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DC HeroClix: World's Finest

DC HeroClix: World’s Finest – Booster Gold & Blue Beetle

Greetings HeroClix fans,

Welcome to another laugh-a-minute preview from the upcoming DC HeroClix: World’s Finest set! If you’ve been following us on the WizKids Facebook, then you know that Scott Porter’s been busy unboxing some new boosters. Today, we’re going to take a closer look at two figures from the DC HeroClix: World’s Finest, one of which was pulled in Scott’s latest video.  Here we have two of the bestest friends the DC Universe has ever seen – they go together like Peanut Butter and Chocolate, we’re talking Booster Gold and Blue Beetle!

 DC HeroClix: World’s Finest - Booster Gold

Up first is the man who loves the limelight, the Celebrity super-hero, Booster Gold! A one-time football player from the future, Booster stole technology and escaped to the past, allowing him to become the center of attention he always wanted to be! At 70-points with a range of 6 squares, Booster Gold is all about putting himself in position to look as good as possible – but he’s also a team player, being able to fit in on Celebrity, Future, Justice League International, Metropolis, and Super Buddies teams. His standard powers include Running Shot, Sidestep, Energy Explosion, Super Strength, Energy Shield/Deflection, Toughness, and Empower. He also has a special power called Stand Back and Watch a Real Hero, Beetle!, which grants Booster the ability to use Probability Control. But that’s not all – it has an extra “boost” that allows him to use it an additional time if one of those uses targets himself or a friendly character named Blue Beetle!

 DC HeroClix: World’s Finest - Blue Beetle

Speaking of the head of Kord Industries, here we’re taking a look at the glue that held the Justice League International together, Blue Beetle! A 60-point piece with a range of 6 squares, Blue Beetle is designed to be a support piece for your Birds of Prey, Justice League International, Scientist, or Super Buddies teams, featuring the standard powers Charge, Force Blast, Incapacitate, Combat Reflexes, Toughness, and Enhancement. He also has a special power called I’ll Let You Know When I See One, Booster!, which grants Blue Beetle the ability to use Perplex. Much like his buddy Booster, however, where this power shines is in the added effect– he can use Perplex an additional time if one of the uses targets himself or a friendly character named Booster Gold!

Together, the Blue & Gold come to 130 points, leaving you with 170 points to play with to fill out your team – a significant amount, considering some of the modern age options you have that would qualify for your squad, including the Martian Manhunter, Guy Gardner, Mister Miracle, and Captain Atom, amongst others. While they’re certainly not front-line attackers, the Blue & Gold combo are impactful additions to a team that features a tentpole to lead your assault.

That’s all for today’s DC HeroClix: World’s Finest previews! Don’t forget to check back on the WizKids Facebook for more unboxing videos with Scott Porter leading up to the DC HeroClix: World’s Finest Pre-Release. Visit the WizKids Event System to find both Pre-Release and Release Day Events at FLGS near you. Until next time, Super Buddies for life!

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DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Bug!

Greetings HeroClix Fans!

Welcome back as we conclude our Blue & Gold week with the transport of choice for the Blue Beetle (as well as the largest vehicle in the DC HeroClix: Batman set, resting on a 3 x 6 base), The Bug!

As with all of the vehicles found in DC HeroClix: Batman, The Bug can be played as an Autopilot (at 99 points) or Piloted  (at 139 points) addition to your force.   Either way, it can be included on a couple of different theme teams as it has the Justice League, Justice League International and Vehicle keywords.   The Bug is designated with a unique ring, and possesses the Flight and Giant combat abilities, so the Carry ability will always be an option.   In addition to the normal two dials, The Bug has two other dials called Hazardous Environment Dial and The Beetle Dial, which we will get into in a bit.   But first, the Autopilot dial.

The Bug begins play as a solid attack piece utilizing its Hypersonic Speed, while Invulnerability will protect it from counter attack.  A printed 6 range will also allow The Bug to make range attacks.    The Bug also can be a solid support piece for your force, as Telekinesis will allow it reposition figures and objects.  Having the ability to carry 6 figures is a benefit for your entire force, but The Bug goes a step further, with a special power called Skywire, allowing it to pick up friendly characters in squares The Bug passes adjacent to or through when given a move action, even if they weren’t adjacent at the beginning of that move action!

After the opening couple of clicks, The Bug moves into a more close combat orientated section of its dial, as it now has Charge, where it can use its printed 3 damage or use Quake, with its damage value locked at 2, but able to attack figures in up to 22 adjacent squares.  Invulnerability will continue to protect The Bug in this section of its dial.   The next section of dial on The Bug sees the return of both Telekinesis and the Skywire special power, this time with Toughness to provide damage reduction.  The Bug also sees the last click of move and attack on its dial as Charge sees its final click. 

The back end of The Bug’s dial on sees its powers shift again as Quake makes one last appearance before giving way for the rest of the dial to Poison.  Overlapping with these two attack powers are the last clicks of damage reduction, as Toughness makes its last showing on the dial.  Aside from Poison, the Skywire special power reappears for two more clicks at near the end of The Bug’s dial.

On the he Piloted version, nothing much changes on the first third of the dial of The Bug other than combat values.  This version also begins play with Hypersonic Speed, and it will appear on every odd number click of The Bug’s 12 click dial.  Impervious will provide damage reduction, if not allow The Bug to avoid damage altogether.   The Skyline special power is also available on the Piloted version of the Bug, but now it can carry only 5 friendly figures An 8 range with some solid damage potential makes for some great range attacks, or Energy Explosion can be used to try to break up those clusters of opposing figures.

We some new powers appear on the next third of The Bug’s dial; one last click of Impervious gives way to Invulnerability while Poison shows up for two clicks, before switching back for two more clicks of Energy Explosion.  This particular of The Bug’s dial has Perplex to modify a combat value where it will do the most good for your force.  The last section of dial on The Bug has both Poison and Skyline on it, and a final click of Invulnerability gives way to Toughness for the rest of the dial. 

As solid as the Piloted Version of The Bug is, its real value comes from using one or both of its Pilot Abilities and these will bring into play the extra two dials on The Bug.  These two dials will allow a bit of customizing what The Bug can do, allowing you adapt it to suit your needs.  First up is Beetle Built Some Nice Tricks into This Thing.   This ability has the prerequisites of either the Justice League team ability or the Scientist keyword.   “The Bug can use all powers and abilities on the Hazardous Environment dial.  When The Bug would take damage, you may click the Hazardous Environment dial instead.  The Bug is only wrecked when its Piloted dial is knocked out.”   Let’s take a look at what the Hazardous Environment dial adds to The Bug. 

First off, the 6 click Hazardous Environment dial has the Dolphin combat symbol, allowing The Bug to use the Swim ability.   Running Shot is on all the odd number clicks.  The front half of this dial has Willpower, allowing The Bug to act without fear of pushing damage.  The back half has Combat Reflexes, coming in very handy as The Bug has a lot of powers requiring adjacency to an opposing figure.    The attack slot has a special power for its entire length called Hazardous Environment Support, which says, “Give The Bug a move action and after actions resolve, if The Bug carried at least one friendly character, The Bug can use Support as a free action, modifying the result of the attack roll by +1 for each character carried.”  If the Skyline special power is showing on the regular dial of The Bug, the modifier should be easy to get.

The second Pilot ability is called I Know How to Keep this Baby Flying, and has the prerequisites of using either Blue Beetle or Booster Gold as your pilot.  The text of this ability is “The Bug can use all powers and abilities indicated on the Hazardous Environment dial and The Beetle dial.  When The Bug would take damage, you may click either the Hazardous Environment dial or The Beetle dial instead.  The Bug is only wrecked when its Piloted dial is knocked out.”

The defensive slot has a special power for the entire length of the 5 click The Beetle dial called Keep It Together…, that allows you to heal one click of damage on one of the other dials on The Bug immediately after the resolution of a move action.   This, in addition to the Hazardous Environment Support special power can provide a lot of healing for your force.   Beyond this special power, The Beetle dial brings two standard powers that were on the Autopilot dial, but not the Piloted dial, to The Bug.  Charge and Quake bring their uses to The Bug through this Pilot ability.

The Bug concludes our Blue and Gold week here on HeroClix.com.  Thank you so much for joining us and be sure to check back next week as we take a look at a Gotham City heroine who has donned three different identities in her short career!  Until then, have a great weekend and play some HeroClix!

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DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Blue Beetle!

Greetings HeroClix Fans!

Today we spotlight another character from the upcoming DC HeroClix: Streets of Gotham set as we continue our “Blue and Gold” week here on HeroClix.Com.  Today’s preview is an accomplished inventor and wise-cracking hero.  We are pleased to present Ted Kord, better known as the Blue Beetle!

To represent Kord’s inventive flair and non-lethal tactics, Blue Beetle has a special power throughout his entire dial called BB Gun. This special power allows Blue Beetle’s ranged combat attacks to cause knock back, with the target reducing knockback damage by -1.  Additionally, if the attack roll is doubles, the amount of squares the target is knocked back is doubled.

Blue Beetle isn’t simply content to blast his foes back though, as he has always been a highly skilled close combatant and his dial reflects this very well.  A full dial of Combat Reflexes demonstrates just how difficult he is to hit in close combat while an opening click of Charge allows Blue Beetle to take the fight to an opponent.

Mid-dial, Blue Beetle switches tactics a bit and pummels his foe (or foes) as he cuts loose thanks to Flurry.  Blue Beetle further demonstrates his acrobatic agility with Leap/Climb on last two clicks, allowing him to move with ease about the battlefield or attack opponents regardless of elevationBlue Beetle also has a couple of clicks showing off his invention abilities with Perplex.

Blue Beetle has plenty of theme team options with the Birds of Prey, Justice League, Justice League International, Pilot, and Scientist keywords, and  the Justice League team ability will allow Blue Beetle to move without using one of your available actions.  At 61 points, Blue Beetle can be an effective close combat tie up piece on any force you choose to include him on.

Lastly, and certainly not least, the Blue Beetle also has a trait called Beetle’s Bug that allows you to modify by +1 the speed and attack values of The Bug when he is the pilot of it.  How good are these modifiers?  Be sure to come back on Friday as we unveil The Bug from the upcoming DC HeroClix: Batman set! Until then be sure to keep your Clix off their K.O.’s!

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DC HeroClix: Batman Preview

DC HeroCix Batman: Booster Gold!

Greetings, HeroClix fans!

We are pleased to have you join us as we celebrate Blue & Gold Week at WizKids Headquarters!  For today’s DC HeroClix: Batman preview, we shine the spotlight on a hero who LOVES the spotlight.  Please welcome the “Gold” representative of the Blue & Gold team, Booster Gold!

 

Booster Gold comes into play at 98 points and has a range of seven with one target.  Booster Gold’s powers all come from technology that he, ahem, “borrowed” from a museum in the future so he begins his dial with two clicks of Running Shot in his speed slot as his Legion Flight Ring whisks him into position for a ranged attack.  Flurry appears on his last four clicks as Booster Gold gets caught in the heat of the moment and serves up a plate of knuckle sandwiches.

In Booster Gold’s attack slot, he starts his dial with three clicks of a special power, Skeets, which represents the security robot that assists Booster Gold.  Skeets changes Booster Gold’s Standard attack symbol to the Duo symbol.  Mid-dial, Skeets disappears as Booster Gold utilizes his wrist blasters (Energy Explosion) for three clicks.  Skeets returns on Booster Gold’s last click.

Defensively, Booster Gold’s power suit grants him increased strength, durability, and is light-weight so he starts his dial with a click of Energy Shield/Deflection.  Booster Gold’s suit is also equipped with a force field generated by Brainiac 5’s belt.  This force field is represented via three clicks of Toughness.  Energy Shield/Deflection returns for Booster Gold’s last three clicks.

Although Booster Gold initially became a hero to earn fame and riches, he’s since worked hard to improve his image.  In Booster Gold’s damage slot, he starts with a click of Leadership as he shows his teammate that he’s more than he appears.  On his last two clicks, Booster Gold has Perplex as he gets the better of those who assume him to be a buffoon.

In between Leadership and Perplex, Booster Gold has a special power for the majority of his dial that allows him to shift the odds in his favor.  The Advantage of Time Travel allows Booster Gold to use Probability Control.  When Booster Gold uses it for his own attack roll, he may used Probability Control again as long as the rerolled value is higher than the previous ignored value.

Booster Gold has the JLA team ability and a trio of keywords (Celebrity, Future, and Justice League International) that open up options when adding him to a force.  At 98 points, Booster Gold is an ideal secondary attacker in larger-point games and leaves plenty of room for other teammates.

Thanks for reading!  Please join us next time as we continue Blue & Gold Week and preview a character who’s arguably smarter than Batman.  Until then, keep your clicks of their KOs and don’t tell J’onn J’onzz where his cookies are hidden!