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Marvel HeroClix: The Invincible Iron Man Preview

Marvel HeroClix The Invincible Iron Man: Dreadknight!

Greetings HeroClix Fans!

We are pleased to bring you another preview from our next Marvel HeroClix release, The Invincible Iron Man!  Today we take a look at Latverian scientist whose costumed identity was used by Hawkeye to infiltrate the Thunderbolts.  Please welcome the Dreadknight!

035-Dreadknight

Dreadknight comes into play at 106 points, has the wing speed symbol, and a range of three squares.  Dreadknight also has the Minions of Doom team ability, which makes him a Wild Card.  For ease of team building, Dreadknight has the Armor, Frightful Four, Scientist and Thunderbolts keywords.

The power set on Dreadknight’s first three clicks is identical: Charge in his speed slot as he rides into battle on the Hellhorse given to him by Victoria Frankenstein and Toughness in his defense slot to represent his medieval suit of full-body armor.  In his attack slot is a special power called Lance Skewer which lets him use Blades/Claws/Fangs.  Additionally, give Dreadknight a close combat action and he may target any opposing character within his range and line of fire.  When Dreadknight does, he must roll a d6 for Blades/Claws/Fangs.

On Dreadknight’s fourth click, he retains Charge and Toughness, but drops Lance Skewer for standard use of Blades/Claws/Fangs.

As we move to Dreadknight’s last three clicks, we see that Flurry replaces Charge, while Blades/Claws/Fangs and Toughness remain.  Dreadknight also gains a special power in his damage slot called Revert: Hawkeye, which allows you to replace him with a character named Hawkeye.  The replacement character must be of equal or less points than Dreadknight and begins play two less clicks from its starting line.  The replacement character also can’t be given an action this turn.

A viable option for the Revert: Hawkeye power is #039 Hawkeye from the Marvel HeroClix: Chaos War set, who comes in at 98 points.  On this Hawkeye’s third click, his dial features the My Criminal Past special power which lets him use Running Shot and StealthHawkeye also has a range of nine squares and three targets for his ranged attacks.  The Knockout Gas Arrow special power in Hawkeye’s attack slot lets him use Energy Explosion with the added bonus of giving action tokens to characters that are hit by the attack.  Energy Shield/Deflection and Ranged Combat Expert round out Hawkeye’s powers on click three.

Thanks for reading.  Please join next time as we uncover more secrets in our next Marvel HeroClix: The Invincible Iron Man preview.

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Conventions HeroClix Worlds

On the Road Gen Con – UPDATE

Greetings HeroClix Fans and Supporters!

With less than a week to go until Gen Con Indy 2012, we have an important event update that we wanted to share with all of our attending players.

In our previous event descriptions posting (On the Road – Gen Con 2012) we listed that Marvel HeroClix: Chaos War would be used for the sealed Grinder qualifiers.  This was in error and we will be hosting the sealed Grinders with product provided from Marvel HeroClix: The Incredible Hulk instead.  We apologize for any confusion this change may cause.

We hope that this is not cause for inconvenience and thank you all for your continued support.  We all look forward to seeing you at Gen Con Indy!

Best regards,

The WizKids Games team

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Chaos War Preview

Arthurian Sorceress and Avengers Foe: Morgan Le Fay!

Greetings HeroClix Fans!

Today we celebrate the release of our newest Marvel HeroClix set, Chaos War, with a special bonus preview that takes us back in time to visit the  powerful sorceress who instructed Doctor Doom in the mystic arts, Morgan Le Fay! 

Morgan Le Fay possesses two traits.  The first trait, My Alternate Avengers, allows Morgan Le Fay the use of Perplex, but only to target a character with the Avengers keyword, and when she does, she may use it normally, or she can modify any value except damage by +2 or -2.  Additionally, even though she does not have the Avengers keyword, she may be included on an Avengers theme team without breaking theme.  Her second trait is Cold Steele is My Bane, which gives +1 to the die result of an opposing figure’s Bladed/Claws/Fangs roll when they make a successful attack against Morgan Le Fay with that power.

Morgan Le Fay begins play using Phasing/Teleport to get herself and an ally, by using her flight ability, into a position useful to your force.  Once in place, Shape Change will allow her to attempt to avoid attacks.  Her special power will also allow Morgan Le Fay put herself in an even better defensive position.  Astral Form Fade allows Morgan Le Fay to make a choice at the beginning of her turn.  She may choose Energy Shield Deflection or Combat Reflexes, and she can use that power until the beginning of her next turn.  Penetrating/Psychic Blast, with her 7 range, will allow Morgan Le Fay to do some solid damage to an opposing figure.

Her second click sees most of her powers switch.  Mind Control will allow Morgan Le Fay to attempt to take control of an opposing figure.  Though here attack power is one less than on her first click, Probability Control will improve her odds of making her attack.   Poison will deter some opposing figures from basing Morgan Le Fay.  Poison and Penetrating/Psychic Blast will alternate clicks deep into her dial.

Mid-dial, Stealth will cut down on the number of opposing figures that can draw line of fire to Morgan Le Fay, and she will enjoy the cover it provides for a few clicks, the first overlapping with her Probability Control and her defensive special power.  At this point, Morgan Le Fay picks up Willpower as her defense values start to climb.  Morgan Le Fay’s Willpower clicks will be the last appearances of Poison and Penetrating/Psychic Blast on her dial.

On her last two clicks, Morgan Le Fay through Mind Control and Phasing/Teleport again.  If possible, Morgan Le Fay can go for a KO shot with Pulse Wave, or attempt to heel using Regeneration.  In either case, Shape Change is back to help Morgan Le Fay try to avoid attacks as her defense values reach their peak.

Aside from being able to be on an Avengers theme team, Morgan Le Fay also possesses the Mystical and Past keywords.  Additionally, the Minions of Doom wildcard team ability allows Morgan Le Fay to share whatever other team abilities on your force.  At 122 points, with an aggressive power set and stats, Morgan Le Fay will be a powerful asset to many force builds.

sknahT rof gninioj su yadot! eB erus ot kcehc kcab no yadirF rof a laiceps ecitsuJ eugaeL weirerp!

Categories
Chaos War Preview

From H.A.M.M.E.R. to the Avengers: Victoria Hand!

Greetings HeroClix Fans!

Welcome back to another preview form the Marvel HeroClix: Chaos War set as we kick off a week of previews spotlighting influential and powerful women in HeroClix.  Today we visit Avengers Mansion to preview the woman Steve Rogers handpicked to be the handler for the New Avengers, despite being Norman Osborn’s right hand woman in H.A.M.M.E.R., Victoria Hand!

In her role as the New Avenger Coordinator, Victoria Hand has a trait that allows her to modify by +1 the attack value of herself and any adjacent friendly figures with the Avengers keyword that are on their first click. Victoria Hand begins the game operating from the shadows with Stealth.  This pairs nicely with her Range Combat Expert, which she has on all of her Stealth clicks, and she can use with a range value of 6.

Late dial, Victoria Hand is still able to be a significant bit of damage as she picks up Penetrating/Psychic Blast.  As the handler of the New Avengers, a couple members of the team, most notably Spider-Man, did not trust that she gave up on H.A.M.M.E.R.  This is represented with her special power called Traitor or Not? which saysGive Victoria Hand a power action if she began the game on your force. She becomes friendly to an opponent’s force. At the beginning of each of that opponent’s turns, that player deals 1 unavoidable damage to another character friendly to Victoria Hand.”  So, even though she is no longer on your force, she will still do damage to your opponent’s force!

Victoria Hand possesses the Avengers, H.A.M.M.E.R., and S.H.I.E.L.D. keywords, giving her plenty of theme team options.  As do all other figures with the H.A.M.M.E.R. keyword, Victoria Hand also possesses the S.H.I.E.L.D. team ability.  At 40 points, Victoria Hand will make a solid secondary attacker, as well as potentially huge announce piece for an opponants force.

That’s all we have for today, but be sure to join us later in the week as we continue to celebrate more influential and powerful woman in HeroClix! Until then, keep your Clix off their K.O.’s!

Categories
Chaos War Preview

Multi-Talented Avengers Foe: The Taskmaster!

Greetings HeroClix Fans!

Welcome to another preview from the Marvel HeroClix: Chaos Wars set.  Are in you in need of cannon fodder for your next nefarious plot? Well, today we check out the top trainer of super villain minions, and a former (?) agent of S.H.I.E.L.D., Taskmaster!

Taskmaster has two traits.  First is Still Have the Photographic Reflexes.  With this trait, you can give Taskmaster a free action to use to use any standard power an opposing figure with one or more action tokens, and within 8 squares and line of fire can use, until the end of his turn.   The condition of having action tokens represents Taskmaster having “seen” that figure use a power.  His other trait, You Hold No Surprises, makes sure that opposing figures powers or abilities can’t alter Taskmaster’s combat values.

Taskmaster has a dial full of powers that show off his hours of studying superheroes fighting styles, to increase his own combat abilities, and the weapons he uses to duplicate the feats he has witnessed.  Taskmaster begins play mimicking Black Widow’s infiltration skills to hide in the shadows with Stealth.  To protect himself from counter attack, he uses the Invulnerability of his replica of Captain America’s shield that he carries.  Taskmaster has a few clicks of a special power representing his years of Super-Villain Training that allows him to use Enhancement and Leadership, with the added benefit of adjacent friendly characters modifying their range and attack by +1 on a successful Leadership roll! On his second click, Taskmaster utilizes the bow he carries to duplicate the skill of Hawkeye’s archery as Running Shot.  Toughness represents Taskmaster using Luke Cage’s stance.

Mid-dial, Taskmaster demonstrates his martial arts prowess by using Spider-Man’s reflexes with Leap/Climb and maneuvering around the battlefield with ease.   Combat Reflexes shows his study of Daredevil’s agility when standing toe-to-toe with an opponent.  At this point in his dial, Taskmaster replaces Super-Villain Training showing his ability to plan for a fight and adapt on the go with Outwit. 

At the end of his dial, Taskmaster utilizes Tigra’s ferocity to rush into battle with Charge for a couple clicks.   Taskmaster can do his printed damage or choose to use his trusted sword in the hopes of doing more damage as Blades/Claws/Fangs shows up on his dial.  Toughness returns to Taskmaster’s dial to again provide some damage reduction.  His last click sees the return of Running Shot to make a move and attack.  Ideally, if Taskmaster is targeted by an opposing figure his Energy Shield Deflection will provide protection against range combat attacks as he copies Punisher’s reflexes.

At 139 points, Taskmaster will be a solid attacker on any force you include him on; a generous selection of keywords, including Agency X, Frightful Four, Hydra, Martial Artist, and Thunderbolts, will give Taskmaster plenty of theme team options.  Additionally, his Minions of Doom wildcard team ability only enhances his versatility.

Thanks for joining us for yet another exciting HeroClix preview! Don’t forget that stores everywhere will have Marvel HeroClix: Chaos War boosters for sale next week on July 11th!

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Chaos War Preview

Inhuman Ally to the Avengers: Crystal!

Greetings HeroClix Fans!

The strongest bonds of love are sometimes forged through adversity.  The subject of today’s Marvel HeroClix: Chaos War preview knows this all too well and originally married Ronan the Accuser as a show of unity between the Inhumans and the Kree.  Please welcome the mistress of the elements, Crystal!

 

Crystal begins play with a trait, Tornado, which allows her to take a power action and select an unoccupied square of clear terrain within her range and line of fire.  She can then use Quake as a free action as if she occupied the chosen square.  Tornado combines with three special powers found on Crystal’s dial, but we’ll get to those soon.

Crystal was once married to the mutant Quicksilver and the two have a daughter, Luna.  To represent Crystal’s time with Quicksilver, she begins her dial with Running Shot and a speed value of nine in her movement slot.  In her attack slot, Crystal’s control of fire is represented as Penetrating/Psychic Blast.  Crystal’s range of seven gives her a decent reach with her ranged attacks.

After Skrulls attacked Attilan, the home of the Inhumans, Crystal and the Inhumans’ royal family traveled to the Kree homeworld to broker an alliance.  Ronan agreed to the union but only if it included marriage to Crystal, who initially was repulsed by the idea.  Eventually, however, the two developed true feelings for one another.  Defensively, three clicks of Barrier at the start of Crystal’s dial represent her romance with the Kree Accuser.

As we move off Crystal’s top click, Running Shot is replaced by two clicks of a special power, Twin Elements: Firestorm.  This power allows Crystal to deal 1 penetrating damage after actions resolve to each character hit by the Tornado trait.  In her damage slot, Crystal gains a run of Exploit Weakness that appears on all but three clicks of her dial.

Mid-dial, Force Blast replaces Twin Elements: Firestorm to show Crystal’s mastery of water.  In her defense slot, her control over earth is represented via Toughness. Crystal also gains two clicks of a special power in her attack slot, Twin Elements: Waterspout, which again works in combination with the Tornado trait.  When Crystal uses Tornado, characters that are hit and have no action tokens are given one after actions resolve.

At the end of Crystal’s dial, she drops Twin Elements: Waterspout in favor of two clicks of Poison, and Exploit Weakness is shelved for a third special power, Twin Elements: Sandstorm.  When Crystal uses the Tornado trait, Twin Elements: Sandstorm scrambles the defensive powers of hit characters so that they use Toughness for the rest of the turn instead of Invulnerability or Impervious.

Crystal has a point value of 105 and a handful of keywords that make team building a snap.  With her trait and trio of special powers, Crystal makes a viable secondary attacker for many forces.

Thank you for joining us!  Please come back next time when we explore more secrets from the Marvel HeroClix: Chaos War set.  Until next time, keep your Clix off their KOs!

 

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Chaos War Preview

Inhuman Foe to the Mighty Avengers: The Unspoken!

Greetings HeroClix Fans!

For today’s preview from the Marvel HeroClix: Chaos War set, we check in with a former ruler of the Inhumans who has had his name stricken from history after he was overthrown.   The Inhuman with the Terrigen Mist-granted power to alter his form into any he wishes, The Unspoken!

The Unspoken possesses a trait called Life Underground, allowing him to use both Stealth and Leadership as long as he is on the lowest level of terrain on a map.  Further making it difficult for his opponents to make range attacks against him is a special power in his damage slot called Slave Engine Degeneration.  This power makes opposing characters within 3 squares possess Battle Fury, and makes it so they can’t be given power actions.  The Unspoken uses this combination of special power and trait to set himself up to best utilize the complimentary powers Charge and Super Strength, which, with his printed 11 attack and 5 damage, has a lot of potential to damage an opposing figure!    The Unspoken possesses the Power Cosmic team ability, so he does not fear your opponents’ use of Outwit to try to gain an advantage over him.

Impervious will alternate with Invulnerability for the first six clicks of his dial, providing a lot of damage reduction for The Unspoken!  On his third click, The Unspoken gives up move and attack and his Super Strength for Force Blast to repel opposing figures who try to bypass his defenses to try and knock him off his special power.

Mid-dial, The Unspoken switches tactics as he gains Phasing/Teleport to take him where he will have the most impact on a battle.   Shape Change will provide The Unspoken some protection from being targeted by opposing figures for a couple of clicks.   At this point in his dial, The Unspoken switches his damage reducer to Toughness for the rest of his dial.

At the end of his dial, The Unspoken shows he will not go down without a fight.  Charge returns to his dial, combined with a printed 3 damage as well as a printed 12 attack on his last click.  If The Unspoken’s 3 damage isn’t enough, you can attempt more by rolling for his Blades/Claws/Fangs on these last two clicks.

As well as the previously mentioned Power Cosmic team ability, The Unspoken possesses the Inhumans and Ruler keywords, providing a couple of theme team options.  Or, at 236 points, he will make a solid tent pole with room for some support figures on a non-theme build.  The potential to crack damage reducers on every click without penetrating damage and attack numbers that only see one mid-dial single digit attack will make The Unspoken an aggressive addition to your force!

Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.

Categories
Chaos War Preview

Secret Avengers Foes – Max Fury and Shadow Council Soldier!

Greetings HeroClix Fans!

Today we risk life and limb to infiltrate a secret organization premiering in Marvel HeroClix: Chaos War.  We are pleased to present you all with the Shadow Council Soldier!

 

As the minions of the Shadow Council, Shadow Council Soldier has been hiding for decades, and this is represented with a full dial of Stealth.  Shadow Council Soldier also has a full dial of a special power in his damage slot called We Keep the Council’s Secret.  This special power allows Shadow Council Soldier to modify his damage by +1 if a friendly character named Max Fury is within 8 squares.

Shadow Council Soldier begins play with a couple of clicks of Toughness to provide some damage reduction.  Shadow Council Soldier closes out the last three clicks of his dial with Energy Explosion, which when combined with his 5 range, can help soften up groups of foes.

Additionally, Shadow Council Soldier has the Hydra team ability to help their attack value when adjacent to other Shadow Council Soldier (or Max Fury).  Shadow Council Soldier possesses the Shadow Council and Soldier keywords (nice, huh?).  At 32 points, Shadow Council Soldier will be an efficient use of points on any force.

Next up on our report of the Shadow Council is a high ranking official and rouge Nick Fury LMD who gained sentience, Max Fury!

 

As he is a LMD of the original Nick Fury, Max Fury knows Everything That Nick Knows, which he uses to deny opposing figures the use of the S.H.I.E.L.D. team ability through his trait.  As with the Shadow Council Soldier, Max Fury begins play hiding in the shadows with two opening clicks of Stealth.  From his hiding spot, Max Fury can use his Outwit to best benefit his force.  As most opponents will have to base him to attack him, Combat Reflexes will make this harder for them.

Mid-dial, Max Fury uses his robot strength to be able to escape to position himself better, or lock down an opposing figure with Plasticity.  Should Max Fury choose to attack his foe, Steal Energy will allow him to heal a click.  Toughness shows the durability of his robot body and will provide some protection.

On the end of his dial, Max Fury continues to use Steal Energy to heal when making close combat attacks.  When not based, Range Combat Expert will allow him to use his 6 range to attack a foe with additional damage.   On his last click, Mastermind can potentially keep him in the game longer, which should be fairly easy with Shadow Council Soldiers around him to take advantage of their Hydra team ability, which he also possesses.

Max Fury has the Indomitable combat ability to keep him acting with no fear of pushing damage.  Max Fury possesses the Robot, Shadow Council, S.H.I.E.L.D. and Zodiac keywords to give him plenty of theme team options.  At 69 points, Max Fury will be a solid secondary attacker and support piece on many team builds.

Thank you for joining us for our latest sneak peek at the upcoming Marvel HeroClix release, Chaos War.  Be sure to join us later this week as we continue to spotlight upcoming HeroClix products.  Until the, keep your Clix off their K.O.’s!

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Chaos War Preview

Marvel HeroClix: Chaos War: Nitro!

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Chaos War preview we bring you a villain whose actions ignited the Civil War storyline when his explosion near an elementary school killed more than 600 people.  Making his first appearance in HeroClix, we present Nitro!

Nitro’s body was genetically altered by the Kree so that he could explode and reform his body at will. To showcase this ability, Nitro begins his dial with a special power in his movement slot, Explode and Reform.  When given a double power action to use Explode and Reform, Nitro can target each opposing character within 2 squares with a close combat attack.  Each character that is then hit with this attack is dealt penetrating damage equal to three minus the number of squares the character is from Nitro!

Explode and Reform is the only power that appears on all of Nitro’s odd-numbered clicks.  On his even-numbered clicks, Nitro replaces Explode and Reform with Phasing/Teleport to represent his post-explosion gaseous state.  In this state Nitro is also difficult to hit so defensively he gains Energy Shield/Deflection to give him a boost against ranged attacks.

In the attack slots of his even-numbered clicks is another special power, Explosive Punch, which allows Nitro to use Force Blast. Nitro can use Force Blast normally or, as a free action, he can target any character he has hit with a close combat attack that turn. In Golden Age format games, you can spend six points to assign Nitro the Whirlwind feat (found under the Print and Play section) and knock back multiple targets with Force Blast. Explosive Punch can be used as a follow-up attack after Explode and Reform to push an opposing character off elevated terrain or into blocking terrain!

Nitro has one keyword (Brute) and clocks in at 41 points, which leaves plenty of room for other attackers and support pieces on your force.

That’s all we have for today!  Please join us next time when we explore more secrets from the Marvel HeroClix: Chaos War set.  Until next time, keep your Clix off their KOs!

 

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Chaos War HeroClix Worlds Preview Special

2011 HeroClix World Champion Figure: Mr. Sinister!

Greetings HeroClix Fans!

With convention season ramping up as we speak, we took a moment to chat with 2011 HeroClix World Champion Daniel Joynes about his HeroClix Worlds experience.  We discussed his recollections from last year’s Worlds event and what it was like to participate in the design process.  Here are some of the highlights from our conversation.

Hello Dan, thank you for joining us.  First of all, what was it like to win HeroClix Worlds 2011?

Hello! I was actually a bit of a wreck. After I won the first two matches I was pretty excited, and then I won the third and started to get super nervous. By the time the 4th match started I was sweating like a pig. Once I won? It was just awesome; I was super happy and excited. I am normally a super nervous flyer, but on the flight home all I did was smile. It was an incredible experience and I hope to do it again.

Did you enjoy the competition?

The competition was good, very high level. All my opponents were super friendly, especially my round 3 opponent Rob. It was also hell on my nerves as there were no bad players there and I had to be super focused the entire time.

Overall a very good time though.

What sort of strategies impressed you?

There was one guy who was playing a Professor X and a Gleek. I would have loved to see his team in action to see how he was getting around the -1 gleek was giving him but we never played.

There was also a soldier team with 2 of the double based Captain America’s that did well. I would have liked to have seen that.

How are you preparing for HeroClix Worlds 2012?

Same as I did last year. Watching the major cons and what wins them, playtesting some things I think will do well and watching the newest sets. This year is a bit harder, there’s so much coming out and so many new mechanics that it’s throwing a bit of a monkey wrench into things. That’s not a bad thing though, just makes things more interesting.

So, I know you’re probably eager to talk about your 2012 Championship figure.  With all of the characters available out there, what finally nudged you towards Mr. Sinister?

At this time last year I had Horsemen on the brain. WizKids had given out Horsemen at Origins and I had traded for a set of them and was looking for pieces to use them with. My local venue often holds an end of year as many points as the year event so I was thinking of using Apocalypse and a ton of Horsemen. Then I saw Mr. Sinister and I saw that he was awful. I wondered why he wasn’t remade in GSX (Giant-Size X-Men) because he really did need a remake and figured that if I won Worlds I’d redo him. I was also a big fan of him from the old 90’s X-Men cartoons. The rest is history

We can’t help but admit that we’re dismayed to hear the X-Men cartoons from the 90’s are now considered “old”.(laughs)  What were the challenges or considerations you faced while conceptualizing such a high-profile figure?

Mr. Sinister has a pretty nebulous power set and sometimes he suffered from the 90’s EXTREME comic mentality. The marvel database says Sinister has superhuman strength and can lift 2-10 tons but that’s not a power I’d say he’s known for. The Sinister I knew was a geneticist, who’d manipulate things from behind the scenes until he would do his grand reveal. He was also a capable of extreme shapeshifting and could regenerate from just about anything. So I started from there. First off, trait Shape Change was easy, he needed shapechange and I wanted to do other things with his damage slot. His I Can Rebuild You, Mutant was another one I was always aiming for. Mr. Sinister has cloned the Marauders so many times it made sense for him to be able to do it in clix. Complete cellular regeneration was also another one. Originally it was much more complex, but it was stripped down for simplicity. I wanted him to be like Sinister; you blow a hole in him and he laughs at you while he heals and then blasts you back while reminding you how futile it was to attack him, hence free-action Regeneration. I suggested the -3 subtraction as I thought that it would be too powerful to have straight free action Regen.

The Create New Marauders Trait was a later idea that added so many options for Sinister and made it easier to put him on teams.

Beyond that it was tweaking and finding cool quotes from the character to use as their names.

I can only imagine what it feels like to have this opportunity.  Are you excited for folk to see it?

Absolutely! I really want to talk about it and say things beyond “Sorry NDA”. I really do hope that people like it. I didn’t want to make something that would break the game or something that would be underpowered. I also tried to do some cool things with him that I hope people like.

What do you think of Mr. Sinster’s sculpt?

I first saw this sculpt on Halloween 2011 when it was emailed to me by design and I have the same reaction now as I did then. WOW.

By the way, that’s me he’s cloning in that tank! (A thinner, greener me but he does improve on the original)

We LOVE the Maruaders Trait.  Were you a big fan of the Mutant Massacre storyline way back in the Uncanny X-Men?

I found that story later on through trade paperbacks and I always enjoyed it. I’ve always been a fan of the somewhat darker stories and comics that are out there so it stuck with me.

The Create New Marauders trait is one of the coolest things about this piece and it came on late in the cycle. I can’t take full credit for it as it was suggested during playtesting. I really liked the idea and gave two enthusiastic thumbs up to it. The playtesting team did a great job. 

Thank you for saying so Dan, we’ll definitely pass that along to the Team.  Well, we’ve kept folk waiting long enough, we should probably show everyone the figure you designed.  Any parting thoughts before we do so?

I want to see him played. I want to see reports of his usage in the strategies forum. Play the hell out of him. I hope you guys like him!

Thank you for joining us Dan.  Without further ado, please welcome Mr. Sinister

Available as a super rare figure in Marvel HeroClix: Chaos War, Mr. Sinister is the 2011 HeroClix Worlds Champion piece.  Sinister begins play with two Traits, the first being Create New Marauders which allows Sinister to  add the Marauders keyword to any figure on your revealed force that possesses either the X-Men or Brotherhood keywords or team abilities! That’s right, simply pair Mr. Sinister up with some of your favorite mutants from either of these teams and you have the makings of a potential theme team!

Sinister’s second Trait is more straightforward.  Skinshifting allows Mr. Sinister to use Shape Change throughout his entire dial! Not sure about that neighbor that just moved in next door to the Jean Grey School? Wonder why he spends so much time in his greenhouse? It could be Mr. Sinister!

Known for operating from the shadows and behind the scenes, Mr. Sinister begins the game with Stealth as well as his I Can Rebuild You, Mutant special power.  I Can Rebuild You, Mutant grants Sinister the use of Perplex, as well as the ability to potentially keep his Marauders on the battlefield! When a friendly Marauder is K.O.’ed, Sinister allows you to roll  die and if your result is a 6, you then place the Marauder in question within 6 squares of Sinister, turn its dial to its last non-K.O. click, roll another die and heal the figure half the resulting number.  Talk about a versatile geneticist!

Sinister possesses punch beyond his incredible support capabilities; early-dial Penetrating/Psychic Blast coupled with aggressive attack values and an 8 Range value makes Sinister too dangerous to ignore! Two opening clicks of Impervious, and then four of Invulnerability help protect Mr. Sinister from harm should your opponents dare to face him in battle!

After his initial click, Sinister alternates between his I Can Rebuild You, Mutant special power and Outwit (great for Brilliant Tactician teams in Golden Age!) and towards his mid-dial Sinister emerges from the shadows with first Mind Control, and then Force Blast while Penetrating/Psychic Blast is replaced by Energy Explosion!

Mid- to late-dial, Mr. Sinister demonstrates his mobility with Phasing/Teleport.  Pulse Wave allows Sinister to dispatch any unworthy test subjects and his Complete Cellular Regeneration special power represents Sinister’s uncanny resiliency! Complete Cellular Regeneration allows Sinister to use Regeneration, Toughness, and Willpower! Even better, if Sinister doesn’t have any action tokens on him, he may use Regeneration as a free action (but then substitutes 3 from the result and not the normal 2).

Mr. Sinister possesses the Horsemen of Apocalypse, Marauders, Scientist, and Weapon X keywords.  At 225 points, with a host of useful support and offensive powers as well as competitive combat values, Mr. Sinister is every bit the master manipulator and aggressor the X-Men have come to fear.

Thank you for joining us for this very special preview, and our congratulations again to Daniel Joynes, our 2011 HeroClix Worlds Champion!