Marvel HeroClix: X-Men - Days of Future Past

A Special Marvel HeroClix Announcement from Senator Robert Kelly!


Greetings HeroClix Fans!

WizKids Games is pleased to bring you this special announcement from Senator Robert Kelly:

‘My fellow humans, I’m pleased to let you all know that today we’ve taken an enormous step in protecting humans from mutants. Today, a new generation of Sentinels has been deployed to help protect normal people from the mutant menace.

This newest generation of Sentinels is more advanced than ever, with plasteel-reinforced cores, advanced targeting computers, mutant dampening fields, cloaking abilities, and a laundry list of other technical advances which I’ll spare you the details of. Despite this, I am not complacent: the mutant threat is greater than ever.

Mutants are more than unnaturally strong. Not all of their abilities are clear to the naked eye, like a winged man. Some can see the future, others control cause earthquakes, or even move objects with their minds. I’m most terrified of the mutant abilities we haven’t seen yet. I only pray that this new generation of Sentinels can protect us from the emerging mutant threat.

This is not the first time that our country has faced new and unexpected challenges, but the task at hand is new. Douglas MacArthur once said, “I am concerned for the security of our great Nation; not so much because of any threat from without, but because of the insidious forces working from within.” His concern is truer now than ever. Support Sentinels and help your government protect you!”


Follow Senator Kelly’s advice and get out to your local HeroClix retailer to support Sentinels or defeat them with new and unexpected mutant powers with Marvel HeroClix: X-Men- Days of Future Past!

Marvel HeroClix: Deadpool Preview

Marvel HeroClix Deadpool: Banshee, Black Tom Cassidy and Siryn!

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: Deadpool set, we return to a simpler time and welcome to another episode of “As the Dial Clix“. In today’s episode, we learn of the love of a lost father, a devious cousin with plans of his own and the daughter who brought them both together again, well maybe?


Our story opens as 2 cousin’s fight over the love of a woman and the riches of the family estate. The Banshee, Sean Cassidy, has the X-Men and Police team abilities and shows his standing with both the NYPD and Interpol. Banshee has an 8 range and can use Improved Targeting to ignore both elevated and hindering terrain.

Banshee possesses 2 traits the first of which is Sibling Immunity and will allow Banshee to ignore all damage dealt by characters named Black Tom Cassidy, or shall we say cousin, unless it’s dealt by a close combat attack. This ability can’t be ignored.

Banshee’s second trait is called it’s Going to Get A Little Loud. First off all opposing characters within 6 squares can’t use Super Senses, just Blam! As well opposing characters within 6 squares can’t use Impervious, Invincible, or Invulnerability but can use Toughness instead, double Blam! Lastly when Banshee makes an attack and hits a character that can’t use a power due to this trait, increase damage dealt to that character by 1.

This trait is worded in the same way as a Critical Hit and therefor would not be subject to the rule of 3 as you are not modifying a combat value you are just increasing damage actually being dealt. With that on Banshee’s top 4 clicks he could deal 8 clicks of damage to an opposing character. Banshee starts with 3, then you modify by 3 (either using perplex or enhancement or something) and we are now at 6. The opposing character is one affected by Banshee’s trait adding 1 to damage dealt and then you actually roll a critical hit adding another 1 to damage dealt. Blam! Blam!! Blam!!! Have fun with that.

Positioning shouldn’t be a problem as Banshee has a starting 11 movement with Running Shot which will giving him a 14 square swing in which to target an opposing character with Penetrating/Psychic Blast even if they are trying to hide on top of elevated terrain. Banshee’s defense is covered by Super Senses.

Banshee has a special attack power called Sonic Scream this will allow him to use Pulse Wave. When he does, if you give him a double power action instead he can use Improved Targeting with Blocking Burst. Banshee’s late dial has Sidestep. Energy Shield/Deflection and will regain the use of Penetrating/Psychic Blast.

At 98 points Banshee is a steal and could easily make his way onto any Generation X, Horseman of Apocalypse, Police, X-Corps or X-Men themed teams.


Banshee’s cousin Thomas Cassidy, also known in some Brotherhood of Mutants circles as Black Tom Cassidy, hid Sean’s daughter from him. Black Tom Cassidy has Improved Movement and will ignore hindering terrain during movement.

The first of his 2 traits is like cousin Sean’s and is called Sibling Immunity. This will allow Black Tom Cassidy to ignore all damage dealt by characters named Banshee unless it’s dealt by a close combat attack. This ability can’t be ignored.

Black Tom Cassidy’s second trait Partners In Crime, bring together brains and brawl. If Back Tom Cassidy has no action tokens and a friendly character named Juggernaut is within 3 squares and would be assigned an action token, you may assign it to Black Tom Cassidy instead.

Black Tom Cassidy starts off with 2 special powers. His movement special power is called At Home In The Woods and will allow him to use Stealth, however when he actually occupies hindering terrain, modify his attack and defense values by +1. Black Tom Cassidy’s special damage power is called Shillelagh Heat Blast and will allow him to use Force Blast. When he does, he deals half the result of the d6 roll as penetrating damage after actions resolve.

Black Tom Cassidy has a nice 6 click dial for just 57 points. His standard powers will start off with Smoke Cloud and Toughness. At the ending of his dial Black Tom Cassidy will be able to use Sidestep, Steal Energy, and Barrier. Black Tom Cassidy’s final ending click has Regeneration.

Black Tom Cassidy possesses the Brotherhood of Mutants team ability and keyword.


Raised by Tom Cassidy but eventually reunited with her dad, Banshee, Theresa Cassidy comes into her own as Siryn. Siryn has a trait called Father, Uncle, and…? When Siryn is adjacent to a friendly character named Banshee, Black Tom Cassidy, or Deadpool, modify Siryn’s and those adjacent characters’ attack values by +1 unless already modified by this effect.

Siryn starts out with Running Shot, Energy Shield/Deflection and a special attack power called Hypnotic Notes. This will allow Siryn to use Pulse Wave and she has a range value of 6. When she uses Pulse Wave and hits, choose any one hit character. After actions resolve, Siryn can use Mind Control targeting that character as a free action, regardless of line of fire or force. Hey dad this is going to hurt but would you like to go again?

Siryn will gain some Sidestep and Ranged Combat Expert throughout her dial. Mid-dial Siryn will gain a special damage power called My Own Branch Of X-Factor, this will allow her to use Leadership. When she does and succeeds, she and a character Siryn removed an action token from can use Outwit until your next turn. Siryn ends her dial with the use of Super Senses.

Siryn possesses the Fallen Angels, X-Corps, X-Factor, and X-Force keywords and will only cost 86 points to field.

Thanks for joining in on our story and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: Deadpool set. Until then, Shape Change for the Win!!

Marvel HeroClix: X-Men - Days of Future Past Preview

Marvel HeroClix X-Men – Days of Future Past: The Blob!

Greeting HeroClix Fans!

We know you’re hungry for another exciting preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past set and this one is large so bring your appetite! Let’s dig in, shall we?


When Fred Dukes mutant power manifested, he considered himself to be a freak and used his new abilities to become a carnival performer with the show name “The Blob.”  Professor X found him and offered him a place with the X-Men but he thought himself better than them declined the offer. Professor X then wiped his memory of knowledge of the X-Men, which is the setup to his long hatred of the X-men.

Blob starts at a rather rotund 89 points. He doesn’t have a lot of different powers or tricks up his non-existent sleeves, but he makes up for it by being a real heavyweight secondary attacker. His trait Immovable states that Blob cannot be placed by Telekinesis, carried or knocked back. With a 6 movement for his entire dial, he can possibly take a while to get into the fray, but maybe you can coax your opponent’s characters to come close to him. With that 6 movement however, he possesses Plasticity for his entire dial to keep other characters tied up and where you want them.  With his Brotherhood of Mutants team ability, his movement won’t count against your actions for the turn as well either.

Blob’s attack stats weigh in at about average starting with a 10, then 9 for the rest of his dial except for the 8 attack on his last click. He does start with Quake on his top 2 clicks and again for another 2 clicks late dial that, if setup right with his special power can be a really fat bonus. Irresistible Force says that if an opposing character moves due to its own action and ends within 2 squares and line of fire, after actions resolve you may place that character adjacent to Blob and the square in which it ended its move. So for an example, Blob gets adjacent to an opposing character or two and keeps them there with his Plasticity, then has another character he places with Irresistible Force. He can quake on all of them next turn, it would just take some luck and good strategy to pull it off.

Blob’s starting defense power is Impervious with an 18 defense. On click 4 he loses a little weight and transitions to Toughness with a 17 defense and with Indomitable you get to make sure all your clicks count without taking damage for pushing. Try pairing him up with WXM043 Shadow King, with his special power Xavier’s Equal… No, Superior that says Shadow King can use Mind Control as if he had a range value of 10. When he does, he is not dealt unavoidable damage, and hit targets may be assigned two free actions instead of one. One of the two actions must be a move action. Use the move action as the second action to put the opposing character next to Blob. You’ll still have 89 points left over; in fact, you could have an additional Blob and have a Blob buffet!

Thanks for eating, er… reading todays preview and be sure to continue to check back with us as we preview more figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past set, we will not weather any excuses for you missing it!

Marvel HeroClix: X-Men - Days of Future Past Preview

Marvel HeroClix X-Men – Days of Future Past: Avalanche!

Greetings HeroClix Fans!

Today’s preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past will leave you quaking in your boots, it’s Avalanche!


Avalanche starts at an economical 72 points for what he brings to the table. He has a zero range and standard combat abilities and this helps keep him lean point-wise. His trait mixed with Precision Strike is really where he shows his namesake. His trait Earthen Tidal Wave says Avalanche can use Quake. When he does, he targets all characters within 3 squares and damage dealt to each hit character is instead equal to 5 minus the number of squares that character is from Avalanche. With Precision Strike on his first 3 clicks, you can potentially deal one click of minimum damage and up to 4 clicks to every opposing character within 3 squares!  Do it from elevated or deal knockback into a wall, and damage could go higher still.

Avalanches’ top 2 clicks have Toughness and Close Combat Expert as well. The Close Combat Expert can come in handy when you are single targeting an adjacent character to pump those attack and/or damage stats up in a pinch. He gains Toughness again for his last 2 clicks of life as well. For click 3 and 4 of his dial he gets mobility with Charge and gets Perplex to help keep his stats higher.

Avalanche isn’t a one trick pony, but he does have his specialty. Use it with the right team and perhaps you can knock over your opponent. Try Avalanche with Magneto (from Wolverine and the X-Men) to use Telekinesis to place Avalanche where he will do most damage. Add  Scarlet Witch (from the Chaos War Fast Forces Pack) for Perplex and Probability Control and Destiny for Probability Control as well. Finally add White Queen (from the Marvel 10th Anniversary set) for Leadership, Mind Control, and Psychic Blast for 299 points of Modern Age fun!

Thanks for reading and be sure to continue to stay tuned as we preview more characters from the upcoming Marvel HeroClix: X-Men – Days of Future Past, don’t go crawling off into the night!

Marvel HeroClix: X-Men - Days of Future Past Preview

Marvel HeroClix X-Men Days of Future Past: Mystique!

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. Mystique will lead her newly formed Freedom Force and on behalf of the US Federal Government will capture those thought to be enemies of the state.


Mystiques trait called Shape Shifter will allow her to use Shape Change. When she uses Shape Change and the result is a 6, all opposing characters can’t attack her for the rest of the turn.

Mystique has a special defensive power called Leader of the Brotherhood. This will allow Mystique to use Mastermind and Toughness. In addition to the normal effects when Mystique does transfer damage it may be to a character of a higher point value that shares a keyword with her and when she does, that character ignores 1 of the damage dealt after damage is reduced.

Let’s say you were playing a Brotherhood of Mutants team and Mystique is adjacent to Marvel HeroClix 10th Anniversary #015 Magneto. Mystique is then successfully hit with an attack for 4 damage. Mystique via her special power Leader of the Brotherhood; would be able to use Mastermind and transfer the damage to Magneto. Magneto would roll for Impervious and he failed; so he would take the 4 damage. He would then reduce it by 2 and then ignore 1.  Magneto would only take 1 actual click of damage from the attack.

Mystique also has a special damage power called Magneto Taught Me Well. This will allow Mystique to use Leadership and Perplex.

Let’s look at Mystiques standard powers. She has Stealth and some Sidestep on her movement clicks. Mystique has a 6 range and starts out with 3 clicks of Precision Strike. When Mystique makes an attack using Precision Strike that attack can’t be evaded and the damage dealt can’t be reduced below 1 or transferred. In her late dial Mystique picks up some useful Willpower; which will allow her to ignore pushing damage. Mystique rounds out the end of her dial with some Perplex and Outwit.

Having a 6 click dial for 82 points may seem a bit much but with a trait for Shape Change and her Mastermind special power Mystique will be hard to dispatch. If you run out of actions Mystique has the Brotherhood of Mutants team ability allowing you to give her a move action that does not could toward your available actions for the turn.

For keywords Mystique has the Brotherhood of Mutants, Freedom Force and Spy.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!

Marvel HeroClix: X-Men - Days of Future Past Preview

Marvel HeroClix X-Men Days of Future Past: Pyro!

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. As a member of Mystique’s Freedom Force, Pyro will use his ability to manipulate flame and help shape a new future.


Pyro has a trait called Flame Constructs. When Pyro has no action token and there isn’t a Flame Construct token on the map placed by him, give him a free action to place one in an unoccupied, adjacent square and it becomes a bystander token as described on this card.

Flame Construct bystander token has a zero point value. It can use Charge and has a 6 movement with Exploit Weakness and a 2 damage value. At the beginning of your turn the Flame Construct can be given a free action to use Poison.

First thing to note out is that Pyro has no defensive powers but then neither does his Flame Construct.

For movement Pyro will gain the use of Running Shot and some Side Step. When Pyro is attacking he has a full dial of Energy Explosion with a 6 square range and dual targets.

For an opening salvo Pyro would be able to produce a Flame Construct. Pyro could then be given a power action to use Running Shot and move up to 4 squares. Pyro would then be given a ranged combat action as a free action using his 11 attack value and 3 damage. Now that Pyro has been given a ranged combat action this would trigger his use of Energy Explosion and would allow Pyro to deal 2 damage to each untargeted character adjacent to the target of the attack.

Pyro would also be able to help boost adjacent friendly characters damage during ranged combat attacks with Enhancement. Pyro’s end dial he can now use Perplex.

Pyro is 90 points and has the Brotherhood of Mutants team ability and keyword as well as the Freedom Force keyword.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!

Marvel HeroClix: X-Men - Days of Future Past Preview

WizKids Games is Pleased to Announce Marvel HeroClix: X-Men – Days of Future Past!


Greetings HeroClix Fans!

Prepare yourselves as we travel to a dark and foreboding future where mutants have been incarcerated in internment camps for the public good.  Sentinels are everywhere, a constant reminder of the “mutant threat”, and are at the ready to put down the Mutant Resistance wherever they may find it.


This spring, WizKids Games will release Marvel HeroClix: X-Men – Days of Future Past.  This gravity feed set focuses on the pivotal and critically-acclaimed Marvel Comics storyline by  fan-favorite creators Chris Claremont, John Byrne, and Terry Austin, and features the X-Men of the era, Mystique’s Brotherhood of Mutants, the X-Men of the dystopian future, and of course, Sentinels!


Marvel HeroClix: X-Men – Days of Future Past will also enjoy a parallel release: sold separately, the Advanced Sentinel Scenario Pack will feature a colossal Sentinel figure that definitely has a few surprises up its sinister robotic sleeves.  We’ll have more to share about this special Scenario Pack soon, so stay tuned! Sentinel fans will not be disappointed!

Of course, we can’t just talk about all the incredible content without showing our fans some of the coolness, so without any further ado, we are pleased to present that most persistent and powerful of the Sentinels, Nimrod!


First off, Nimrod can be played at three different levels, 350, 250 or 150 points.  Nimrod has a good selection of keywords to build a team around him, from the generic Future and Robot, to Days of Future Past, and the anti-mutant Purifiers, and Sentinel keywords.   The Flyer combat ability will give him increased mobility, as well as the ability to carry a friendly figure with him.  And the Indomitable combat ability will let him act without fear of pushing damage as he can use Willpower.

Starting on his 350 point line, Nimrod takes his crusade against mutants right to them with Hypersonic Speed. He can choose to make standard range attacks with his 8 range and 2 targets, or use Pulse Wave to deal 1 unavoidable damage to all hit figures within four squares or give all 5 damage to one figure if used well.  Impervious will reduce damage from the inevitable counter attack, if not evade it entirely.  Nimrod also opens his dial with a special power called Future Knowledge of the Mutant Menace.  This power makes it so Nimrod’s powers and abilities can’t be countered.  Speaking of countering, he can also use Outwit normally, or he can use it on 2 different figures that each have the Brotherhood of Mutants or X-Men team ability or keyword.  His second click sees Hypersonic Speed replaced with a special power called Photon Propulsion, allowing him to use both Phasing/Teleport and Running Shot.

Click three on his dial is where Nimrod has his 250 point starting line.  It starts out with Photon Propulsion still on the dial.  He now gains the ability to avoid damage avoiders with Precision Strike, also making it so damage can’t be reduced below 1.  A click of Invincible will half damage dealt to him and Probability Control will allow him to try to manipulate die rolls to his advantage.   A click in, and both Hypersonic Speed and Pulse Wave are back on the dial.  For damage reduction on this click, he has a special power called Rapid Reformation, giving Nimrod both Invulnerability and Regeneration.  Additionally, if he has 2 action tokens, can use Regeneration as a free action.  Click 5 sees the return of his Photon Propulsion and Future Knowledge of the Mutant Menace special powers, and Impervious to protect himself.

Nimrod begins play on his 150 point line on click number 6.  This sees the power set from click five continue here, with the addition of Pulse Wave.  A click of Hypersonic Speed will be followed by a run of Sidestep, before closing out the dial with a click of the Photon Propulsion special power.  In his attack slot, Precision Strike will appear for a couple of non consecutive clicks.  Defensively, Nimrod will bounce back and forth between Invincible and his Rapid Reformation special power.  In his damage slot, Nimrod has a couple more clicks of Probability Control, before switching to a new power near the end of his dial, Empower.

When played on his 350 point starting line, Nimrod has a trait called Assault from the Future. This trait allows him to use the Multiattack ability.  Additionally, once per game he may be given a double power action to be placed in any square.  From there, he may make a close or ranged combat attack as a free action.

Nimrod brings solid combat values and an aggressive power set, weather you choose to play him as a one man army, or at a more team friendly power level.

We hope you’ve enjoyed this sneak-peek into the Future Past! Stay tuned next week as we bring you more from Marvel HeroClix: X-Men – Days of Future Past!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine & the X-Men: Professor X and Magneto!

Greetings HeroClix Fans!

Today we continue our previews of the upcoming Marvel HeroClix: Wolverine and the X-Men set by taking a closer look at the two architects of the Mutants Rights movement in their earlier years.  We are pleased to present none other than Professor X and Magneto!

053-Professor-X_MagnetoThe first thing we notice about Professor X and Magneto is that they possess a trait that will definitely  impact your team-building strategies.  The Origin of the Split grants characters with either the Brotherhood of Mutants or the X-Men team abilities those same keywords and team abilities! Talk about options: adding free action move of ability to exchange health in the game at no additional cost to the affected figures can be quite beneficial in-game!

Professor X and Magneto begin play maneuvering into position thanks to healthy stretch of Running Shot early-dial, which pairs nicely with their 7 range and 3 damage value.  And once you’re happy with Professor X and Magneto ‘s positioning, Outwit allows you to counter an opposing character’s power or combat ability as well!

And if that weren’t aggressive enough, Professor X and Magneto also possess a special power titled You’re a Mutant, Too? which allows them to use both Penetrating/Psychic Blast (which works quite well with the aforementioned Running Shot and 7 range) as well as Mind Control! Even better, when you use one of these powers and hit your target, you can then use the other power as a free action! (once the original action has completed that is)

Mid-dial, Professor X and Magneto switch tactics slightly as they attempt to infiltrate none other than Baron Von Strucker’s hidden Hydra base.  While Professor X and Magneto are not sculpted in the co-opted Hydra uniforms they wore in Uncanny X-Men #161, two clicks of Stealth ought to help them sneak past the sentries and into the secret Hydra lair! At this point in their dial, Professor X and Magneto exchange their You’re a Mutant, Too? special power for Incapacitate and Outwit for Shape Change.  (hmmmm, perhaps they found a pair of Hydra uniforms after all!)

Toward the end of their dial, Professor X and Magneto also go on the offensive thanks to a run of Pulse Wave and Sidestep.   (which can be used either before or after their attack if you so choose!) At this point, we also encounter Professor X and Magneto’s second special power: Leaders of Two Movements allows Professor X and Magneto also to use Leadership.  However, instead of the normal effects of Leadership, this special power allows Professor X and Magneto also to remove action tokens form up to two adjacent figures with whom they share a keyword, and one figure may modify its attack value by +1 (but must then lower its defense value by -1), and the other figure may modify its defense value by +1 (and, you guessed it, then lower its attack value by -1).

Defensively,  Professor X and Magneto also possess Super Senses initially, which then gives way to Barrier and then Energy Shield/Deflection respectively.

At 133 points, Professor X and Magneto also will work on a variety of team builds while readily leaving enough room for other figures in a 300 point game.  The Brotherhood of Mutants, New Mutants, Scientist, and X-Men keywords also allow for some great thematic team builds as well!

We hope you’ve enjoyed this latest preview from the upcoming Wolverine and the X-Men set.  Stay tuned next week as we spotlight a young mutant who is considered Homo Superior’s last, greatest Hope! Until then, keep your Clix off their K.O.’s!

Announcements Marvel HeroClix: Wolverine and the X-Men

WizKids is pleased to Announce Marvel HeroClix: Wolverine and the X-Men!


Greetings HeroClix Fans!

Prepare yourselves for a truly x-cellent (see what we did there?) summer as Wolverine and the X-Men are coming your way! X-pand your HeroClix collection with the latest Marvel set to focus on the first-family of Mutants, their allies, and their adversaries!

First up, we have the Marvel HeroClix: Wolverine and the X-Men main set five-figure boosters and super boosters:

WAX Boosters Mock

Marvel HeroClix: Wolverine and the X-Men offer a whole new level of play and collectability with the introduction of  Team Bases to Marvel HeroClix! Utilizing SwitchClix technology, specific HeroClix figures can be exchanged from single base play, to their corresponding Team Base, and back again! Unlock a whole new arena of strategy with Team Bases!

With 91 figures to collect, popular sub-themes include X-Men new and old, Brotherhood of Mutants, the Shi’ar Imperial Guard, and more!  In this set, there are:

  • 15 Common Figures (plus one Prime figure!)
  • 15 Uncommon Figures (plus one Prime figure!)
  • 14 Rare Figures (plus one Prime figure!)
  • 12 Super-Rare Figures (plus one Prime figure!)
  • 5 Thematic Chase Figures
  • 7 Team Bases with MORE figures included!

The main release of Marvel HeroClix: Wolverine and the X-Men will utilize a 9 Ct. Booster brick model, with eight standard five-figure boosters, and one super booster per brick.

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Next up, let’s take a closer look at the Marvel HeroClix: Wolverine and the X-Men 24 Ct. Gravity Feed!


Countdown to the full release of Marvel HeroClix: Wolverine and the X-Men with this 24-ct. Gravity Feed product.  Featuring 10 figures with all-new dial designs and an impulse friendly price point, the Wolverine and the X-Men Gravity Feed single-figure foil packs are an excellent product for new and established players.

024_Havok_HiresRender copy003_Shadowcat_HiresRender copy001_Wolverine_HiresRender copy017_JeanGrey_HiresRender

Marvel HeroClix: Wolverine and the X-Men will also have a standard Organized Play kit available upon the release of the main set as well.  This Organized Play kit will contain:

  • 6 Limited Edition figures. Three copies each of two different figures.
  • 10 3D special objects. 10 copies of one 3D Object.
  • 10 2-sided Maps (24” x 36”).
  • 1 Organized Play Instruction Sheet outlining suggested event formats.

As always, this Organized Play kit is marked not for re-sale and will be available while supplies last.

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All of the Marvel HeroClix: Wolverine and the X-Men sales solicitations are available for download and can be found on our Retailers Assets Page.

This summer will chock-full of X-Men goodness.  Be sure to let your friendly local game and comic stores know that you want Wolverine and the X-Men! And stay tuned for more exciting announcements soon.  Thank you all for your continued interest and support!

Marvel HeroClix 10th Anniversary Preview

The X-Men’s Mutant Master of Magnetism: Magneto!

Greetings HeroClix Fans!

The subject of today’s Marvel HeroClix: 10th Anniversary preview is a man who has been one of the X-Men’s oldest foes and has at times been one of the group’s strongest allies.  Please welcome the master of magnetism, Magneto!


First we’ll start with a version of Magneto that reflects his early appearances in HeroClix.  This Magneto (#015) starts with a range of 8 and a click of Running Shot to help him bring the fight to the Homo Sapiens.  Defensively, Magneto’s dial starts with a click of Impervious as his magnetic shields protect him from harm while Leadership shows in his damage slot.

Once Magneto is off his first click, he loses Running Shot but gains three clicks of Pulse Wave in his attack slot.  Defensively, he downgrades from Impervious to two clicks of Invulnerability.  On Magneto’s last Pulse Wave click his defensive power drops even further to Toughness, which he retains for two clicks.

On Magneto’s last two clicks, he stands his ground although there’s no guarantee his opponents will do the same: In his movement slot he gains Force Blast while Quake occupies his attack slot.  Outwit is in his damage slots, which represents the wisdom he’s gained through age.  Toughness makes way for Barrier on his last click.

This version of Magneto hits the map at 113 points and has the Brotherhood of Mutants team ability and keyword.  He also has the Acolytes, Ruler, and X-Men keywords.  Like other characters in the Marvel HeroClix: 10th Anniversary set, Magneto has a Battlefield Promotion trait that allows him to transform into his Modern Age version.  When #015 Magneto hits one or more opposing characters, you may place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  If the result is 8 or higher, #015 Magneto may be replaced with #019 Magneto on the same click number!


This version of Magneto can be played at 250 or 125 points.  The figure also hits the battle map with a trait, Magnetic DebrisMagneto begins the game without the Magnetic Debris attached.  We’ll discuss how the Magnetic Debris attaches itself to Magneto shortly.  In the meantime, let’s talk about what Magneto gains when the Magnetic Debris is attached:  With the Magnetic Debris attached, Magneto modifies his defense and damage values by +1 and when he is hit b a close combat attack, the attacker is dealt 1 unavoidable damage after the attack is resolved.  The Magnetic Debris remains attached to Magneto until he takes damage from an opponent’s attack.

Magneto begins his dial with a range of eight and can target two characters.  He starts with Running Shot in his movement slot and a special power, Master of Magnetism, in his damage slot.  Master of Magnetism appears on all but Magneto’s last two clicks and allows him to use Pulse Wave and Quake.  When he uses either power and hits, you may attach the Magnetic Debris to him.  Running Shot appears on all but Magneto’s second and sixth clicks.

Telekinesis occupies Magneto’s attack slot and also appears on all but his last two clicks.  Defensively, Magneto starts with three clicks of Invulnerability, then follows up with three clicks of Toughness to show that he is naturally strong.  On Magneto’s last two clicks, Toughness makes way for Willpower as he keeps fighting for a cause which he feels is righteous.  In his attack slot he gains Ranged Combat Expert to remind others that he’s most dangerous when focused on one opponent.  However, he can deal with multiple adjacent opponents by using Quake on his last click.

The Modern Age Magneto has the same keywords as his #015 counterpart and also possesses the Hellfire Club and New Mutants keywords.  Instead of the Brotherhood of Mutants team ability, #019 Magneto has the X-Men team ability!

Thanks for reading!  Please join us for our next Marvel HeroClix: 10th Anniversary preview when we crash a closed poker party hosted by a palooka with a clever catchphrase.  Until then, keep your Clix off their KOs!