Happy release day HeroClix Fans!
To celebrate the release of DC HeroClix: Streets of Gotham, we are pleased to show you the Birds of Prey team pack! First up for this trio of figures is Black Canary!
Coming in at 84 points, Black Canary begins play with a trait, On the Run Together. When Black Canary is adjacent to a friendly figure with which she shares a keyword, her attack and defense values are modified by +1. Black Canary has two keywords (Birds of Prey and Martial Artist) to work with On the Run Together and to aid with theme-team building.
Moving onto Black Canary’s dial, she begins with a range of four squares and can target two characters with her ranged attacks. Black Canary also starts with two clicks of a special power, Spinning Kick, which lets her use Charge and Flurry and makes her a fearsome close combat opponent. Those clicks are paired with Incapacitate in her attack slot as she unleashes a focused Canary Cry. In Black Canary’s defense slot, she begins with Combat Reflexes to give her an edge in hand-to-hand combat.
Once Black Canary is off her top two clicks, she switches from fighting up close to attacking from range. Running Shot occupies her speed slot for the remainder of her dial as she moves then makes ranged attacks. In Black Canary’s attack slot, she switches from Incapacitate to Energy Explosion as she lets loose a wide scream. Energy Explosion also appears on Black Canary’s last click. Sandwiched between the Energy Explosion clicks are two clicks of Pulse Wave as she lets loose her Canary Cry! Defensively, Black Canary drops Combat Reflexes in favor of Toughness as she remains steadfast in dishing out some pain to opposing figures. However, Combat Reflexes returns on her last two clicks.
In her damage slot, Black Canary begins with Enhancement to boost the damage values of friendly characters making ranged attacks. That’s followed by Exploit Weakness as Black Canary’s martial arts knowledge allows her to pinpoint her opponents’ weak spots. This pattern of powers repeats itself for the remainder of Black Canary’s dial.
Black Canary has the Batman Ally team ability, which lets her use Stealth. She makes a viable choice as a second- or third-string attacker and her defense values (which never drop below 16) should keep opposing characters stymied while the other two Birds of Prey do their thing.
Speaking of Black Canary’s teammates, let’s take a look at Starling!
The first thing you’ll notice about Starling is the Improved plus on her tampo. On her card, she has an Improved Movement combat ability called Just Run Through It! which allows her to ignore hindering terrain while moving. Starling also has a trait, I’ll Drive Us Straight Through That Wall, which lets her use the Carry ability. And when Starling moves, she may ignore the effects of one object or one square of blocking terrain for movement purposes. If she does, after she finishes her move, the object or square of terrain is destroyed.
Starling comes into play with a range of five squares and can target a single character with her ranged attacks. Her dial begins with two clicks of Running Shot. On those same clicks but in her damage slot is Perplex.
Mid-dial, Running Shot is followed by two clicks of Charge as Starling flirts with danger and switches from ranged attacks to close-combat fighting. Perplex is replaced by Exploit Weakness as Starling boasts that she knows a thousand ways to make her opponents bleed!
Finally, on her last two clicks Starling drops Charges and gains Plasticity as she keeps opposing figures from fleeing. Close Combat Expert in her damage slot represents her lack of hesitation to fight dirty.
Starling has the Batman Ally team ability, just like Black Canary. In addition, Starling has the Birds of Prey and Spy keywords to give you options when including her on a themed force. Starling’s I’ll Drive Us Straight Through That Wall trait will help her teammates quickly get into position. At 75 points, Starling leaves plenty of room for other attackers on a force, like the third character found in the Birds of Prey team pack, Katana!
Katana comes into play at 71 points and, like her team pack teammates, has the Batman Ally team ability. Katana begins her dial with a short run of Leap/Climb in her speed slot as she gets where she needs to be. In her attack slot Katana has Blades/Claws/Fangs to represent her trusty sword. Defensively, Katana has the Indomitable combat ability, which allows her to use Willpower, and starts her dial with Super Senses as she parries opposing characters’ attacks. Exploit Weakness occupies Katana’s initial damage slot as she thrusts a sword through the spirit of her enemies.
Once Katana is off her top click she switches from Blades/Claws/Fangs in favor of a special power called Sweeping Slash! This special power allows Katana to use Quake. When she does, roll a d6 and subtract 2 from the result (the power has a minimum result of 2). Hit characters are dealt the result instead of 2. This attack does not knock back characters. Sweeping Slash appears on Katana’s dial for three clicks, with Blades/Claws/Fangs returning for her last two clicks.
Starting with her second click, Katana drops Super Senses and gains Combat Reflexes to represent her relentless training. Super Senses, however, returns on her final click. Outwit also appears on Katana’s second click and represents her conversations in Japanese with her husband’s soul, which she believes resides in her sword.
With the Birds of Prey, Martial Artist, and Outsiders keywords, Katana is not to be trifled with and makes a viable attacker for her point cost. Katana’s defensive values up front make her difficult to hit while her Sweeping Slash special power can hurt multiple opponents.
Thanks for reading! Please join us next time as we reveal more secrets from upcoming HeroClix releases! Until then, keep your clicks off their KOs!