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DC HeroClix: Batman Preview Prime Figures

DC HeroClix Batman: Hush…And Bruce Wayne?

Greetings HeroClix Fans!

For today’s DC HeroClix: Batman preview we examine a man who was a childhood friend of Bruce Wayne who eventually became bitter enemies with the heir to the Wayne fortune.  Please welcome Dr. Thomas Elliot, also known as Hush!

 

Hush comes into play at 107 points and has the Batman Enemy team ability, which allows him to replace his attack value with the unmodified attack value of an adjacent character using the same team ability.  Hush also starts with a trait, A Better Enemy, which works as a complement to the Batman Enemy team ability.  When Hush replaces his attack value, it’s then modified by +1 if it’s not already modified by this effect.  In addition, A Better Enemy allows Hush to ignore the Batman Ally team ability.

Characters with the Batman Ally team ability may not be hidden from Hush, but he’ll be hard to spot as he possesses Stealth on all but his last two clicks.  Hush’s attack slots don’t show any standard or special powers but he has a range of five and has the Sharpshooter combat ability, which allows him to ignore opposing characters when drawing line of fire and make ranged combat attacks that target adjacent opposing characters.

Hush also has the Indomitable combat ability, which allows him to use WillpowerHush starts his dial with four clicks of a special power, Faces of Wayne, which lets him use Mastermind and Shape Change.  His last three clicks feature no standard or special powers in his defense slot.  Another special power appears on the first two clicks of Hush’s damage slot.  The Surgeon Cuts allows Hush to use Exploit Weakness and SupportOutwit occupies the damage slot on Hush’s last five clicks to show that he’s one step ahead of his opponents.

For theme team play, Hush has a pair of keywords (Celebrity and Gotham Underworld) that provide some options when including him on a force.  Hush has a steady set of attack and defense values up front, and when used wisely A Better Enemy makes him a threat your opponent won’t want to ignore.

In the Heart of Hush storyline from Detective Comics, Hush had plastic surgery performed to make him look identical to Bruce Wayne.  In the DC HeroClix: Batman set, #037b Bruce Wayne is Hush masquerading as the wealthy head of Wayne Enterprises.

This version of Bruce Wayne is a Prime character, as shown by the green background on the character card and the green ring around the base.  Prime characters take the Unique game mechanic to another level in that you may only field ONE Prime character per force regardless of the build total.  Bruce Wayne comes into play at 95 points and has the Calculator team ability, which makes him a wild card.

Bruce Wayne hits the battle map with a pair of traits that play off Hush’s scheme to impersonate the Batman’s secret identity.  The first trait, Infiltrating the Batman Family, allows Bruce Wayne to use the Batman Ally team ability if no friendly characters on the map possess it.  The second trait, I Will Strike Wayne Through Those Most Dear to Him, allows Bruce Wayne to ignore Stealth.

Whereas Hush preferred to manipulate behind the scenes, Bruce Wayne is willing to run and gun and starts with Running Shot in his movement slot.  He also has a range of five and can target two characters with ranged attacks.  Toughness is on the first two clicks of Bruce Wayne’s defense slot as he boasts that his hardships have hardened him.  Bruce Wayne also possesses the Indomitable combat ability.

In his damage slot is a special power, Brilliant Surgeon…..After Turning the Knife On Myself, which represents the lengths Thomas Elliot is willing to go for revenge against his childhood friend.  This special power allows Bruce Wayne to use Outwit, Shape Change and Support.  In addition, when Bruce Wayne uses Support, you don’t subtract 2 from the d6 roll.

Running Shot disappears on Bruce Wayne’s second click while Penetrating/Psychic Blast appears in his attack slot.  Brilliant Surgeon… is replaced by Shape Change as Bruce Wayne continues to his ruse.  Mid-dial, Bruce Wayne confuses his opponents by mixing ranged- and melee-based powers on his third click.  Running Shot returns and provides a nice partner for Bruce Wayne’s second click of Penetrating/Psychic BlastBrilliant Surgeon… returns to the damage slot.  However, defensively Bruce Wayne drops Toughness in favor of Combat Reflexes as he reaffirms his dedication to beating Batman.

As we reach Bruce Wayne’s fourth click, we see that Running Shot remains but Penetrating/Psychic Blast has been abandoned.  Brilliant Surgeon… has disappeared again and in its place is Exploit Weakness.  On click five, Bruce Wayne has settled in as a close-combat attacker and gains Blades/Claws/FangsToughness replaces Combat Reflexes while Brilliant Surgeon… makes it final appearance on the dial.  On Bruce Wayne’s last click, Toughness and Blades/Claws/Fangs remain but Brilliant Surgeon… is again replaced by Exploit Weakness.

Bruce Wayne is a viable candidate for many forces and has the Batman Family, Celebrity and Gotham City keywords for ease in theme team building.  His combat values remain steady throughout his dial, with attack values that never dip below 9 and defense values that never fall below 16.

Thanks for reading!  Join us for our next DC HeroClix: Batman preview when we travel to China and visit with one of that country’s oldest “super-perfunctories.”

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DC HeroClix: Batman Preview Prime Figures

DC HeroClix Batman: Sasha Bourdeaux and the Black Queen!

Greetings HeroClix Fans!

And welcome as we continue to explore the upcoming DC HeroClix: Batman set.   Today we look at a former bodyguard of Bruce Wayne, partner to the Caped Crusader, and the eventual OMAC powered Black Queen of Checkmate, Sasha Bordeaux!

Sasha Bordeaux begins play with a trait called Bodyguard, which says to choose another friendly character as a Client at the beginning of the game.  At the end of your turn, if Sasha Bordeaux is within 4 squares and line of fire of the Client, she may be placed adjacent to the Client.  What good is this trait to her Client?  It synchs up very well with her defense special power Executive Protection.  This power allows Sasha Bordeaux to modify her defense by +1 against close combat attacks, as well as use Defend if the attacker is within line of fire.  An opening click of Flurry pairs nicely with this she should be in close combat.

After her initial click of Flurry, Sasha Bordeaux has a couple of mid-dial clicks of Charge to be able to take the fight to an opposing figure.  If, after this attack, Sasha Bordeaux would be better off somewhere else, her Charge shouldn’t take her out of range of her Bodyguard trait.

On her last two clicks, Sasha Bordeaux once again has Flurry.  Also showing her never give up attitude on these clicks is Willpower.

Sasha Bordeaux has the Batman Ally team ability to show her stint working with the Dark Knight.  The Gotham City and Police keywords will give her a couple of theme team options.  At 50 points, Sasha Bordeaux will bring a useful team ability for any team with Wildcards a unique way to protect a key figure on your force.

We also mentioned that Sasha Bordeaux was the Black Queen of Checkmate, and Prime figure #023b in this set represents her as such.

 

Black Queen has a trait called OMACtivated.  This trait allows Black Queen to select a team ability an opposing figure can use at the beginning of the game, and make it uncopyable.  In addition, Black Queen can’t be targeted by Incapacitate or Mind Control, and when she is targeted by Penetrating/Psychic Blast, she modifies her defense by +2.

Black Queen has the Improved Movement: Hindering Terrain ability.  This works very well with all powers in her movement slot, particularly an opening click of Stealth.  An opening click of Toughness will provide some protection from counter attack.  Black Queen can also deprive the opposing force of a key power with the use of Outwit.  The Indomitable combat ability will allow her to act without fear of pushing.

On her second click, Black Queen picks up a run of a movement special power, Optimized Targeting Optics and Infrared Vision.  This special power allows Black Queen to use Running Shot, and, ignore opposing character’s Stealth.  Black Queen upgrades to her only click of Invulnerability, before changing back to Toughness.   Black Queen switches support powers at this point to a couple of clicks of Perplex.  

Click four offers an interesting choice.   Go for the KO on a figure with a 3 damage and Pulse Wave, still able to use Running Shot, or use Regeneration to get Black Queen back into damage reducers.  After this, Black Queen loses her Optimized Targeting Optics and Infrared Vision special power, keeping Pulse Wave and another click of Outwit.  Combat Reflexes will make her harder to hit close combat for a couple of clicks.

At the end of her dial, Black Queen sees one more click of her Optimized Targeting Optics and Infrared Vision special power.  On her last click, Black Queen has one has one more click of Outwit, and again gets the ability to attempt to heal due to Regeneration.

Black Queen brings the Calculator wildcard team ability to help herself, and the Police team ability to help her allies.  Black Queen has the Checkmate, Robot, and Spy keywords for plenty of good theme team options.  At 135 points, Black Queen will be a solid cornerstone with plenty of room for support on any force you choose to include her on.

That is all for today.  Be sure to come back Friday as we preview a member of a Covert Action Team with a killer handshake from the upcoming DC HeroClix: Batman set!

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DC HeroClix: Batman Preview Prime Figures

I Shall Become a BAT – Batman, the Caped Crusader!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: Batman set continues today with a closer look at Batman and some of his winged friends!

Batman begins play with a trait, Flock of Bats, which plays into his analysis that criminals are a superstitious cowardly lot who are fearful of the image of a bat.  To use Flock of Bats, give Batman a free action to attach an adjacent Flock of Bats to his base or remove an attached Flock of Bats and place it in an adjacent square.  When a Flock of Bats is attached, Batman can use its special power but the flock does not return to your starting area after the special power is used. If Batman is KOd with a Flock of Bats attached, place any attached Flock of Bats in an adjacent square before removing him from the game.

We’ll go into more detail later about what each Flock of Bats can do but for now let’s not keep the Dark Knight waiting and take a look at his dial!

Batman clocks in at 88 points.  He also has a 60-point starting line on his fourth click that is used when he is brought into play via #002 Bruce Wayne’s Alter Ego: Batman special power.  Batman also has the Improved plus on his base and his character card shows that he has an Improved Movement combat ability titled I Will Be Where I’m Needed.  This ability allows Batman to ignore elevated terrain, hindering terrain, and characters while moving.

Batman has a range of six and can target a single character with his ranged attacks.  However, Gotham City’s protector starts his dial by taking the fight up close with three clicks of Charge in his movement slot.  His attack values stay consistent throughout his dial, never dipping below a 10. Mid-dial, Batman gains two clicks of Quake to let his foes know that he will never be outnumbered! Defensively, Batman has the Indomitable combat ability and starts with four clicks of Combat Reflexes.

Batman’s damage slot starts with two clicks of Outwit to show that he’s smarter than Gotham’s criminal element. He then gains two clicks of Perplex to represent his preparedness in fighting crime.  Finally, Batman ends his dial with two clicks of Close Combat Expert to show his superior fighting skills.

This version of Batman has the Batman Ally team ability and only one keyword (Batman Family) but is an excellent addition to any force.

What’s this?  A black bat has just flown through the window!  A creature of the night! It must be part of the Flock of Bats (Black) that can attach to BatmanFlock of Bats (Black) costs 13 points and has a trait, Small, But Annoying, which prevents it from using the Carry ability.  The Flock of Bats (Black) has Plasticity in its movement slot and a special power in its damage slot, Shadow of the Bats.  When Flock of Bats (Black) is given a power action to use Shadow of the Bats, until the beginning of your next turn, squares that are adjacent to this Flock of Bats are hindering terrain for line of fire purposes.  When this special power is used, at the beginning of your next turn place this Flock of Bats in your starting area.

Whew!  That was interesting! We’ll take a look at another Flock of Bats later but now let’s turn our attention to The Caped Crusader!

The Caped Crusader is a Prime character, as noted by the green ring around his base and the green background on his character card.  Prime characters take the Unique game mechanic to another level in that you may only field ONE Prime character per force regardless of the build total.

Weighing in at 139 points, The Caped Crusader has an Improved Movement ability, My Surroundings Can Be Advantageous, which allows him to ignore elevated terrain, hindering terrain, and characters while moving.  The Caped Crusader also has a pair of traits.  The first trait, Allies in Darkness, allows The Caped Crusader to begin the game with a Flock of Bats attached to his base at no additional cost.  While at least one Flock of Bats is attached to The Caped Crusader, he can use Super Senses.  You may give an attached Flock of Bats a move action to detach from The Caped Crusader and move on the map.  When The Caped Crusader has less than three Flocks of Bats attached, the Flock of Bats may end its move in the same square as The Caped Crusader; if it does, the Flock of Bats attaches to The Caped Crusader.

The second trait, I Shall Become A Bat, allows The Caped Crusader to take a free action and switch places with any unattached Flock of Bats on the map, even if the Flock of Bats didn’t start the game attached to The Caped Crusader.

The Caped Crusader starts his dial with Charge and an attack value of 12. He has a range of five and can target two characters with his ranged attacks.  Defensively, The Caped Crusader has the Indomitable combat ability and a full run of Toughness on his dial to represent his Kevlar, Titanium weave body armor.  In his damage slot, The Caped Crusader starts with two clicks of Exploit Weakness.

On The Caped Crusader’s second click, he loses Charge but gains a special power in his attack slot, The Bats Obey Me.  To use this special power, give The Caped Crusader a power action then give up to three unattached Flock of Bats move actions as free actions.  The Bats Obey Me appears on The Caped Crusader’s second, fourth, and sixth clicks.

Mid-dial, The Caped Crusader gains Running Shot and drops Exploit Weakness in favor of Probability Control. On his next click, Probability Control is replaced by Close Combat Expert to show that The Caped Crusader has other ways to hurt you aside from utilizing pressure points.

As we reach the back end of The Caped Crusader’s dial, we see that he retains Close Combat Expert and regains Charge.  On his last click, Probability Control returns and Charge makes way for Flurry as The Caped Crusader uses everything he has to vanquish his foes!

The Caped Crusader naturally has the Batman Ally team ability and an array of useful keywords to make his inclusion on any force that much easier.

But what have we here? A brown bat and a grey bat flying together!  It’s an omen!  These must be members of the Flock of Bats (Brown) and Flock of Bats (Grey)!  Both Flock of Bats (Brown) and Flock of Bats (Grey) have the Small, But Annoying trait, which prevents them from using the Carry ability.  Flock of Bats (Brown) comes in at 15 points while Flock of Bats (Grey) costs 18 points. (click on images below to enlarge)

 

 

 

 

 

Flock of Bats (Brown) has Super Senses in its defense slot and a special power, I Shall Become…, which comes into play when the Flock of Bats is given a power action.  Until the beginning of your next turn, characters adjacent to this Flock of Bats who can use Stealth modify their attack value by +1.  Flock of Bats (Grey) has Poison in its attack slot and its special power, Cowardly and Superstitious, activates when the Flock of Bats is given a power action.  Until the beginning of your next turn, before any opposing character adjacent to the Flock of Bats may be given a power action, roll a d6.  On a result of 1-3 place an action token on that character.  If the character may still be given a non-free action, it must continue to be given it.

Like Flock of Bats (Black), when Flock of Bats (Brown) and Flock of Bats (Grey) use their special power, they’re placed in your starting area at the beginning of your next turn.

That’s all we have for today!  Please join us next time as we reveal more secrets from upcoming HeroClix released.  Until then, keep your Clix guano-free and off their K.O.’s!

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DC HeroClix: Batman Preview

DC HeroClix: Batman – Bruce Wayne and Batman!

Greetings, HeroClix fans!

We are pleased to continue our series of exclusive previews for the DC HeroClix: Batman set by spotlighting Gotham City’s Dark Knight himself, Batman!  First, however, let’s take a look at Batman’s secret identity, Bruce Wayne!

Bruce Wayne comes into play at 60 points, and has a range of six with one target.  He also possesses the Indomitable combat ability.  Bruce Wayne starts his dial with three clicks of Smoke Cloud in his attack slot, which is handy if other figures on your force have Stealth or the Batman Ally team ability.  On those same three clicks but in his damage slot, Bruce Wayne has a special power, CEO, Batman Incorporated, which allows him to use Leadership, Perplex, and Shape Change.  However, when Bruce Wayne uses Perplex, he can only target friendly characters.

As we move off Bruce Wayne’s top click, we see him incorporate his training as the Caped Crusader into his public persona as a rich playboy:  Just Like When I Climbed Rainier (Leap/Climb) appears in his movement slot for two clicks and explains his agility and speed.  In his defense slot, I Try to Spend Some Time in the Gym Every Day (Combat Reflexes) appears for three clicks and explains his acrobatic and self-defense skills.

Perplex appears on Bruce Wayne’s last two clicks while Smoke Cloud makes way for two clicks of a special power, Alter Ego: Batman.  To use this special power, give Bruce Wayne a power action that deals no pushing damage and replaced him with #001 Batman, #001 Batman, or #053A Batman on its orange starting line.  This power can’t be countered.

Bruce Wayne has several keywords (Batman Family, Batman Inc, Celebrity, and Gotham City) that make it easy to add him to many forces.  In addition, CEO, Batman Incorporated makes him an appealing choice as a support character while Alter Ego: Batman allows him to transform into another attacker.

Speaking of Bruce Wayne’s alter ego, let’s take a look at Batman!

 

One of the first things you’ll notice on Batman’s base is the “Plus symbol” to the left of the stat slot that designates him as an Improved character.  On Batman’s character card, the Improved symbol clarifies that he has an Improved Movement (denoted by the running figure) combat ability titled Swingline.  This ability allows Batman to ignore elevated terrain (denoted by the red box), hindering terrain (denoted by the green box), outdoor blocking terrain (denoted by the brown box with the “O”), and characters (denoted by the character base symbol) while moving.  When Batman ignores characters for movement, he doesn’t need to break away and can move into a square adjacent to an opposing character without having to stop.  He also can move through a square occupied by an opposing character.

Batman has the Batman Ally team ability and can be played at 200 and 100 points.  Batman also has a 60-point starting line that is only used when he is brought into play through Bruce Wayne’s Alter Ego: Batman special power.  This Alter Ego starting point is on Batman’s eighth click.  When played at 100 points, Batman begins his dial on click five.  At his 200-point level, Batman hits the battle map with a trait, Team Leader.  At the beginning of the game, choose a keyword possessed by Batman.  All friendly characters with that keyword and a lower point value can use the Batman Ally team ability while Batman is on the map.

With a range of six and one target, Batman begins play by alternating between Charge and Flurry on his first three clicks.  On his fourth click, he sticks to Flurry for all but two clicks on the remainder of his dial.  Charge returns on the two non-Flurry clicks.  In Batman’s attack slot, he starts with a high attack value of 12 but doesn’t utilize any special powers.  Once Batman moves off his top click he gains a special power in that slot, I Will Not Fail Gotham, which modifies his attack value by +1 when he’s marked with one action token.  I Will Not Fail Gotham appears for the remainder of Batman’s dial.

Defensively, Batman possesses the Indomitable combat ability and starts with a click of Toughness to represent his reinforced costume.  He then switches to Combat Reflexes for three clicks before Toughness returns for one more click.  Two clicks of Combat Reflexes highlight the back half of Batman’s dial; he then takes his chances with naked defense values on his last three clicks.  In his damage slot, Batman alternates between Perplex and Outwit for his first six clicks.  Both powers then disappear for two clicks.  Outwit and Perplex return respectively on Batman’s last two damage slots.

Batman’s variable point value, his mix of powers, and his combat values all make him an appealing choice for any force in which you choose to use him.  He also has an array of named keywords that make team building a snap.

Thanks for reading!  Please join us next time as we explore more secrets from the DC HeroClix: Batman set.  Until then, keep your Clix off their KOs!

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Preview The Dark Knight Rises

Batman Begins – Master Bruce Wayne!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we visit with Bruce Wayne during a time when he trained in Asia with Ra’s al-Ghul and Henri Ducard.  From the film Batman Begins, please welcome Master Wayne!

 

Clocking in at 50 points, Master Wayne begins play with a full dial of Smoke Cloud to represent the training he received in theatricality and deception.  He also possesses the Batman Ally team ability, which allows him to use Stealth. In addition, he also has the Underworld team ability, which allows him to carry another character using the same team ability – or two characters, if both have a lower point cost!

Master Wayne learned to be mindful of his surroundings, which is why he has Combat Reflexes on the first three clicks of his defense slot. A special power, Training Among Criminals, appears on those same three clicks but in his damage slot.  With this special power, Master Wayne can use Shape Change and Perplex.  When he uses Perplex, he may only target himself.

Leap/Climb appears in the first click of Master Wayne’s movement slot and represents his journey to find Ra’s al-Ghul.  That’s followed by two clicks of Charge, which works well with the Combat Reflexes in his defensive slot. Leap/Climb reappears on the back half of Master Wayne’s dial to allow him to either reposition for another attack or regroup to heal or try a different tactic.  Speaking of the back half of Master Wayne’s dial, he drops Combat Reflexes on his last two clicks in favor of Willpower. He also drops Training Among Criminals for a straightforward use of Outwit.

Master Wayne possesses the Gotham City, League of Assassins, and Martial Artist keywords.  He makes a great addition to any team and leaves plenty of room for some heavy hitters and support pieces.

That’s all we have for today!  Join us for our next DC HeroClix: The Dark Knight Rises article when we continue our previews from this exciting set!  Until then, keep your Clix off their KO’s!