 points and has the United Underworld keyword, making it easy to pair him up with other’s of Gotham’s villains like The Joker, Shame or Catwoman.

Thanks for reading! Be sure to check back for more from the upcoming DC HeroClix: Batman Classic TV set, which releases in just one week!  We’ll see you then– same Bat-day, same Bat-website.

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Joker!

Greetings HeroClix Fans!

We’re one week closer to the bat-citing release of the upcoming DC HeroClix: Batman Classic TV set!  Today’s preview features Batman’s arch-nemesis of crime, The Joker. Showing up in his classic purple suit and green hair, The Joker has plenty of tricks up his sleeves so let’s see what he’s up to!

015-The-Joker

The Joker, like the rest of Gotham’s dastardly villains, can use the Elaborate Deathtrap ability.  This allows The Joker to make a close combat attack that deals no damage.  Once per game, immediately place a hit character on this character’s card.  A character on this card can use the Escape Deathtrap ability.

The Escape Deathtrap ability allows a character at the beginning of your turn to roll 2d6. The Joker rolls a d6 and adds his Zodiac Meteorite Bonus (maximum bonus 8).  If The Joker is friendly, not on the map, or if your result is higher, place this character in your starting area or adjacent to a friendly character.  Otherwise, deal this character damage equal to the difference (maximum 5) and when dealt damage, this character can use its defense powers.

Zodiac Meteorite is what allows The Joker to use the Elaborate Deathtrap ability and the Bonus is equal to the number of the current month or the defense value of the character using Escape Deathtrap minus 12, whichever is higher.

The Joker starts off being able to use Perplex and Combat Reflexes as well as his two special powers.  The Joker’s first special power is called Joy Buzzer: ZAP!!!.  When The Joker resolves a move action, place a ZAP!!! token on this card.  Before The Joker makes a close combat attack, you may remove one ZAP!!! token to modify his damage value by +1 and have the attack deal penetrating damage.  The Joker’s other special power is called Plunder By Remote Control.  You may give The Joker a free action and choose an unheld object within 8 squares.  For this turn, that object becomes a friendly bystander token as described on the back of this card.  When KO’d or at the end of your turn, it becomes an object again and is placed in the square it last occupied.

Remote Controlled Object Token

The Joker at times replaces Combat Reflexes with Willpower and switches from Perplex to Probability ControlThe Joker ends his dial with Outwit.  On click 5 The Joker loses both special powers and gains Sidestep and Poison.

The Joker is 75 points of fun and has the United Underworld keyword, making it easy to pair him up with other of Gotham’s villains like Shame or Catwoman.

Thanks for reading!  Be sure to check back for more from the upcoming DC HeroClix: Batman Classic TV set.  Tune in next time – same Bat-day, same Bat-website

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Bookworm!

Greetings HeroClix Fans!

And welcome back as we continue our journey through Gotham City’s criminal underworld in the upcoming DC HeroClix: Batman Classic TV set!  Today we check out a villain who preformed literary based crimes, The Bookworm!

013-The-Bookworm

The Bookworm has an Elaborate Deathtrap ability, as do all villains in the set.  Once per game, give The Bookworm a power action to make a close combat attack that deals no damage.   If the attack is successful, place the hit character on The Bookworm’s card.  A character on this card can use the Escape Deathtrap ability.

The Escape Deathtrap allows the captured character a chance to escape unscathed.  At the beginning of that characters turn, they roll 2d6, while The Bookworm rolls a d6 and adds his Elaborate Deathtrap bonus, to a maximum of 8.  If The Bookworm is friendly, not on the map, or if your result is higher, the character is placed in either its starting area or adjacent to a friendly figure.  If The Bookworm’s roll is higher, deal this character damage equal to the difference, to a maximum of 5, and when the damage is dealt, defense powers can be used.

The Bookworm’s Elaborate Deathtrap is called The Bell Tolls For Thee, and makes his Elaborate Deathtrap bonus equal to the current hour in the 12 hour system.

The Bookworm has a trait called I’m Never Far From My Bookcase of Secrets, which allows him to start the game with The Bookcase attached at no cost.  (We’ll get to The Bookcase in a moment).  The Bookworm can be given a power action to place The Bookcase in any square on the map.  He can be given a power action to place him in the square The Bookcase is in, and then reattach it to The Bookworm.

S001-The-Bookcase

The Bookworm has a full dial of Super Senses to try to avoid attacks.  The Bookworm also has a special power on his first three clicks called You Know Every Plot, But Can’t Write Your Own, which allows him to use Outwit, but only against a power or combat ability another character on your force can use.  On his last two clicks, he has Close Combat Expert to try to pummel an opposing character.  Costing 45 points, The Bookworm can be played in theme on teams using the United Underworld keyword.

The Bookcase can be played as an object on your force for 6 points.  Characters adjacent to it can use Empower and Enhancement.

Thanks for reading!  Please join us for our next DC HeroClix: Batman Classic TV preview when we visit a villain who changes personalities whenever he receives a blow to the head!  Tune in next time – same Bat-day, same Bat-website!

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: Shame!

Greetings HeroClix fans!

Boy howdy!  Today’s DC HeroClix: Batman Classic TV preview takes us to the Old West, where we visit with a bloodthirsty buckaroo who breaks the rule that bad guys only wear black hats.  We’re pleased to present to you the Conniving Cowboy of Crime, Shame!

 006-Shame

Shame comes into play at 65 points and, like the other villains in this set, he has an Elaborate Deathtrap ability where he can capture opposing characters.  Shame can be given a power action to make a close combat attack that deals no damage.  Once per game, a hit character is immediately placed on Shame’s character card and can use the Escape Deathtrap ability to potentially escape unharmed.

At the beginning of the captured character’s turn, that player rolls 2d6 while Shame rolls a d6 and adds his Elaborate Deathtrap Bonus.  If Shame is friendly, not on the map or if the captured character’s result is higher, the character is placed in either its starting area or adjacent to a friendly figure.  If Shame’s roll is higher, deal the captured character damage equal to the difference, to a maximum of 5, and it can use its defense powers when the damage is dealt.

Shame’s Elaborate Deathtrap Bonus, called Solo Showdown at High Noon, is equal to the number of characters on the map (with a maximum Bonus of 8).

Although Shame claims his six-shooter pistol is all he needs, he has relied on heavier firepower to escape the confines of prison.  The first two clicks of Shame’s speed slot feature a special power called Tank Escape From Jail, which lets him use Running Shot.  When Shame does, until your next turn he can use Improved Movement: Blocking (Burst), Invulnerability, and he modifies his damage by +1.  At the end of the turn, roll a d6 and on a result of 1-3 deal Shame 1 unavoidable damage.

The next two clicks of Shame’s speed slot feature standard Running ShotShame also has the Sharpshooter combat ability, which allows him to make ranged attacks against adjacent opposing characters.  On Shame’s first four clicks, use the movement portion of Running Shot to end adjacent to an opposing character and then fire away!

This combination works well with another special power found on Shame’s attack slot called Pistol Whip: BAM!  When Shame resolves a ranged combat action, place a BAM! token on his character card.  You may give Shame a free action to remove a BAM! token and then make a close combat attack.

On Shame’s middle clicks, he adds Ranged Combat Expert to his power set, giving him the option of boosting his damage by +2, attack by +2 or both values by +1.  On the second of Shame’s two Ranged Combat Expert clicks he picks up Willpower, which stays for the remainder of his dial.  Shame’s last two clicks feature Sidestep and Precision Strike.

United Underworld and Warrior are Shame’s only two keywords but his low point cost and aggressive power set make him a viable choice on many forces.  The Warrior keyword, in particular, gives us the option of pairing Shame with an appropriate vehicle from the DC HeroClix: Batman set, the Haunted Tank!

When used in its Piloted version, Haunted Tank has a Pilot Ability called “Jigsaw Tank” Mechanics, which requires that the pilot have the Warrior keyword.  “Jigsaw Tank” Mechanics allows the Haunted Tank to use Support, but only on characters with the Vehicle keyword.  Both Shame and Haunted Tank come in at 136 points, which leaves enough points left over in a 300-point force for a pair of Autopiloted Military Tanks that can make use of the healing from the “Jigsaw Tank” Mechanics Pilot Ability.  Or use those points for whatever you please!

Thanks for reading!  Please join us for our next DC HeroClix: Batman Classic TV preview when we encounter another of Gotham City’s malevolent miscreants!  Tune in next time – same Bat-day, same Bat-website!

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: King Tut!

Greetings HeroClix Fans!

And welcome back as we continue our journey through Gotham City’s criminal underworld in the upcoming DC HeroClix: Batman Classic TV set!  Today we check in with Egyptologist Victor Buono, who changes personalities when hit on the head to the villainous King Tut!

 014-King-Tut

King Tut has an Elaborate Deathtrap ability, as do all villains in the set.  Once per game, give King Tut a power action to make a close combat attack that deals no damage.   If the attack is successful, place the hit character on King Tut’s card.  A character on this card can use the Escape Deathtrap ability.

The Escape Deathtrap allows the captured character a chance to escape unscathed.  At the beginning of that characters turn, they roll 2d6, while King Tut rolls a d6 and adds his Elaborate Deathtrap bonus, to a maximum of 8.  If King Tut is friendly, not on the map, or if your result is higher, the character is placed in either its starting area or adjacent to a friendly figure.  If King Tut’s roll is higher, deal this character damage equal to the difference, to a maximum of 5, and when the damage is dealt, defense powers can be used.

King Tut’s Elaborate Deathtrap is called Theban Pebble Torture, and allows King Tut to roll 4d6 and halve it to get his bonus.

King Tut maintains mostly the same power set over the front halve of his dial.  He has a special power called Gotham is the New Thebes, which allows you to place a Sphinx marker in a square of clear terrain at the beginning of the game, and it will remain on the map until the end of the game.  Whenever he is within 6 squares of the Sphinx marker he modifies his combat values by +1.   Probability Control will allow him to force a reroll each turn.  And Toughness will provide some damage reduction.  After the opening click, King Tut picks up Side Step to be able to have a free move action each turn.

On his last two clicks, King Tut chooses to protect himself by throwing allies under the proverbial bus with Mastermind.  And he can alter one combat ability within 6 squares with Perplex.  King Tut can be played in theme using his Ruler, Scientist, and United Underworld keywords.   At 65 points, he can find his way onto a lot of force builds.

Thanks for reading!  Please join us for our next DC HeroClix: Batman Classic TV preview when we look at the Dynamic Duo’s most infamous archenemy!  Tune in next time – same Bat-day, same Bat-website!

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: Egghead!

Greetings HeroClix fans!

Today we continue our previews of DC HeroClix: Batman Classic TV by taking a look at the world’s smartest criminal, Egghead!

007-Egghead

Egghead’s Elaborate Deathtrap ability is called Electro Thought Vacuum and the bonus is equal to the total number of distinct keywords possessed by the opposing characters on the map.  So against #001 Batman and #003 Robin, Egghead’s bonus is 6 since the dynamic duo share four keywords between them (Batman Family, Gotham City, Martial Artist, and Police) and Batman has two additional keywords (Celebrity and Detective).

Egghead’s dial starts out with Mind Control, Energy Shield/Deflection, and two special powers.  The first special power is in his attack slot and is called Eggcellent Attempt, Batman: CRRAACK! which says, “When Egghead resolves a move action, place a CRRAACK! token on this card.  Give Egghead a free action and remove a CRRAACK! token to use Probability Control until your next turn.”  This allows you to move Egghead into a position to be able to see an attack giving him a CRRAACK! token.  Egghead then can pop that CRRAACK! token to be able to use Probability Control on the attack.

Egghead also has his special damage power called The Smartest Villain in Gotham CityThe Smartest Villain in Gotham City lets Egghead use Outwit and Perplex but he can’t target characters that can use Outwit and PerplexEgghead’s dial ends with two clicks of Exploit Weakness.

Egghead only costs 55 points and has the Scientist and United Underworld keywords.  The Scientist keyword allows you to have a theme team with him and Egghead from the Marvel HeroClix: Chaos War set as well as Chang Tzu from DC HeroClix: Arkham Asylum set.  Egg power!

Thanks for reading!  Please join us for our next DC HeroClix: Batman Classic TV preview when we encounter another dastardly villain with designs on Gotham City!  Tune in next time – same Bat-day, same Bat-website!

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: Catwoman!

Greetings HeroClix fans!

For today’s DC HeroClix: Batman Classic TV preview, we ditch those costumed goody two-shoes and get up close and purrrsonal with Catwoman!

005-Catwoman

Each of the villains in the DC HeroClix: Batman Classic TV set possesses the Elaborate Deathtrap ability (indicated by the  Elaborate Death Trap symbol).  Catwoman’s Elaborate Deathtrap reads:  “Give Catwoman a power action to make a close combat attack that deals no damage.  Once per game, immediately place a hit character on this character’s card.  A character on this card can use the Escape Deathtrap ability.

Escape Deathtrap reads: “At the beginning of your turn, roll 2d6.  Catwoman rolls a d6 and adds her  Elaborate Death Trap Bonus (maximum Bonus 8).  If Catwoman is friendly, not on the map, or if your result is higher, place this character in your starting area or adjacent to a friendly character.  Otherwise, deal this character damage equal to the difference (maximum 5) and when dealt this damage, this character can use its defense powers.

Catwoman’s Elaborate Deathtrap Bonus is called Giant Magnifying Glasses and is equal to the number of different colored powers showing on her and the target’s dials.

A long run of a special power called Tinkerbell the Tiger: EEE-YOW! highlights Catwoman’s attack slot.  When Catwoman resolves a close combat action, place an EEE-YOW! token on her card.  You can give Catwoman a power action to place a Tinkerbell the Tiger token adjacent to her square, if there no friendly Tinkerbell the Tiger tokens already on the map.  Tinkerbell the Tiger is a bystander with the following combat values:

Tinkerbell the TIger

Defensively, on the same clicks as Tinkerbell the Tiger: EEE-YOW!, Catwoman can evade attacks by using Super SensesCatwoman’s last two clicks feature the tandem of Combat Reflexes and Blades/Claws/Fangs, making her quite the threat in close combat!

Catwoman’s speed slot starts with two clicks of Stealth, followed by a pair of Mind Control clicks.  Leap/Climb occupies Catwoman’s last two clicks.

At only 60 points, Catwoman leaves plenty of room for other characters on your force.  Her theme team choices are limited, however, due to only possessing the Animal and United Underworld keywords.  For 4 points, the Animal Additional Team Ability (Available under the Print and Play link) is a great addition for Catwoman.

For a fun 400-point Golden Age match, try teaming up Alyosha Kraven  from the Marvel HeroClix: Amazing Spider-Man set and the Animal ATA with Catwoman and Ursa Major  from the Marvel HeroClix: Captain America set.  And although it breaks the Animal keyword theme, U.S.S. Excelsior from the Star Trek HeroClix: Tactics set seems to be an appropriate addition…

Thanks for reading!  Please join us for our next DC HeroClix: Batman Classic TV preview when we look at a man with a palpable pate who considers himself the smartest villain in Gotham City!  Tune in next time – same Bat-day, same Bat-website!

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: Batman and Robin!

Greetings HeroClix Fans!

On last week’s bat-citing preview, from the upcoming DC HeroClix: Batman Classic TV set, The Dynamic Duo swung into action. This week will Batman and Robin escape from the death traps set before them? Will Batman have a Bat-device for every Bat-ocassion? Will Robin say Holy? Let’s slide down to the Batcave and see!

 001-Batman

We see that both Batman and Robin have the same trait as The Dynamic Duo, which makes it so all attack rolls of double threes, fours, fives or sixes on close combat attacks are critical hits.

Batman has two starting lines; his veteran line is 100 points and starts with Charge and Precision Strike. Batman has a special defensive power called “A Bat-tool For Every Bat-ocassion”. When Batman is the target of an attack, Batman may choose a color of a standard power the attacker can use. Batman can use the defensive power of the chosen color until your next turn. There are a wide range of positive possibilities, if Batman is targeted by an opposing character that can use Blades/Claws/Fangs then Batman would be able to use Super Senses. Holy evade the attack, Batman!

Batman has another special power called “Discover Your Fiendish Plot – and Foil It”, this will allow Batman to use Outwit and Perplex.

Batman’s experienced line costs 50 points and starts with Plasticity, Precision Strike, and Close Combat Expert. Batman will still have the use of his special defensive power. On Batman’s last two clicks he will be able to use Sidestep and Super Senses.

 003-Robin

Robin, the youthful ward of Batman, can use Improved Movement and ignores characters. Like Batman, Robin has two starting lines; his veteran line is 50 points and starts with Charge and Combat Reflexes.

On click 2 Robin gains a special power called “Holy ______, Batman!”. You may give Robin a free action and choose an opposing character within 6 squares and line of fire. Choose a power action, a close combat action, or a ranged combat action. If the chosen character is given that type of action during its next turn, that character immediately modifies its combat values by -1 for that turn if not already modified by this effect and you may remove an action token from Robin. Robin can also use of Close Combat Expert.

Robin’s experienced line costs 25 points and starts with Leap/Climb and Combat Reflexes. On click number 5 Robin now gains the use of Flurry and Energy Shield/Deflection. On Robin’s 6th and final click he can also use Support.

Batman and Robin work well together when team building as they share 4 keywords – Batman Family, Gotham City, Martial Artist, and Police. Batman also has 2 addition keywords with Celebrity and Detective.

Batman and Robin are candidates for the GCPD Additional Team Ability, for just 2 points per character. At the beginning of your turn, if they have no action tokens they may be given a move action as a free action, with a speed value of 4.

Thanks for reading and although that is all for today, be sure to check back for more from the upcoming DC HeroClix: Batman Classic TV set; same Bat-day, same Bat-website.

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DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Dynamic Duo!

Greetings HeroClix Fans!

Holy HeroClix Combat Dials! Boy, do we have whopper of a preview for everybody today!

We’re pleased to kick off previews from the upcoming DC HeroClix: Batman Classic TV set.    This set will feature 16 figures of characters from the show, including 11 classic villains, some of whom perhaps you never thought you would see in HeroClix!  And what better way to kick things off than with the stars of the show, The Dynamic Duo!

016-Dynamic-Duo

Aptly enough, this Duo has two starting lines, one each at 150 and 100 points.   They have two traits and an improved movement power called Don’t Be Alarmed, We’re Here On Official Business, which allows them to ignore Elevated terrain for movement purposes.  One of their traits is called BIFF! BANG! POW!, which makes it so all attack rolls of double threes, fours, fives or sixes on close combat attacks are critical hits.

The second trait on The Dynamic Duo is called Batman Vehicles – Batcycle, Batcopter, Batboat.  This trait allows The Dynamic Duo to choose the Standard Transporter, Flier Transporter, or the Swimmer Transporter at the beginning of their turn if they occupy their starting area.  They possess that combat symbol until they take damage, and they may only choose each one per game.

On the first half of their dial, The Dynamic Duo can take they fight right to an opposing figure with Charge.  On these clicks, they possess a special power on their defense slot called The Bigger They Are, Robin…  This special power allows The Dynamic Duo to use Super Senses, and, when they are targeted by an attack, they increase their defense value by the attacker’s printed damage.  As an added bonus, this power can’t be ignored or countered.

On their first three clicks, The Dynamic Duo can counter a key power on an opposing figure with Outwit.  A click into the dial, they pick up a string of Quake, allowing them to attempt to break up groups of opposing figures.

At this point in the dial is the 100 point start line.  It has most of what has been on the dial up to this point, Charge, Quake and the The Bigger They Are, Robin… special power.   New to the dial of The Dynamic Duo is Close Combat Expert, allowing them to pummel a foe for more damage, increase their attack to make sure they hit their target, or a little of both.  After this click, The Dynamic Duo switch up their power set.

First up, Toughness will provide damage reduction for the rest of their dial.   And Perplex will allow them to modify one combat value by + or – 1, before switching back to a closing click of Close Combat Expert.  Also at this point in the dial is a special power that will be on the rest of their dial.  Called Chaotic Fistfight, this power lets The Dynamic Duo use Energy/ Shield Deflection.  Also, when The Dynamic Duo miss with a close combat attack, they can roll a d6 for each adjacent opposing character in any order you choose.  On the first result of 5 or 6, The Dynamic Duo can use the Duo Attack ability as a free action against that character.

As a Duo figure, The Dynamic Duo can split into Batman or Bruce Wayne, and Robin or Dick Grayson.   The Dynamic Duo also has a large selection of keywords to allow them to be played on many theme teams, including Batman Family, Detective, Gotham City, Martial Artist, Pilot, and Police. 

That’s all for today, but be sure to come back soon as we continue to explore figures from the upcoming DC HeroClix: Batman Classic TV set; same Bat-day, same Bat-website!