Categories
DC HeroClix: Justice League - Trinity War

DC HeroClix: Justice League Trinity War: Crime Syndicate Strategy Article!

Greetings HeroClix Fans!

Happy release day and welcome back as we take a look at the upcoming DC HeroClix: Justice League Trinity War set.  Today we’ll look at some team builds utilizing the stars of the set, the Crime Syndicate.   First up, a refresher of the Crime Syndicate team ability.  They have an uncopyable team ability that allows a character using it to use Probability Control.  When they do, they have to place an action token on a friendly character or the roll isn’t ignored.  Having some cheap CSA members on your team or some bystanders on your force can help a lot with this team ability.

Let’s build a quick 300 point team.  For a primary attacker, let’s use #041 Deathstorm at 150 points.  He starts with Running Shot, 2 targets at 7 range, and the Improved Targeting ability to ignore Elevated and Hindering terrain.   He has a special power called Human Experimentation that lets him use Perplex, and when he does he can modify a combat value other than damage by +2 or -2 if he targets a charter 75 points or less.

041-deathstorm

Let’s get him a friendly figure under 75 points to target.  #013 Atomica is 64 points.  Is a solid close combat figure for her points.  Stealth will allow her to hide, Super Senses helps her avoid attacks, Combat Reflexes makers her harder to hit in close combat and Poison allows her to do passive damage at the beginning of her turn.  Later in her dial, she has a special power called Hidden Loyalties that allows her to use Shape Change.  If the attacker has a shared keyword, she modifies her roll by +2.

New DC16 previews4

Lastly, she has trait called Twisted Couple that says if she is adjacent to a friendly figure named Johnny Quick, they both modify their attack value by +1.  So let’s get a friendly Johnny Quick figure.

Johnny Quick

#043 Johnny Quick comes in at 82 points, bringing our total to 296 points.  Johnny Quick has 4 clicks of Hypersonic Speed for a lot of hit and run attacks.  If Atomica is adjacent to the square where he will attack from, her trait will help him.  His first two clicks also have a power called What a Rush that’s let him increase his stats by +1 or 2, and he takes that many clicks of damage at the end of his turn.  Precision Strike and Exploit Weakness will make sure he can damage most foes.

Next, let’s build a 400 point team focusing on the members of the CSA who started the invasion of Earth-Prime.

The first member to reveal herself as a traitor to the Justice League and JLA was Atomica, and we will again use #013 for 64 points.  Again, she is a solid tie up piece who makes a decent secondary attacker.   She revealed to Cyborg that the sentient being in him was #042 The Grid, at 115 points.

The Grid has damage reduction on every click, as well as Shape Change, either as a standard power or as part of a special power,Ttaking Over Cyborg’s Frame.  This power lets him use Outwit and Shape Change, and if a character that has a power countered by him tries to target The Grid his Shape Change works on a 4-6.  He has a trait called Justice League Data Hoard that makes it so opposing characters with the Justice League or Justice League of America keyword can’t use Outwit, Perplex, or Probability Control to target The Grid or adjacent characters friendly to him.  His Have A Nice Day special power makes it so opposing characters within 6 squares can’t ignore pushing damage.  Pulse Wave will do damage to anyone it hits, and Mind Control will let you use your opponent’s figures against him.

 

Next it was revealed that Pandora’s Box wasn’t referencing the Trinity, but Earth-3.  And it was opened to bring forth the CSA by The Outsider.

031a-the-outsider

#031a The Outsider is 66 points.  He helps your use of the CSA team ability being able to be dealt 1 unavoidable damage instead of placing an action token from a use of Probability Control with his A Different Kind of Butler trait.   Stealth will let him hide and Outwit will counter a power on an opposing figure.  Later in his dial, he can also remove you figures from danger with his Dimensional Portal special power.  He is given a power action to place two friendly figures adjacent to him, and then he can use Smoke Cloud as a free action. Characters placed this way can’t be given non-free actions until your next turn.  He can then use Support on his next turn to heal one of them.

SeakingThe first member of the CSA to come through the portal was #014 Sea King.  He promptly died, but at 135 points, he is a solid close combat figure.  At the beginning of your first turn, his trait, Travel to Prime Earth kicks in, allowing you to place up to 6 squares of water terrain on the map at least 5 squares away from  any starting area.  His Indomitable combat ability will let him act two turns in a row without fear of pushing damage, and his Swimmer Transporter ability lets him carry a friendly figure while ignoring  water terrain for movement purposes, and giving him a less powerful use of Hypersonic Speed.

Except for clicks 1 and 3, which have Sidestep, all other clicks have Charge, giving Sea King the ability to move and attack on every click.  The front half of his dial has Super Strength to pummel foes with objects, and most of the last half of his dial allows him to try for more than his printed damage with Blades/Claws/Fangs.  Sea King has Leadership on the front of his dial to pull action tokens off of friendly adjacent characters, and on the back of his dial, he can help them do more close combat damage with Empower.  Defensively, he starts out with Invulnerability, then switches to Toughness, and when he does his defense value raises to its highest pint.  A closing click of Regeneration may keep him in the game longer.

This brings are total to 380 points, plenty of room to throw a couple bystander tokens on the team.

Next up we’ll build a pretty simple 500 point team of the three leaders of the CSA.  First up, we’ll use #025 Ultraman at 225 points.

025-ultraman

A full dial of move and attack will keep him moving.  Hypersonic  Speed and Charge, both with Super Strength, and Running Shot with Penetrating/ Psychic Blast, with his 8 range, give him plenty of attack options. A full dial of damage reduction, from Invincible to Toughness, will give him protection from most attacks.  Ultraman has an Improved Targeting ability that lets him ignore Hindering terrain, as well as a trait that makes it so his powers and abilities can’t be countered if he occupies hindering terrain.

026-owlman

Next up is #026 Owlman at 116 points.   Combat Reflexes on every click of his dial, weather from the standard power or from his special power Training and Technique, also giving him Toughness and Willpower, will make him harder to hit in close combat where he should be when his Stealth can’t protect him.   Owlman also has some clicks of a special power that gives him Outwit, and makes it so opposing figures within 6 squares can’t use Outwit on higher point figures.   A few clicks of Perplex can help his team, and most clicks on his dial have either Precision Strike or Exploit Weakness, letting him do some damage to pretty much any figure.

027-superwoman

Lastly for this team build is #027 Superwoman at 143 points.  On the front end of her dial she has Charge or Sidestep (with Super Strength on these clicks) to move and attack with added damage, and Flurry on the back of her dial to get two attacks for one power action.  Exploit Weakness on her first two clicks will make sure damage reducers are ignored, and Close Combat Expert lets her modify her attack or damage by +2 or both by +1.   A couple mid dial clicks of Empower help her teammates do more damage.  Damage reducers on every click help keep Superwoman safe.  She also has a trait that says adjacent opposing characters within 6 squares that share a keyword modify their defense by -1.

This brings the point total to 484 points, leaving enough room for a few bystanders.

Lastly we’ll build a team with al 7 main members of the Crime Syndicate at the lowest point level we can get them all on, 600 points

#025 Ultraman will be used on his 125 point start line.  Ultraman will start with Charge and Super Strength, with Range Combat Expert as a range attack option, before moving to Running Shot with Penetrating/ Physic Blast.  Late dial, he has Hypersonic Speed, and will transition from Impervious to Toughness for damage reduction.

Next is #026 Owlman at 50 points.  Starting with Charge before closing out his dial with Flurry, he can ignore some damage reduction on all 3 clicks with Precision Strike before going to Exploit Weakness.   An opening click of his Smarter Than You Know Outwit power is on this section of dial.

#027 Superwoman added 100 points to this force.  Opening clicks of Charge and Sidestep with Super Strength before switching to Flurry and Close Combat Expert give her a lot of close combat damage potential.   Superwoman has damage reduction with Invulnerability and Toughness, and she still has her You Will Betray Each Other trait.

Next we’ll add some figures we haven’t used yet, starting with #044 Power Ring for 70 points.

DC16 previews

 

Power Ring has a trait called The Ring Is Killing Me, that makes him roll a d6 after he is given a non-free action other than a move action, and on a 1 or 2, he takes a click of unavoidable damage.  He has Running Shot to help him move and attack, Phasing/ Teleport to move around with ease, and a special power called We’re Going Somewhere? That lets him use Phasing/ Teleport and carry up to 3 friendly figures that share a keyword ignoring their move symbol.

Sprinkled around his dial is another special power called Power of Volthoom’s Ring, letting Power Ring use Perplex, and making it so opposing figures can’t target higher cost figures within 6 squares with their own Perplex.  On the front half of his dial, alternating clicks of Telekinesis will let him control the map some, while Pulse Wave will damage anyone it hits.  Clicks of Energy Shield Deflection will make Power Ring harder to hit at range, and Willpower lets him act 2 turns with little fear of pushing damage.

We are going to use some figures from the DC HeroClix: Justice League Trinity War Fast Forces pack to round out or team.  First we’ll use #005 Johnny Quick at 100 points.

Johnny Quick

Johnny Quick has an Improved Movement ability called Up and Over, ‘Round and ‘Round letting him ignore Elevated terrain for movement.  He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.  Johnny Quick has Plasticity to keep enemies close or help him break away easier, as well as Flurry, giving him two close combat attacks for one action.  A couple clicks of Shape Change will give him some protection from attacks.  Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower.  Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.

Next on this team build is #006 Deathstorm at 125 points.

Deathstorm

Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.

Deathstorm has a lot of move and attack with Running Shot transitioning into Sidestep.  He has Energy Explosionon almost every click of his dial, either from the standard power or a special power called Destroying Central City, which now adds Precision Strike to his power set.  The middle of his dial has a special power called Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex.  It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.   Energy Shield Deflection will make Deathstorm harder to hit from range and Toughness will give him some damage reduction.  On his last 2 clicks, Deathstorm has Outwit and Regeneration to keep him useful and in the game.

Last on our force is #007 Atomica at 25 points, bringing our build total to 595 points.

Atomica

Atomica has the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.  She also has Plasticity on all three of her clicksShe has a click of Precision Strike followed by a click of Exploit Weakness.  On her first two clicks, she has a special power called Traitor to All But My Homies.   When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect.  On her last click, she has Super Senses.

 Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War Crime Syndicate! 

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Crime Syndicate Fast Forces Pack Pt 2!

Greetings HeroClix Fans!

Welcome back as we look at the other three figures and a bonus in the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

First up, the biggest coward from Earth 3, Power Ring!

power ring

First, #002 Power Ring has the Crime Syndicate keyword, as well as their signature CSA team ability, allowing the user to use Probability Control if an action token is placed on another friendly character.  At an even 100 points, Power Ring has a trait called Bully and Coward Combined… Lovely.   This trait says that if he attacks a lower point cost figure he modifies his attack and damage by +1, and if he attacks a higher point value figure he modifies them both by -1.

Power Ring begins play with a couple of special powers on the front half of his dial.  First is called Attack From a Position of Safety, which lets him use both Stealth and Running Shot.  The second is called The Will of Volthoom.  This power lets him use Energy Explosion with his 2 targets at 7 range.  If he chooses to damage only 1 opposing figure, any other hit characters get an action token.  Defensively, he starts by reducing damage with Invulnerability then switches to Energy Shield Deflection, continuing to do this for his first four clicks.

On the back half of his dial, Power Ring switches up his attacks a bit.  First a couple clicks of Sidestep will give him some free action mobility.  Pulse Wave will let him do penetrating damage to all figures within 4 squares or with proper positioning, his printed 2 damage to one figure.  Another attack option he gains is Range Combat Expert, letting him modify his attack or damage by +2, or both +1 each.   He also now has Barrier in this section which he will keep for the rest of his dial.  On his last click, the Ring of Vothoom abandons him, leaving him with Earthbound.

Next up, is the scientific mind of the Crime Syndicate, Deathstorm!

Deathstorm

#006 Deathstorm also has the Crime Syndicate team ability as well as the keyword, along with Scientist, for 125 points.   Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.

Deathstorm begins with a solid power set around his 7 range with 2 targets.  First, a good stretch of Running Shot will keep him mobile, while Energy Shield Deflection will make him harder to hit with range attacks.  Energy Explosion can allow him to deal a good bit of damage.  On click two, Deathstorm picks up his first special power, Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex.  It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.

On click 3 Deathstorm gets his second special power, Destroying Central City, which now adds Precision Strike to his Energy Explosion.  He also has a couple of clicks of Toughness  to give him some damage reduction.   On click 4 he now has free action movement with a couple clicks of Sidestep.  Click 5 sees the return of Energy Shield Deflection for a click and his Owlman isn’t the Only Smart Guy in the CSA special power is gone from his dial.  On his last 2 clicks, he can choose to Outwit an opposing figures power.  He also has Regeneration to try to get above his mid dial.

Next up, we look at the resident speedster of the Crime Syndicate, Johnny Quick!

Johnny Quick
As with the other characters, #005 Johnny Quick has the Crime Syndicate team ability and keyword, as well as Speedster, for 100 points.  He has an Improved Movement ability called Up and Over, ‘Round and ‘Round  letting him ignore Elevated terrain for movement.  He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.

Johnny Quick starts with Plasticity to keep enemies close or help him break away easier.  On his next click is Flurry, giving him two close combat attacks for one action, and he’ll swap these two powers over his entire dial.  A couple opening clicks of Shape Change will give him some protection from attacks.  Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower.  Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.Click 3 sees Johnny Quick gain a couple of clicks of Precision Strike.  On click 4 he trades defensive powers for Energy Shield Deflection to make him harder to hit at range.  On his last click he has Combat Reflexes to make him harder to hit in close combat.

Last up is a surprise “figure” in the fast forces pack, a traitor to the Justice League and Earth Prime, Atomica!

Atomica#007 Atomica has a hand full of keywords representing the teams she infiltrated, as well as her own, A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America and Spy, and the CSA team ability.  At 25 points, she is 3 clicks long with the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.

Atomica has Plasticity on all three of her clicksShe has an opening click of Precision Strike followed by a click of Exploit Weakness with her only click of 2 damageOn her first two clicks, she has a special power called Traitor to All But My Homies.   When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect.  On her last click, she has Super Senses.

Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Crime Syndicate Fast Forces Pack Pt 1!

Greetings HeroClix Fans!

Welcome back as we take a look at the DC Heroclix: Justice League Trinity War Crime Syndicate Fast Forces pack.  First up, the most powerful member Ultraman!

ultraman

#001 Ultraman possesses an Improved Targeting ability called Ultra-Vision allowing him to ignore hindering terrain for line of fire purposes.  He also has a trait called Syndicate Rules, that says when he is part of a Crime Syndicate theme team you may add one use of theme team Probability Control to your pool when your opponent uses theme team Probability Control.

Ultraman has a 7 range with 1 target, the Flight ability, and the Indomitable combat ability.  At 250 points, Ultraman begins play with a couple clicks of Hypersonic Speed.  He will have Precision Strike alternating on and off over half his dial.  On the first two clicks with Precision Strike, he has a special power calked Ruler of His Earth, allowing him to use Impervious and Mastermind.  Additionally, when he rolls a 4 for Impervious he reduces damage dealt by 3.  On alternating clicks he has Invulnerability.  On clicks 3 and 4, he has.

Click 5 sees his 150 point start line.  As before, Ultraman starts with Hypersonic Speed, Precision Strike and his Ruler of the Earth defensive special power.  The next click sees the return of Charge and Invulnerability.  After this, Ultraman spends a couple clicks changing between Sidestep with Combat Reflexes and Charge with Toughness.

On his last click, Ultraman has Earthbound/ Neutralized, countering his Flight and Indomitable abilities, Toughness  and a new special power called Secret Kryptonite Recharge.  This power says that when this click is revealed due to damage taken from an opposing figure, stop turning the dial.  Ultraman may be given a free action to destroy an unheld object within 4 squares to use Regeneration as a free action.

Ultraman possesses the Brute, Crime Syndicate, and Ruler keywords.

Next up we’ll take a look at the woman he has claimed as his own, though she has her own opinion on the matter, #003 Superwoman!

superwoman

Superwoman has a trait called Choose Your Loyalty: Ultraman or Owlman?  This trait tells you to pick Ultraman or Owlman at the beginning of the game.  If you choose Ultraman, any friendly Ultraman and Superwoman can use Super Strength.  If you choose Owlman, he modifies his defense by +1, and Superwoman can use Combat Reflexes.

Starting on her 150 point line, Superwoman takes the fight to your opponent with a couple of clicks of ChargeInvulnerability will provide her damage reduction on these clicks.  She also has a special power on these clicks called Lasso of Inhabitations Released.  This power reads “When Superwoman hits a character with a close combat attack, place an Unfettered Inhibitions token on that character’s card if it doesn’t have one already. Characters with an Unfettered Inhibitions token on their card can’t ignore pushing damage and can’t be targeted by a friendly character’s Perplex. A character with an Unfettered Inhibition token on its card may be given a double power action to remove the token.“  On click #2, Superwoman has a click of Close Combat Expert.  Her next click sees the addition of Flurry, with Toughness to reduce damage.

Click #4 is Superwoman’s 100 point starting line, and it starts as before with Charge, Invulnerability and her L Lasso of Inhabitations Released  special power.  She also has Close Combat Expert on this click.  On her next click she goes back to Flurry with Toughness to protect her for a couple of clicks.   On her last click of this section, Superwoman regains Close Combat Expert for a couple of clicks.  She also has Quake on these clicks.  On her last click, Superwoman may be able to heal back up to her 100 point starting line with Regeneration.

Superwoman can be played in theme using her Amazon and Crime Syndicate keywords.

So we’ve seen the Ultraman figure from this fast forces pack that Superwoman’s trait can effect, let’s see the other man she manipulates, Owlman!

owlman

Owlman has a trait called All My Father’s Men Belong to Me.  This trait allows Owlman to use Stealth and, when building your force, friendly characters with the Gotham City or Police keyword also have the Gotham City Underworld keyword.  He also has an Improved Targeting ability that lets him ignore hindering and an Improved Movement ability that ignores hindering and elevated terrain called I Own the Night.

On his 150 point starting line, Owlman starts with a special power called Into The Shadows, which lets him use Charge, and lets you give him a free action to place him in a square of hindering terrain within 4 squares and line of fire.  He also has a defensive special power called All Crime Profits Me in the End.  This power lets Owlman use Mastermind and Toughness, and when he uses Mastermind.   Over his first three clicks, Exploit Weakness will swap with Outwit.  On his third click, he gains a click of Sidestep.

Click #4 is Owlman’s 100 point starting line.  He starts with the same special powers in his movement and defense slots, and now he has another in his damage slot called Secretly *I* Run the World, allowing him to use Empower, Enhancement, and Outwit.  Next up on his dial is a click of Sidestep and Combat Reflexes.  On his last two clicks Owlman has Flurry and Precision Strike, as well as Outwit an Exploit Weakness.

Owlman has the Crime Syndicate and Gotham City Underworld keywords.

That’s all we have for now.  Be sure to check back soon as we show off the other figures in the upcoming DC Heroclix: Justice League Trinity War Crime Syndicate Fast Forces pack.

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Superwoman & Wonder Woman!

Greetings HeroClix Fans!

Welcome back for another amazing preview from the DC HeroClix: Justice League – Trinity War set!  Today we have two strong Amazon women who won’t back down from a fight.  The Crime Syndicate’s Superwoman from Earth 3 and Wonder Woman!  First up is Superwoman

027-superwoman

The Lois Lane of Earth 3 is a member of the Crime Syndicate and is that world’s version of Wonder Woman.  Superwoman has two point costs, an experienced version at 142 points and a rookie version which comes in at 100 points.  Superwoman’s combat abilities include the Flier symbol and the Indomitable symbol so she can taxi in a teammate and then push to attack on her next turn without fear of taking pushing damage.

Superwoman’s trait, You’ll Betray Each Other, says opposing characters within six squares that are adjacent to each other and share a keyword with each other modify their defense values by -1 unless already modified by this effect.  This helps against those theme teams with Empower or Enhancement because they are going to be adjacent already, and can be a big help with opponents with Defend as well.  Superwoman’s keywords are Amazon and Crime Syndicate, and her Crime Syndicate team ability will allow her the use of Probability Control.

Superwoman has an extra two clicks at her 142 point version over her 100 point version, but it starts with a bang.  Her top click starts with Charge, Super Strength, Impervious, and Exploit Weakness.  With a natural 4 damage, and an Ultra Heavy object, she can deal 7 penetrating damage out of the gate!  On her second click she has Sidestep instead of Charge and Invulnerable instead of Impervious. S he can use Sidestep for a free movement to potentially position herself for another attack, or even use her trait to modify defense values of opposing characters with her trait so other members of your team can benefit.

At 100 points, Superwoman is still a ferocious Amazon that can hold her own.  Her lack of range could be tricky against opposing characters with a long range, but this Superwoman won’t have an issue carrying a lackey to shield her from attacks.  She opens with Charge and Super Strength the same as her higher point value, but defensively opens with Invulnerability and has Empower as well.  Her attack is an 11, but it goes down to a 9 for almost the rest of her dial.  But remember her trait can potentially lower defenses as well!  Her second click she trades Charge for Sidestep as well, but after that she no longer has any movement then attack type powers.  Superwoman has Toughness and Flurry for her last three clicks but has a choice as well since she has Close Combat Expert, which will allow her to bump up attack and/or damage when she attacks.

052-wonder-woman

 

Princess Diana left her home on the island nation of Themyscira as an ambassador for her homeland in the Patriarch’s world with the mission of bringing peace to the outside world.

Wonder Woman has two different dial costs like her counterpart above, 200 and 100 points.  At both costs and like above, Wonder Woman has the Flier symbol and the Indomitable symbol.  Her keywords are Amazon, Deity, Justice League and Trinity so a theme team build will be difficult only because of the large amount of figures to choose from will make it hard to choose a team.

Wonder Woman has two traits, the first is A New Kind of Justice League that allows adjacent friendly characters with a lower point value and the Justice League keyword to use Support.  Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.  Her second trait, Lasso of Truth, states adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex or Probability Control.

At 200 points, Wonder Woman is a competent and capable character who will bring the “truth” to your opponent. Her dial is eight clicks deep at that cost and three of those clicks are what cost the extra 100 points.  The top of her dial starts with Charge, Invincible, and two special powers.  Her attack special power, Strongest Woman in the World, allows Wonder Woman to use Super Strength.  If Wonder Woman isn’t holding an object and is adjacent to a square of blocking terrain, you may give her a free action to destroy that square of blocking terrain.  If you do, place a standard heavy object into that square.  With this trait, you can potentially churn out a heavy object each turn for her and the rest of the team.

Her special damage power, Deflected Bullets, states when Wonder Woman is targeted by a ranged combat attack that misses, after actions resolve give the attacker an action token.  If you can’t, deal the attacker 1 unavoidable damage.  Wonder Woman’s stats on her top click are impressive with a 12 attack, an 18 defense and 4 damage that can easily go up depending on the object she is carrying.  Power-wise on the top three clicks, the only change is that click two has Impervious rather than Invincible.

At 100 points, Wonder Woman starts her dial similarly:  Charge, Strongest Woman in the World, Impervious, and Deflected Bullets.  Some of Wonder Woman’s combat values on her top click are lower but with her damage value of 4, and holding an object, she can hurt a character just as much as her 200-point version.  Wonder Woman keeps Strongest Woman in the World for her next two clicks, but her dial is different otherwise.  On her next two clicks Impervious falls away to Invulnerable and for the rest of Wonder Woman’s dial she has Sidestep and Close Combat Expert and these last two work really well together, especially when she is able to use Super Strength along with it.  The last two clicks she possesses Regeneration and if luck is with your dice, she can heal back up to her top click, and if luck is not with your dice, her trait A New Kind of Justice League will allow another character to heal her up with Support!

Thanks for reading this latest DC HeroClix: Justice League – Trinity War preview, and keep your Clix off their KO’s!

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Johnny Quick & Atomica!

Greetings HeroClix fans!

We’re back again with another look at the evil side of things in the DC Universe with our latest previews from the DC HeroClix Justice League: Trinity War set! First out of the gate today is the psychotic speedster, Johnny Quick!

Johnny Quick

Featuring Improved Movement – Ignores Hindering Terrain and Characters, Johnny Quick is set up as an 82 point mobile harasser, able to utilize the Speed tokens initially introduced in the DC HeroClix: The Flash set from late in 2014. Johnny utilizes them via his traits. First up, and familiar to those who have figures from the aforementioned Flash set, is the Speed Force trait. If you remember, this allows Johnny Quick to add a Speed token to his character card if he moves at least one square and hits one or more adjacent opponents. These Speed tokens increase Johnny Quick’s already impressive speed, equal to the number of tokens on the card.

To go along with Speed Force is his second trait, A Different Connection to Speed. This trait allows Johnny Quick to remove a Speed token from his card as a free action, which allows the usage of Perplex until his next turn. However, this can only be used to target an opposing character. That character, in turn, can’t use speed powers until your next turn!

Given his need for speed, it should come as no surprise that Johnny Quick has movement powers on each click of his 6 click dial, and his values in this regard are all in double digits. Starting at a 12 before dropping to an 11, Johnny Quick opens up with four clicks of Hypersonic Speed, and wraps up his dial with two clicks of Sidestep. His attack values are more reasonable, bouncing between a 10 and a 9, but he picks up the invaluable Precision Strike on clicks 2-4, making him a dangerous opponent for characters with both damage reducers and avoidance abilities.

Defensively, Johnny Quick has a balanced set of powers and values, having 2 clicks of 17 defense paired with Energy Shield/Deflection, 2 clicks of 16 defense with Willpower, and then closing with 2 clicks of 15 defense with Super Senses. On his damage line, Johnny Quick is again very balanced, opening with two clicks of a special power called What A Rush! This power allows you to give Johnny Quick a free action when he has no action tokens, and allows you to pick either 1 or 2. That number will increase all of his combat values by that amount until your next turn, but in doing so, you’ll deal him unavoidable damage equal to the amount chosen at the end of your turn. He follows that with 2 clicks of Shape Change, before finishing his dial with 2 clicks of Exploit Weakness.

Johnny Quick comes packed with all the powers and abilities you’d want, on top of coming equipped with the Crime Syndicate team ability. Coupled with his Crime Syndicate and Speedster keywords, he’s a great addition to either theme team, and packs a punch that other Speedster characters might lack!

Atomica

Of course, you can’t have Johnny Quick without his main squeeze, the pint-sized peril, Atomica! And given the fact that they’re inseparable, Atomica features a trait called Twisted Couple, which will grant both characters +1 to their attack value when adjacent to each other, assuming it hasn’t already been modified by this effect.

Her traitorous nature is represented by her opening 2 clicks of Stealth, followed by Phasing/Teleport on the final 2 clicks of her 6 click dial. Her attack powers feature three clicks of Poison with a 10 attack, followed by two clicks of Precision Strike on clicks 4 and 5. She’s definitely not an offensive powerhouse, but Atomica’s powers make up for her lack of punch by having some truly frustrating powers to deal with for your support and board control pieces.

Defensively, Atomica begins with 2 clicks of Super Senses at an 18 and 17 value, respectively, followed by 2 clicks of Combat Reflexes at a 17 defense. On her Damage track, she opens with 2 clicks of Exploit Weakness, before picking up a special power on her final 4 clicks called Hidden Loyalties, which allows her to use Shape Change. When she does, and she and her attacker share a keyword, the result of her Shape Change roll is modified by +2.

Unlike most members of the Crime Syndicate, Atomica comes heavily loaded with keywords that will allow that Hidden Loyalties special power to really shine. She can be played on A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America, and Spy theme teams.

That’s all for today, HeroClix fans! Join us next time, as we look further into the DC HeroClix Justice League: Trinity War set! Until then, may all your hits be critical, and your misses be infrequent!

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Owlman & The Outsider!

Greetings HeroClix fans,

Welcome back to another exciting preview from the DC HeroClix Justice League: Trinity War set! Today, we’ll be focusing on two of the most evil villains to ever cross dimensional gates to wreak havoc on Earth and cause tremendous difficulties for the Justice League!

026-owlman

First up, we have the sadistic Owlman, the Crime Syndicate’s analogue for Batman. Owlman is a versatile figure, and one that can fit in as a more prominent feature for your team at his full 116 point value, or as more of a utility piece at his 3 click long 50 point dial. Either way, Owlman comes loaded with the Crime Syndicate team ability, and can utilize Improved Movement – Hindering Terrain with his ‘Used to Wading Through Refuse’ ability.

Along with that, Owlman comes prepared to fight! Almost across the board, his combat values are incredibly consistent, never dropping more than 2 from his highest values, and he has a sneaky (and easily overlooked by your opponent) 4 range with two targets. For example, on his opening click, Owlman begins with Stealth and Precision Strike, as well as with his two special powers. Defensively, he has a power called Training and Technique, which allows Owlman to use Combat Reflexes, Toughness, and Willpower. He also has a special power on his damage called Smarter Than You Know, which not only allows Owlman the use of Outwit but also prevents opposing characters within 6 squares from using Outwit to counter the powers of a character with a higher point value than themselves.

His second click sees him pick up Flurry, while maintaining both Precision Strike and both special powers. His fourth click sees him transition into more of a back line support piece, giving him Stealth, Combat Reflexes, and Perplex. He repeats this on his fourth click, while adding in Precision Strike. His fifth click, which doubles as his 50 point starting line, sees Owlman line up with both Flurry and Precision Strike, while bringing back his two special powers. Finally, Owlman closes out his 7 click dial with two clicks containing Charge, Combat Reflexes, and Exploit Weakness.

While not designed to be the main threat on a force, Owlman will blend in nicely on teams featuring his keywords of Crime Syndicate, Detective, and Scientist. He provides a lot of smart secondary options for already strong theme teams, and also brings some strong non-traditional powers to the table, especially when working on a Scientist team. He’ll pair nicely with characters like Harley Quinn, Deathstorm, Zoom, and Rival.

Of course, you can’t have Owlman without his psychotic mentor, The Outsider!

 Outsider

While The Outsider might seem pricey for 4 clicks of life at 50 points with negligible combat values, he more than makes up for his lower values with his traits and abilities. To start, you’ll find that The Outsider is designed to be run with one of the new resources from this set, Pandora’s Box. His trait of the same name states that, when building your force, Pandora’s Box costs 12 points less – which means your resources initial cost of 12 points is now completely eliminated!

On top of that, he also picks up a trait called Prepare the Way, which states that you can give The Outsider a power action, and then essentially swap squares with a friendly character, placing each in the others previously occupied square. This does come with a caveat, however – if the friendly character doesn’t share keywords with The Outsider, it couldn’t have already been given an action this turn, nor will it be able to be given an action following the placement change. However – if you’re running The Outsider on a Crime Syndicate or Secret Society of Super Villains theme team – feel free to swap spots and then give that friendly character an action!

For his dial, The Outsider’s first and third clicks feature Stealth, Outwit, and a special power called Hidden in Our Midst. This special power grants The Ousider the usage of Mastermind. To go along with that, when he does use Mastermind, friendly characters within 6 squares that are not within an opposing characters’ line of fire are considered to be adjacent to The Outsider, as well as being of a lower point value. His second click brings Sidestep, Incapacitate, and Perplex to the battle, as well as maintaining Hidden in Our Midst. His final click repeats his second, though he loses the use of his special defensive power.

While it might seem like the DC HeroClix Justice League: Trinity War set is lousy with Outsiders, each one brings something different to the table, and each is a nasty piece of work when paired up with strong allies. We saved the nastiest for last, though, and we’re excited to see The Outsider on forces in conjunction with the Pandora’s Box resource.

That’s all for today, HeroClix fans! Be sure to check back next time as we have even more exciting previews from the DC HeroClix Justice League: Trinity War set! Until then, may your hits be crits, and your boosters contain chase

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Dr. Sivana & Black Adam!

Greetings HeroClix Fans!

Today we bring you another preview from the exciting upcoming DC HeroClix: Justice League – Trinity War set coming early February 2015!  Two characters from the Secret Society of Super Villains are on the preview list for you today and it’s no secret, villains they are!  On the menu are Dr. Sivana and Black Adam; let’s start with the first course, Dr. Sivana!

032-dr-sivava

Doctor Thaddeus Bodog Sivana or Dr. Sivana has a cost of 83 points for his five-click deep dial.  He has a six-square range with a single target that will work well with his top two clicks of Psychic Blast and his final three clicks of Precision Strike.  He can make a good secondary attacker with good damage values as well.  Where Dr. Sivana shines though is his true villainous nature, staying back and letting others do the work for him!

On his top three clicks, Dr. Sivana has Stealth and the special power Eye See Your Magic.  It allows Dr. Sivana to use Outwit.  Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target.  Dr. Sivana would still need to have line of fire and range to the initial target, but all other characters would just have to be within 8 squares.  That’s evil stuff right there!

Defensively you want Dr. Sivana protected as a brick piece with an object could quickly dispatch him from the map.  On click 3 however, he gains Mastermind for the rest of his dial, so keep him close to lesser-point fodder if you can.  On his last two clicks he gains Mind Control to allow him to control his opponents like puppets, and Perplex to make sure he hits with his attacks.

Dr. Sivana has the Calculator team ability to wildcard his underlings’ team abilities and he has a trait that will come in handy against Mystical teams.  His trait Magic Avoidance states that friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability.  In today’s game there are so many ways to gain the Mystics team ability like a Power Battery with the Star Sapphire Ring or perhaps wildcarding it from a teammate like…

058-black-adam

Black Adam has two point values:  270 and 150 points.  His traits and team abilities are present at both point costs so we can start with those.  Black Adam has the Wing and Indomitable combat symbols so he can get where he needs to go, carry a friendly character, and push without taking damage to do so.  Black Adam has a range of zero, so unless you get creative with ranged combat modifiers, he will be close combat only, but that’s what he’s good at.  Black Adam has the Mystics team ability so your opponent may not like the sting of that when attacking him and he has the somewhat rare Injustice League team ability.  It states that whenever a character using the Injustice League team ability attacks an opposing character that was attacked by another character using the Injustice League team ability this turn, the action does not count toward your available actions for the turn.  Pair him with some inexpensive wildcard characters and use them to make multiple attacks; no need for Leadership!

Black Adam’s first trait, You Will Pay, states if Black Adam is the only character on your force that has not been KO’d, modify his attack value by +1.  If Black Adam is the only character on your force that has not been KO’d and your force is a named themed team, instead modify all of Black Adam’s combat values by +1.  You typically don’t want the rest of your team KO’d, but if it happens don’t forget to modify his combat values!

His second trait, By Magic Empowered, allows Black Adam to use Super Strength.  Also Black Adam can’t be targeted by Outwit unless the targeting character has the Mystical keyword.  Make sure you add an Ultra Heavy object to your build for +3 to damage!  The inability to counter Black Adam’s powers in most cases is going to help immensely since he is a close combat piece.  Most of his clicks have some sort of move-then-attack power; without this trait he could end up as an expensive taxi.

At his 270-point dial, Black Adam gains an additional four clicks for a total of nine clicks.  His top click starts with a 10 movement and Hypersonic Speed, and his speed never goes below an 8.  His defensive power is Invincible with a 17 defense.  With a 12 attack and 5 printed damage, you could potentially swing for 8 damage with the Ultra Heavy object mentioned earlier, but it’s his second click you really want to be on to use his special powers.

On his second click, Black Adam has the special movement power Justice Without Mercy, which says Black Adam can use Charge and Flurry.  When Black Adam uses Charge he doesn’t halve his speed value and, if he isn’t carrying a character or holding an object, he can use Improved Movement: Ignores blocking terrain and destroys blocking terrain as the character moves through it.  This special power really embodies Black Adam as a character.  Black Adam can quickly run across the map, and he can carry an object and a character, then attack twice while potentially dealing up to 11 clicks of damage.  Or 13 clicks of damage if you crit hit twice!  Conversely, if you opponent decides to hide behind walls on an indoor map, you can bust right through them without wasting actions to destroy the walls with other characters.

Black Adam’s special attack power, The Thunder of the Gods states Black Adam can use Quake but his damage value becomes his printed damage value instead of 2.  This can also work well with Black Adam’s Justice Without Mercy special power.  If your opponent is hiding his team behind walls or barriers, they are likely grouped together and all set up for a 4-damage quake!

On his third click Black Adam replaces his special movement power with Flurry and trades Invincible with Impervious, giving him the chance to reduce damage dealt to him to zero.  On his fourth click he regains Justice Without Mercy so he can full speed Charge to his next victim and repeat the process.

At his 150-point cost, Black Adam starts similarly to his 270-point top click.  He starts off with Hypersonic Speed but has Invulnerability instead of Invincible for his next three clicks.  Outwit makes an appearance as well for the next three clicks.  He gets one click of Justice Without Mercy mid-dial so he may or may not land on it if he takes damage; I wouldn’t depend on it.  Your best bet is to try and use his Hypersonic Speed to attack and then try to position him into safety.  His last two clicks he loses Outwit and has Toughness for damage reduction.

Black Adam’s keywords (Injustice League, Mystical, Past, Ruler, and Secret Society of Super Villains) are numerous enough to where making a themed team is not going to be a problem.  Black Adam has a lot going on, and he can be the pole of your tent at 270 points, or the powerhouse of your villainous team at 150 point.  Playing two Black Adam’s at 150 points each though, is too evil for anyone to do.

Thanks for reading another great preview!  Tune in again soon to see the next preview from the DC HeroClix: Justice League – Trinity War set!

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Lex Luthor & Mazahs!

Greeting HeroClix Fans!

Today we have a quick preview from the soon to be released DC HeroClix: Justice League – Trinity War set, we have two characters to previews, both with the name Alexander Luthor but from different Earth’s. Lex Luthor from Earth One and Mazahs! from Earth 3. First up, Lex Luthor!

Luthor

Lex Luthor has no super powers, rather he is a human that wears a battle suit that grants him super human strength, flight, and different types of energy projection and protection. He has 2 point values, 200 and 100 points. At all point values he has the Flier and Indomitable combat abilities along with a single target 7 range. Lex Luthor also has the Superman Enemy and Calculator team abilities and the keywords Celebrity, Injustice League, Justice League, Legion of Doom, Metropolis, Politician, and Ruler so creating a theme team with him will be easy.

Lex Luthor has the trait Right Under Their Noses. It says Lex Luthor begins the game with a Subterfuge token on his card. When Lex Luthor has a Subterfuge token on his card, opposing characters can only target him if they began the turn adjacent to him. When Lex Luthor targets an opposing character with an attack, remove all Subterfuge tokens from his card. Lex Luthor may not have a dual identity like some superheroes and supervillains, but he does have one. His public figure of CEO of LexCorp, philanthropist, and politician and his hidden persona of a megalomaniacal narcissistic power hungry all around villain. This trait shows his duality when he is forced to show his hand.

At his 200 point level, Lex Luthor is a formidable opponent that you’d prefer to field than have fielded against you. His top click starts with Running Shot, Pulse Wave, Impervious, and the special damage power The Syndicate is Bad for Business. It allows Lex Luthor to use Leadership and Outwit. When he uses Leadership and succeeds, he may instead remove the action token from a friendly character with theInjustice League keyword within 3 squares and regardless of point value. His trait allows him to get into a good first strike position with little fear of retaliation from an opponent’s attack.  Once he’s in a good position, he can unleash the potent combo of Running Shot and Pulse Wave.  He’ll lose his Subterfuge token, but he should hopefully have dealt some good damage to the opponent’s force.

Lex Luthor’s 2nd click only changes defense from Impervious to Invulnerability. His 3rd click does a complete change in lineup of powers. His battle suit changes to a close combat strategy. Charge, Super Strength, Toughness, and Exploit Weakness. With an ultra-heavy object, Lex could do 7 damage to an opposing character, but at this point, realize that you will have to remove his Subterfuge token since close combat attacks target characters.

At 100 points, he only has 4 clicks of life, so you’ll want to utilize his trait as long as possible before you expose him to attacks. His top 2 clicks both have Charge, Super Strength, and his special power, The Syndicate is Bad for Business. His defense is Invulnerability, then Toughness on his 2nd click. His third click he gets another special power, Back Underground that says when this click is revealed, add a Subterfuge token to Lex Luthor’s card. This same click he has Regeneration and Exploit Weakness. His last click he gains Earthbound/Neutralized and still retains Regeneration. It is possible to heal him back to his top click at 100 points, his 2nd click at 200 points where he can start all over again.

Mazahs

Mazahs! is Earth 3’s version of Shazam! who can take the powers of others he kills. His trait Your Death Brings Me Power states when Mazahs! KO’s an opposing character, choose a standard power that character possessed on any click. Mazahs! can use that power for the rest of the game. A lot of lower point characters have really desirable powers and typically they can be KO’d fairly easily by characters like Mazahs! Stealth, Energy Shield/Deflection, Super Senses, Shape Change, and others can be had, sort of like a magic buffet of powers. A potential strategy is to go after the smaller pieces that can hinder you

Mazahs! dial is 8 click long and he has the Flier and Indomitable combat abilities along with a single target 7 range just like his opposite above. He has the Mystical keyword and the Mystics team ability which can sometimes give your opponent pause about attacking a character possessing it.  His point cost of 210 is a large portion of a 300 point build, but he has the maneuverability and the combat stats to win if he has the support he needs.

Mazahs! starts his dial with Hypersonic Speed and Invincible. His 2nd click he has Probability Control. His 3rd click he briefly steps down to Invulnerable and gains a special attack power called The Dark Lightning. It states Mazahs! can use Pulse Wave. When he does, after actions resolve, each opposing character hit by the attack must choose a power it possesses. All other powers on these characters are countered until your next turn. This power doesn’t work well with Hypersonic Speed but it does remarkably well with the Running Shot he possesses for his next 3 clicks. His defensive powers cycle back through Invincible to Invulnerability to Toughness on click 6. His final 2 clicks he obtains Sidestep and Ranged Combat Expert.

Mazahs! is a capable character that can do some real damage, but what really can push him to the next level is the ability to take the powers of others characters he KO’s. Equip him with characters that can keep him in the battle or protect him while he is resting, you’ll have a good chance of winning the battle and becoming the hero Alexander Luthor believes he is.

Thanks for reading through todays preview and be sure to continue to check back with us as we preview more figures from the upcoming DC HeroClix: Justice League – Trinity War set!

 

 

EDIT: Edited to reflect correct usage of Pulse Wave.  All attacks, in fact, all lines of fire, involve a target (unless the game effect says otherwise).

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Green Lantern & Power Ring!

Greetings HeroClix Fans!

Welcome to another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set coming to a game store near you February 2015! Today we have two different Power Ring bearers from two different universes. Up first, Green Lantern!

DC16 previews2

Simon Baz was chosen by Hal Jordan’s and Thaal Sinestro’s fused rings and became an officer in the Green Lantern Corps. For less than 100 points, (96 to be exact), this rookie Green Lantern has the will to be worth even more. With the Flier symbol, a single target 7 range, the Justice League team ability, and the Green Lantern team ability which allows him to carry up to 8 characters out on the battlefield. Add his keywords Green Lantern Corps and Justice League of America and you’ll easily find a place for Simon on your team.

Green Lantern will be an excellent follow-up attacker and support piece as well. The beginning of his dial we see a good mixture of powers that signify what a corpsman can be. Use him to ferry your team out onto the map with his 11 movement, or use Telekinesis to put attackers out immediately to start attacking and push him next turn to Charge or move him to utilize Enhancement for your other characters ranged attacks. Be careful with his placement though, he can be seen as an enticing target for your opponent since he has no damage reducers anywhere on his dial.

On click 4, Green Lantern refines his strategy to ranged attack piece. He now has Running Shot, Ranged Combat Expert and two special powers. The first, Willpower Through My Gun, is a special attack power that allows Green Lantern to use Improved Targeting: Ignores hindering terrain, Ignores opposing characters, and may make a ranged combat attack targeting adjacent opposing characters. This will work really well with his Ranged Combat Expert, and against an opposing characters Combat Reflexes as well.

Green Lantern’s second special power is a defense power. Protecting My New Friends allows Green Lantern to use Barrier and Combat Reflexes. When he uses Barrier, he may place one additional blocking terrain marker adjacent to each friendly character within range and with the Justice League of America keyword. These additional markers don’t need to be adjacent to other markers. The utility in the special power cannot be overly emphasized. Use Barrier to create a protective shield that will allow you to use Pulse Wave targeting a single character. You can have 4 Barrier tokens plus however many have the keyword. You could box an opposing character in to allow your other characters to clear for a turn and then go for the attack! Or just make a fortress to rest your teammates to allow them to rally on their next turn.

Next up, a Green Lantern that’s not here to protect you…

DC16 previews

Power Ring is the nefarious counterpart of Hal Jordan of Earth-OneHal Jordan of Earth-3 was merely an aircraft cleaner when Abin Sur crash landed into Earth-3’s Coast City. Because he was weak-willed, he was chosen by the ring of Volthoom, and was easily tricked by into taking the ring. Wielding it now causes him to feel immense physical and psychological pain.

Power Ring has a point value of 70 you get a dial that is 6 clicks deep.. For this cost he gets the Flier and Sharpshooter combat symbols and a single target range of 6. He possesses the Crime Syndicate team ability and the keywords Cosmic, Crime Syndicate, and Herald. His trait The Ring Is Killing Me is a great representation of how Power Ring is hurt by his ring. It says when Power Ring is given a non-free action other than a move action, after actions resolve roll a d6. On a result of 1 or 2, deal him 1 unavoidable damage.

His top click starts with Telekinesis and Energy Shield/Deflection and two special powers, We’re Going Somewhere? and Power of Volthoom’s Ring. Let’s look at We’re Going Somewhere? first, it says Power Ring can use Phasing/Teleport. When Power Ring uses the Carry ability, he may carry up to 3 friendly characters that share a keyword with him regardless of their speed symbols. So this power allows him to get his team in place on the map without them having to make an action to do so, and this is great. However, he also can be in place for when his teammates attack, then carry them back behind defensive terrain!

Power of Volthoom’s Ring allows Power Ring to use Perplex. Opposing characters within 6 squares can’t use Perplex to target characters with a point value higher than their own. Having perplex to boost up combat values is always an appreciated power, but preventing your opponents characters from using it how they want, can only make it better.

On his second click Power Ring changes his entire power set. He now has Running Shot, Willpower, Enhancement, and the great equalizer, Pulse Wave. Characters that have a power that requires adjacency (Enhancement, Empower, Defend, etc.) typically don’t do well mixing it with Pulse Wave because your friendly characters would get caught in the blast. Power Ring has a 9 movement and 6 range so you should be able to use his Running Shot to get your team out of the Pulse Wave radius easily before or after friendly characters utilize his Enhancement.  His dial on clicks 3 and 4 are identical as far as powers go, but his combat values start to decline some due to the pain of using the ring. His last 2 clicks he just has Phasing/Teleport, Willpower, and his special power, Power of Volthoom’s Ring, so while not dishing out much damage as an attacker, he is still a good character for Perplex and ferrying teammates around to help finish the battle.

That’s another preview from the upcoming DC HeroClix: Justice League – Trinity War set. Make sure you catch the next preview, ouY t’now tnaw ot ssim ti!

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: The Outsider!

Greetings HeroClix Fans!

We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set!  Today, we take a look at two men who share the same alias but lead different criminal organizations.  First up is Earth 3’s version of Alfred Pennyworth, aka The Outsider!

031a-the-outsider

The Outsider comes into play at 66 points and boasts a five-click dial.  He has a three-square range with a single target and a pair of named keywords (Crime Syndicate and Secret Society of Super Villains) to provide you with options when including him on themed teams.  The Outsider has two printed team abilities:  Calculator allows him to act as a wild card.  The uncopyable Crime Syndicate lets him use Probability Control, but he may place an action token on a friendly character on the battlefield when ignoring a roll when using the team ability.

True to his character, The Outsider works primarily behind the scenes while the rest of his team handles the heavy lifting.  The Outsider hits the battlefield with a trait called A Different Kind of Butler that can keep his teammates cleared of tokens that are assigned through the use of Probability Control.  Themed Team Probability Control (TTPC) and the Crime Syndicate team ability immediately come to mind.  A Different Kind of Butler reads, “When a friendly character uses Probability Control and an action token would be assigned as a result, you may deal The Outsider 1 unavoidable damage instead.”

A Different Kind of Butler is not only helpful by managing action tokens that are assigned through the use of Probability Control, it also helps The Outsider move off his top two clicks and assume a vital role for his team.  We’ll explain why a little later; for now, let’s take a look at The Outsider’s top two clicks.

The Outsider starts his dial with the same mix of powers:  Stealth in his speed slot means you’ll want to play him on a map with plenty of printed hindering terrain.  If that’s not available, The Outsider can create his own hindering terrain by using Smoke CloudWillpower in his defense slot let him ignore pushing damage while Outwit in his damage slot allows him to counter a foe’s power or combat ability as needed.

On clicks 3 and 4, The Outsider’s power set changes up.  Stealth is replaced with Phasing/Teleport and high speed values of 11 and 10, respectively, to move him where he can be at his most beneficial (or disruptive).  Willpower is dropped in favor of Energy Shield/Deflection and defense values of 15.  Support takes over for Outwit, allowing The Outsider to heal his teammates of damage.

Earlier, we mentioned The Outsider taking an active role for his team once he’s off his top two clicks.  A special power called Dimensional Portal replaces Smoke Cloud in The Outsider’s attack slot that lets him yank his teammates out of fight – or into one, depending on your situation.  When you give The Outsider a power action to activate Dimensional Portal, you may place up to two friendly characters that share a keyword with him into squares that are adjacent to him.  The Outsider can then use Smoke Cloud as a free action to provide some cover for his teammates or drop a foe’s attack value by -1.  Characters that are placed adjacent to The Outsider via Dimensional Portal can’t be given non-free actions until your next turn.

On The Outsider’s last click, Dimensional Portal remains but Stealth makes a reappearance.  Regeneration shows up in the defense slot, allowing you to heal back to more useful clicks.

At only 66 points, The Outsider should easily find his way onto many teams.  Again, The Outsider is best used in a supportive role while he’s on his top two clicks, and don’t forget his trait.  When Dimensional Portal shows up on click three, be prepared to bring The Outsider’s teammates along.

We now move away from Earth 3 and look at crime boss Michael Desai, a key figure in the Flashpoint plane of reality.

031b-the-outsider

The Prime version of The Outsider is an uncommon in the DC HeroClix: Justice League – Trinity War set and has a value of 117 points.  He also has the Hypertime team ability, which potentially prevents opposing characters from moving into squares adjacent to him.  Movement isn’t much of an issue for The Outsider, however, as he comes into play with an Improved Movement ability called The Outsider is Out, which lets him ignore hindering terrain when he moves.

The first of The Outsider’s two traits is called Sinkhole and comes into effect at the beginning of the game.  With Sinkhole, you may choose to lower all elevated terrain by 1 elevation level (to a minimum of 1).  Additionally, The Outsider can use Quake.  If he has two action tokens, he can use it as a free action.  The Outsider has the Indomitable combat ability, so picking up two action tokens shouldn’t be a concern since you can ignore pushing damage.

The second trait, Indian Empire of Crime, allows The Outsider to ignore opposing characters’ Shape Change.  Additionally, when he deals damage it can’t be transferred so characters that use Mastermind won’t get to rely on their teammates to avoid damage.  Indian Empire of Crime also offers The Outsider with some protection for his powers and abilities since non-adjacent characters can’t target him with Outwit.

The Prime dial for The Outsider plays more aggressively than its counterpart.  On the first two clicks, The Outsider starts with the combination of Charge and Super Strength and attack values of 11 and 10, respectively.  If The Outsider’s Improved Movement ability wasn’t impressive enough for you, in the damage slot he has a special power called I’m Not One of You and I Don’t Belong Here, which lets him use Sidestep when he’s adjacent to an opposing character and automatically break away when doing so.  I’m Not One of You and I Don’t Belong Here makes a great addition to the Charge/Super Strength combo by removing The Outsider’s need to break away from adjacent opposing characters.

On the next three clicks, The Outsider lets loose with Flurry and Precision StrikeOutwit appears on clicks 3 and 4.

Charge and Super Strength return on the last click; Probability Control appears in the damage slot.

Defensively, The Outsider starts with two clicks of Impervious to absorb most, if not all, damage dealt to him.  He then downgrades to two clicks of Toughness.  His defense values are a solid 17 on every one of his clicks.  Although The Outsider works primarily as a close combat attacker, he does have a range of five squares with a single target to throw your opponents off balance.

The Outsider has the Flashpoint and Ruler keywords to aid you in theme-team building.  At 117 points and with a power set with the potential to dish out plenty of damage, The Outsider makes for a viable primary attacker.

The non-Prime version of The Outsider requires some patience as you manipulate action tokens through the A Different Kind of Butler trait and in effectively using Dimensional Portal to get your team in or out of combat.  The Prime version of The Outsider is fairly straightforward attacker if you stay on those top two clicks.

We hope you’ve enjoyed this sneak peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we reveal more exciting characters in the days and weeks to come!