Marvel HeroClix: The Uncanny X-Men

Marvel HeroClix: Uncanny X-Men – Giant-Size X-Men Team Building

Greetings HeroClix Fans!

We hope you’ve been enjoying our series of previews for the Marvel HeroClix: Uncanny X-Men set and were able to participate in our Pre-Release events. If you missed out on the Pre-Release events, we encourage you to find Organized Play tournaments at a venue near you by visiting the WizKids Info Network.

Today, we’re pleased to present to you a Giant-Size X-Men Team Building exercise where we’ll create a senses-shattering 300-point force that includes characters featured on the cover of the Giant-Size X-Men #1! By design, each member of our force has a point value of 50, which lets us field an even, no-nonsense team of six characters on the battlefield. Each character on our force also has a trait called All-New, All-Different X-Men, which boosts a character’s combat values (except for damage) by +1 until your next turn when it is healed by the X-Men team ability. All-New, All-Different X-Men is a Unique Modifier, which means a character’s combat values can’t be modified more than once through the trait’s effect.

The first member of our Giant-Size X-Men force is the Bavarian teleporter, Nightcrawler! Like the rest of his teammates on this force, Nightcrawler has the X-Men team ability and keyword. He also has the Martial Artist keyword to offer you an additional option for themed team building. Nightcrawler’s role on your force is to roam the map, tying up opposing characters and making attacks as needed. To help him do this, his dial features a special power called *BAMF* which lets you place him in any square within his line of fire. If that square is within four squares of the one in which he began his action, he may then make a close attack. Precision Strike allows Nightcrawler to get some of the damage he deals past opposing defenses. The rest of Nightcrawler’s dial features standard powers that make him difficult to hit or pin down: Phasing/Teleport, Combat Reflexes, Super Senses, and Shape Change.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Nightcrawler

Charging in next to Nightcrawler on the cover of Giant-Size X-Men #1 is Thunderbird! Playing the role of tertiary attacker on your force, Thunderbird begins play with a trait called His Death Remembered, which can either heal his teammates 1 click or modify their combat values by +1 until the end of your next turn when he is KO’d. Thunderbird’s specialty is close combat so his power set includes Sidestep, Charge, Super Strength, Toughness, Willpower, and Close Combat Expert. (Spoiler Alert) Thunderbird died on the new X-Men team’s second mission so to represent his sacrifice, he has a special power late in his dial called Punching a Fighter Jet. This power lets Thunderbird use Exploit Weakness, but when he does, he’s KO’ed after actions resolve. Punching a Fighter Jet is paired with Super Strength on Thunderbird’s dial so his damage output late in the game makes him a formidable opponent. In addition to the X-Men team ability and keyword, Thunderbird has the Soldier keyword.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Thunderbird

Next up on our force is the X-Men’s big bruiser, Colossus! Colossus’ dial features only standard powers but his power layout is aggressive, with Charge, Super Strength, Invincible and high attack values to start things out. The rest of his dial is rounded out with Sidestep, Invulnerability and Toughness. Colossus has consistent damage values and the rest of his combat numbers are steady as well. Make sure to keep light and heavy objects within Colossus’ reach early in the game to take advantage of his top-click combination of Charge and Super Strength and dish out extra damage. Like Nightcrawler and Thunderbird, Colossus has the X-Men team ability and keyword. His secondary keyword is Armor.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Colossus

So far, each member of our Giant-Size X-Men force has been a close combatant. Our next member, Storm, gives our team some ranged punch. Storm can shoot a single target up to six squares away. Our previous three team members have the standard speed, attack, defense and damage symbols. Storm breaks that trend by having the wing speed symbol, which lets her use the Flight and Carry abilities. Storm’s dial is highlighted by a special power called Localized Weather, which lets her use Smoke Cloud as a free action. Localized Weather is paired on Storm’s dial with Stealth, making her a difficult target for opponents to draw lines of fire. The rest of Storm’s dial features Sidestep, Pulse Wave, Perplex and Energy Shield/Deflection. Deity is Storm’s secondary keyword.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Storm

Sticking with characters that can shoot, we’ve come to the X-Men’s field leader, Cyclops! The leader of our force, Cyclops can shoot a single target up to seven squares away and comes into play with a trait called Field Leader of the X-Men, which lets him use Leadership. Additionally, if he uses Leadership and succeeds, he can use Probability Control until your next turn. Cyclops’ power set reflects his ability to shoot and features Ranged Combat Expert, Penetrating/Psychic Blast, and Running Shot. Sidestep helps him stay on the move while Willpower keeps him from taking pushing damage. Cyclops has a consistent set of combat values which see a slight uptick offensively toward the end of his dial.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Cyclops

X-Men is the only keyword available to Cyclops, but that’s not the case with the final member of our force, Wolverine! Like the rest of his teammates, Wolverine has the X-Men team ability and keyword. Additionally, he has the Alpha Flight and Weapon X keywords. Wolverine’s main mutant powers, his adamantium claws and healing factor, are showcased on his dial through Blades/Claws/Fangs on each of his clicks and a trait, appropriately called Healing Factor, which lets him heal a click when he clears action tokens. Wolverine becomes more wild and aggressive as the game progresses, thanks to a power set that includes Charge, Flurry, Combat Reflexes, Toughness and Battle Fury. His speed, defense and damage values take a dip toward the end of his dial but his attack values see a significant increase. Wolverine’s potential damage output makes him a vital part of this force, and he should see plenty of play on other teams as well.

Marvel HeroClix: Uncanny X-Men - Giant-Size X-Men - Wolverine

And there you have it! Our Giant-Size X-Men team should be a viable force in both constructed and sealed play, and will hopefully earn you points among your peers in the comic accuracy and fun departments. Let Colossus, Wolverine and Thunderbird handle all your heavy hitting up front while Storm and Cyclops hang back and shoot. Meanwhile, Nightcrawler can play tie-up and attack as needed.

Thanks for reading! Join us again as we highlight more strategies and team builds from the Marvel HeroClix: Uncanny X-Men set!

Marvel HeroClix: The Uncanny X-Men

Marvel HeroClix: All-New X-Men Fast Forces- Part 1

Greetings HeroClix Fans!

Today we have part one of a two-part preview article for the Marvel HeroClix: All-New X-Men Fast Forces Pack release, which coincides with the Marvel HeroClix: Uncanny X-Men set, releasing next week.

All of the figures in this Fast Forces come in at a svelte 50 points; easy for team-building with a wide range of options.  All five of the original X-Men are represented and have the All New X-Men and Past keywords, the X-Men team ability and a trait; Time Locked, that prevents opposing characters from using Probability Control on attack rolls either made by or targeting themselves.

Leading off the new adventures of yesterday’s X-Men as they encounter today’s matured X-Men we have Cyclops, the team’s natural leader.

Marvel HeroClix: All-New X-Men Fast Forces- Cyclops

Cyclops sports almost a full dial of Leadership to help boost your team’s action total.  Defensively, he starts with Energy Shield/Deflection to keep him safe from return fire as he snipes from 7 Range away before switching to Willpower. What makes him interesting, and perhaps more dangerous than his dial suggests, is his special speed power, Precise Optic Blast, that lets Cyclops use Force Blast normally or, if he has no action tokens, he can use it as a free action which allows him to choose the direction of knockback any time he knocks a character back for any reason.

Up next on the Marvel HeroClix: All-New X-Men Fast Forces roster we have the brains and brawn of the team, the Beast.

Marvel HeroClix: All-New X-Men Fast Forces- Beast

In addition to the keywords he shares with his other original X-Men brethren, Beast is also a Scientist.  With a high movement value and Leap/Climb, Beast can get into position to tie up your opponents and keep them busy with trying to breach his high close combat defense value with Combat Reflexes and Perplex, and perhaps hold out to deal some big damage with Close Combat Expert.

Lastly today, we have the team transportation, Angel.

Marvel HeroClix: All-New X-Men Fast Forces- Angel

Angel is pretty basic with the Flight ability, Energy Shield/Deflection, and Sidestep but his second trait, Swooping In, suddenly makes these X-Men surprisingly unpredictable on the tabletop. For the cost of a power action, Angel can move half his speed value and either he or a friendly character with the All New X-Men keyword that he carried can make a close attack— this essentially gives him a full dial of Charge or the ability to drop a teammate off to make the punch instead of him.

That’s all for today, HeroClix fans! Stay with us as we finish up previewing the Marvel HeroClix: All-New X-Men Fast Forces Pack, and watch out for upcoming team building articles highlighting the Marvel HeroClix: Uncanny X-Men set.  Remember to sign in or sign up on the WizKids Info Network to find local tournaments, including the Uncanny X-Men Pre-Release tournaments, going on now at select venues.

Until next time, perplex up your defense and pull your tokens!

Marvel HeroClix: Avengers vs. X-Men Preview

Marvel HeroClix Avengers vs. X-Men: Cable!

Greetings HeroClix Fans!

In today’s X-citing preview, we take a closer look at the first competitive prize available in the upcoming Marvel HeroClix: Avengers vs. X-Men storyline Organized Play series! We shine spotlight on the time-displaced son of Scott Summers (better known as Cyclops), who in turn played the father figure to Hope Summers.  Of course, we’re talking about none other than the man known as Cable!



Cable begins play with two traits: the aptly named Save Hope provides a defense bonus to friendly adjacent characters named Hope Summers, while Coming After All of You modifies Cable’s attack and damage values when he attacks anyone with the Avengers team ability or keyword!

Early-dial, Cable maneuvers around the battlefield unhindered thanks to the Timeslide special power, which allows Cable to use both Phasing/Teleport and Shape Change.  Toughness protects Cable from some damage early dial and Outwit gives Cable a little extra offensive “oomph” as he counters he choice of powers on opposing figures within line of fire.

Mid-dial, Cable switches things up a bit as he exchanges the Timeslide special power for Running Shot which gives Cable the opportunity to best take advantage of his two targets and 7 range.    Cable’s attack special power, There’s Always a Plan B, grants Cable the ability to make a Duo Attack and during the second attack Cable may use Precision Strike, which is a great way to ensure that damage during that second attack.

Mid- to late-dial, Cable also exchanges Outwit for Perplex, allowing him to modify a combat value of his choice while Toughness gives way to Invulnerability for more damage reduction.

Late-dial, on Cable’s penultimate click, he picks up a solitary click of Penetrating/Psychic Blast while his final click reveals Earthbound/Neutralized (which counters his Indomitable combat ability for this single click) as well as Regeneration, both of which represent his body’s war with the Techno-Organic Virus that’s plagued him since almost his birth.

At 124 points, Cable is a strong contender for a good secondary attacker since his shorter dial makes him a tough choice for a primary offensive piece.  Regardless, his Future, Past, Soldier, X-Force and X-Men keywords make for some very easy theme team-building options!

Cable is the competitive prize available in the Avengers vs. X-Men Month One kit and will be available in stores offering AvX storyline Organized Play.  Use the WizKids Event System today and find a store near you!


Marvel HeroClix: Avengers vs. X-Men Preview

Marvel HeroClix Avengers vs. X-Men: Cyclops!

Greetings HeroClix Fans!

Today we kick off dial previews of the AvX X-Men Starter from the upcoming Marvel HeroClix: Avengers vs. X-Men organized play story line event.  Once you have chosen the X-Men as your force for this event, who better to bring the power of the Phoenix Force under your control than a man who has trained nearly his entire life to defend mutants from a world that both fears and hates them.  The long time leader of the X-Men, Scott Summers, AKA Cyclops!


Cyclops has an Improved Targeting ability called I Can Still See the Dream, allowing him to ignore blocking terrain for line of fire purposes, and after a range combat attack resolves, destroy any blocking terrain he ignored in that attack, and, to make range combat attacks while adjacent to opposing figures.  Along with his Sharpshooter combat ability, letting him ignore opposing figures for line of fire and target adjacent opposing figures with range combat attacks, unfriendly figures within his 8 range will have a hard time escaping Cyclops’ optic blasts.  The Indomitable combat ability will allow Cyclops to act two turns in a row without fear of pushing damage.

Cyclops can be played at two point costs, 150 and 100 points.  He begins play with two clicks of Running Shot to be able to set himself up to lay down cover fire for his team.  As he is best used with his long 8 range, Energy Shield Deflection will make him harder to hit with range combat attacks.   An opening click of Precision Strike will make sure at least a click of damage is dealt to the most armored of foes as well as ignoring Super Senses and the like.  This is followed by a click of Penetrating/ Psychic Blast to completely ignore whatever damage reducer an opposing figure has.  Cyclops has a special power to kick off the front few clicks of his dial called Let’s Put the World Back On Track.  This special power lets Cyclops use Leadership, and when he does, adjacent friendly characters that share a keyword with him are considered to be a lower point value.  

At this point in Cyclops’ dial is his 100 point starting line.  On it, he has his last click of his Let’s Put the World Back On Track special power.  He also gets Precision Strike back for a couple of clicks, and another special power called Ongoing Optic Blasts.  This power says that Cyclops can use Force Blast and Running Shot.   Additionally, when he uses Running Shot, he can use Force Blast as a free action after actions resolve.  On click four, he sees his first click of Range Combat Expert, allowing him to equal his attack and damage values on his previous click, or just increase one or the other by +2.  Toughness will provide Cyclops some damage reduction for these couple of clicks.

Cyclops closes out his dial with a run of Force Blast, letting him take a power action to roll a d6 and knock an adjacent opposing figure back the result, or just add knock back to a successfully hit figure.   He also gains a couple of clicks of Enhancement to increase the damage dealt by friendly adjacent figures for their range attacks.  For his own damage dealing, he has a click of Penetrating/ Psychic Blast in his attack slot and a closing click of Range Combat Expert.  Defensively, Cyclops has another run of Energy Shield Deflection to increase his defense against range attacks, and a closing click of Toughness.

Cyclops, as well as all of the figures in the AvX X-Men Starter, can be attached to the T002 X-Men team base that will be a month 4 participation prize for all players who selected the X-Men as their team for this event.  When Cyclops is attached to the X-Men team base, it can use Leadership, and on a result of 6, it can remove an action token from itself.

That is all we have for today.  Be sure to check back next week as we reveal more from the upcoming Marvel HeroClix: Avengers vs. X-Men organized play story line event.  Until then, keep your Clix off their K.O.’s!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine and the X-Men: Hope Summers!

Greetings HeroClix fans!

We are pleased to bring you our X-citing final preview from the Marvel HeroClix: Wolverine and the X-Men set with a look at the first mutant born since M-Day, the event that stripped most of the mutant population.  Some consider her the savior of homo superior while others fear she is a harbinger of destruction.  Most know her simply as Hope Summers!


Hope Summers comes in at 75 points and her first click is unassuming, with Energy Shield/Deflection making her difficult to hit with ranged attacks and Perplex allowing her to modify combat values within her range of six squares.  This combination of defense and damage powers stay on Hope Summers’ dial for her first three clicks.

Once Hope Summers is off her top click, Energy Shield/Deflection and Perplex remain but her mutant powers emerge as gains Running ShotHope Summers also gains a special power called Omega-Level Mutant, which represents her primary mutant ability to mimic the powers of those around her.  Omega-Level Mutant lets Hope Summers take a free action and then use the powers of one chosen adjacent character until your next turn.  Omega-Level Mutant appears in Hope Summers’ attack slot for the remainder of her dial.

As we move to the back half of Hope Summers’ dial, we see that Running Shot returns.  A short run of Combat Reflexes represents Hope Summers’ survival training with Cable.  Another key power possessed by Hope Summers is the ability kick-start the newly emerging powers of other mutants.  In Hope Summers’ damage slot, this is represented as a special power called Mutant Jump Start, which lets her use Empower and Enhancement and modifies the attack values by +1 of adjacent friendly characters with the X-Men keyword.

Speaking of keywords, Hope Summers has the X-Men keyword as well as Future, Generation X and Phoenix Force.

Since we’re currently in the middle of Marvel HeroClix: Fear Itself Organized Play series, we can easily form a 300-point team from the comic series that involves Hope Summers.  First, we can add Cyclops (#008) from the Marvel HeroClix: Giant-Size X-Men set.  They both share the X-Men keyword, which allows Cyclops to take advantage of the +1 attack value modifier from Hope SummersMutant Jump Start.

With Hope Summers at 75 points and Cyclops at 110 points, we’ve still got 115 points to spare!

During the Fear Itself storyline, Cyclops gave Hope Summers his approval to use the powers from any of the mutants on Utopia Island as part of his plan to stop Kuurth (Breaker of Stone) from destroying San Francisco.  For the next member of our 300-point force, we can add Emma Frost (#014) from the Marvel HeroClix: 10th Anniversary set.  Emma Frost’s power set include Mind Control, Penetrating/Psychic Blast, Super Senses and Outwit, all of which should come in handy for Hope Summers to use with Omega-Level MutantEmma Frost also has the X-Men keyword and comes in at 114 points, leaving us at 299 points for our total build.

That’s all for now!  We hope you enjoyed our series of previews for the Marvel HeroClix: Wolverine and the X-Men set, which releases in stores on August 21.  Please join us again as we uncover more secrets from upcoming HeroClix sets!  Until then, may your Impervious rolls be ever in your favor!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Wolverine, Cyclops, Gambit, & Jubilee!

Greetings Heroclix Fans!

Today we will continue our preview of Marvel Heroclix: Wolverine and the X-Men with some of the better known team members of X-Men! First off, we will start with man who is the best at what he does, and what he does isn’t very nice…


To begin the game you will want to take advantage of Wolverine’s trait Track and Kill. Track and Kill lets you at the beginning of the game choose an opposing character. Then at the beginning of your turn if that character is within 6 squares of Wolverine, choose one: that character can’t use Shape Change or Stealth this turn; or modify Wolverine’s speed value by +2. This allows you to either use Wolverine to help your team to draw line of fire to the opposing character or allows you to give Wolverine a boost to get to the adjacent square to attack the figure. This helps with Wolverine’s first three clicks of Charge, making him able to Charge the 6 squares rather than 4 and use Blades/Claws/Fangs on the opposing figure.  Wolverine also has a trait called Healing Factor which says At the beginning of your turn, you may heal Wolverine of 1 damage. This allows Wolverine to stay on those Charge clicks so he can tear up the opposing figures.

Wolverine also starts out with Toughness but quickly gets the new pink power, Invincible. Wolverine also ends his dial with Leap/Climb and on his final click he has Super Senses, which he can use to try to avoid attacks to take advantage of his Healing Factor trait.

At 100 points Wolverine is a team player on any Alpha Flight, Animal, Weapon X, or X-Men team. Wolverine also fits on the X-Men Blue Strike Force team dial. When his symbol shows up on the team dial, the team character can use Regeneration.

Next we have the fearless leader, Cyclops!


Cyclops has a trait called Summers Brothers which states that Cyclops ignores all damage dealt by characters named Havok, unless it’s dealt by a close combat attack. This ability can’t be ignored. This trait helps Cyclops out a bit in two ways, one being from being dealt damage by a friendly character named Havok who has been Mind Controlled. It also makes any opposing players using Havok have to change strategy a bit to be able to get rid of Cyclops.

Cyclops also has a special movement power called Concussive Blast which allows him to use Force Blast and Sidestep. This allows Cyclops to move 2 squares then to make a ranged attack with his 7 range, then if he wants knock the character back a few squares.  This also can trigger Cyclops’ special damage trait A Better Leader Than You Are. A Better Leader Than You Are states that Cyclops can use Leadership. When Cyclops hits an opposing character, that character loses all keywords and can’t use Leadership or team abilities until your next turn. This can hurt a lot of opposing characters and is good against team abilities like Mystics.

Cyclops’ dial after his first click he alternates between Psychic Blast and Pulse Wave. He also gets Running Shot after his second click, allowing him to run into the fray at half his speed and make a hit or possible multiples with his Pulse Wave.

Cyclops also can go on the X-Men: Blue Strike Force team dial. When his symbol shows up on the dial the team character can use Precision Strike and the Sharpshooter ability. Cyclops is also only 94 points and is a force to be reckoned with on any X-Factor or X-Men teams.

Next we shall play some cards with Gambit!


Gambit possesses an Improved Movement ability called Always a Way In which allows him to ignore hindering terrain for movement purposes. Also at the beginning of the game you will want to take advantage of Gambit’s first trait called The Best Thief in the Big Easy. The Best Thief in the Big Easy says at the beginning of the game, after objects are placed, you may replace any object 5 points or less with a standard light object from outside the game. This allows you to mess with an opposing player’s strategy they might have with a relic or a special object. Gambit has a second trait called Bio-Kinetic Charging, which allows Gambit to use Super Strength but he can’t pick up or hold heavy objects. When he throws an object, modify his attack value by +2 and increase the damage dealt by 2.

Gambit’s dial starts with a special movement power called Sneak Thief. Sneak Thief says that Gambit can use Leap/Climb. When your opponent has more than one action remaining in his action pool, Gambit can use Stealth. This allows Gambit to maneuver into position to take advantage of his Psychic Blast, 6 range, and triple targets while avoiding getting hit from range by every character on an opposing player’s team.  Gambit also starts out with Combat Reflexes to make him harder to be hit from close combat attacks.

Gambit then gets Running Shot with Energy Explosion and Perplex allowing Gambit to run in and deal a lot of damage to grouped up characters. Gambit ends his dial with Sidestep and on his final click he has Mind Control.

Gambit also can be put on the X-Men: Blue Strike Force team dial and when his symbol shows up on the dial the team character gets Give this team character a power action and remove an object from the map in a square they occupy or are adjacent to. If you do, they may immediately be given a ranged combat action as a free action. Gambit is 118 points and can help any team with the Horsemen of Apocalypse, Marauders, Spy, or X-Men teams.

Finally we will make some explosions with Jubilee!


Jubilee starts out with a trait called Adopted Duo, which says that When Jubilee is adjacent to a friendly character named Wolverine, they both modify their attack values by +1 if not already modified by this effect. Jubilee starts out with Stealth, Combat Reflexes, Perplex, and a special attack power called Fireworks Show. Fireworks Show says Jubilee can use Energy Explosion. When she does, in addition to its normal effects, each hit character must either be given an action token or modifies their attack value by -2 until the end of their next turn. This power can be pretty devastating to a lot of teams, especially with her 4 range and two targets.

Jubilee also gets Sidestep and she ends her dial with Running Shot, Incapacitate, and Super Senses. Jubilee also can be put on the X-Men Blue Strike Force team dial and when her symbol shows up on the dial the team character modifies their defense value by +1 against ranged combat attacks.

Jubilee is only 56 points and can be very useful in locking down opposing teams so she is a welcome addition to any Generation X or X-Men teams.

Thanks for joining us for out latest Marvel Heroclix: Wolverine and the X-Men preview. Please keep checking as we show you more previews, until then keep the dice rolling!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: X-Men Blue Strike Force!

Greetings HeroClix Fans!

Today we offer another preview from the upcoming Marvel HeroClix: Wolverine and the X-Men setIn this set, the exiting new SwitchClix and Team Dial mechanics make their way into Marvel HeroClix sets.  What better team base to start with than Wolverine’s own team, X-Men: Blue Strike Force! 

Before we check out the X-Men: Blue Strike Force, a brief review of what a Team Base is.   Team Bases are available as either a 2×4 base or a 2×2 base, and will come with 1 or 2 bases to get you started, with the rest of the team packed in regular 5-figure boosters.   The team dials bases have an Asset Dial that grants additional, bonus abilities to your team base, and all Team Dials have the new Team combat icon in the attack slot.   The team member figures will all be SwitchClix, allowing them to be removed from their standard Clix dial and attached to the Team Dial.

Blue Force

As before, when constructing a force with a team base, you pay the point level of the of the dial you wish to use, and add 5 points per figure you wish to add, with a minimum of 3 figures (unless the Team Dial says otherwise).  Each chosen team member must have an asset ability listed on their character card that matches an icon on the Asset Dial, and will begin the game attached to the base.  Also keep in mind, if you choose to build a force with a SwitchClix figure that could be a team member, and choose to not include it in the Team dial point cost, it can’t be attached during the game.  And remember, Teams and team members can’t be assigned resources, can’t roll to pick up relics, or become the pilot of a vehicle, unless a game effect says otherwise.

The Team combat icon Team Combat Icon  grants five abilities, none of which can be countered, even if this Team Dial gains Earthbound/ Neutralized.  Working Together allows the Team Dial to be given a power action to be granted one free action for every 100 points of the build total.  Using these free actions, you may give up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 range combat action, with any number of these free actions being used to make either a close or ranged combat attack.  Practiced Maneuvers allows the Team Dial to use Improved Movement: Elevated and Characters, as well as occupy squares of different elevation.

Blue Solo

Solo Adventure allows the Team Dial to be given a power action to remove a team member, attach it to its SwitchClix dial, and place it adjacent to the Team Dial.  As long as the point value of members off the base is less than the point cost of the base, and the minimum number of members remains on the base, you can remove more.  A Team Reunited allows you to give a power action to the Team Dial to reattach an adjacent, previously removed team member.  And last is Team Coordination, allowing you to count individual team members, instead of the Team Dial, for theme team purposes.  Additionally, at the beginning of the game, you can elect to use Themed Team Probability Control as normal, or, the Team Dial can use Probability Control.

And now, without further ado, we present the X-Men: Blue Strike Force Team dial! (click on picture to enlarge)


Firstly, you’ll notice that the X-Men: Blue Strike Force can be played at three different point costs, 565, 265, or 165, working out to even amounts of 600, 300 and 200 points with all seven team members attached.   This Team Dial has two traits, the first is called More a Family Than a Team.  This trait allows X-Men: Blue Strike Force to be given a power action to modify the attack value of any friendly figures with the X-Men keyword by +1 when attacking a figure without the X-Men keyword.   The second trait is called X-Cutioner’s Song, and it allows you to give X-Men: Blue Strike Force a free action to remove a figure from the base and the game; unless your next attack roll is a critical miss, it becomes an 11 instead!

Blue Combat Dial

At the beginning of its dial, at the 565 point starting line, X-Men: Blue Strike Force begins with some move and attack in the form of Running Shot.  Making sure range combat attacks damage is as painful as possible is a good stretch of Penetrating/Psychic Blast. A 9 range with two targets will give some solid damage potential.   And to help make sure your attacks don’t miss, and your opponents do, is an opening run Probability Control.  The Indomitable combat ability will allow X-Men: Blue Strike Force to act next turn with no fear of pushing damage.   And if your opponent does hit X-Men: Blue Strike Force, damage will be halved due to a run of Invincible. 

On its fourth click, X-Men: Blue Strike Force gains an attack special that will pop up from time to time based on the famed “Fastball Special,” Non-Petey Cannonball.  This special power allows you to switch up your Solo Adventure a bit.  When you remove Wolverine from the team base, you may place him in a non adjacent square within 8 squares and line of fire, and give Wolverine one additional free action this turn.  Also showing up on this click is the start of a run of Invulnerability, leading into the next section of his dial.

Click number 5 is the starting point for X-Men: Blue Strike Force’s 265 point starting line.  A bit of move and attack, or attack and cover, can be gained from a run of Sidestep.  Invulnerability will give way to a run of Invincible, and Probability Control again is on the dial for a couple of clicks.  After this area couple more clicks of Non-Petey Cannonball. 

On click number 9 is the last starting line, at 165 points, for X-Men: Blue Strike Force.  A run of Charge is backed up by the last click of Invincible on the dial, before returning to Invulnerability.  A little deeper into this section of the dial is some Close Combat Expert to allow the X-Men: Blue Strike Force to deliver some more punch.  The next area of the dial has Stealth to let them hide in a large patch of hindering terrain.  And back at this point is the longest stretch of the Non-Petey Cannonball special power.  The last section of the dial again allows X-Men: Blue Strike Force to use Charge to move and attack an opposing figure.  This time, you may attempt to do more than the printed damage with Blades/Claws/Fangs.  Another new to the dial power is also here, as Super Senses will let you try to avoid attacks altogether.

X-Men: Blue Strike Force is a unique dial figure.  Like any good figure with “X-Men” in the name, it has the X-Men team ability, allowing it to be healed or heal an adjacent friendly figure with this team ability of one click of damage, and the X-Men keyword to be used in theme team force building.

Before we look at the Asset Dial on the X-Men: Blue Strike Force, let’s take a refresher look at what it does for a Team Dial.

The Asset Dial begins play on its green starting line.  The opening will show one of three things, or a combination of the three.  These things are, an asset icon matching a team member, as shown on their character card, the Team combat icon, or an “I” for a special power.  When an asset icon is showing, if the tem member is attached, that ability can be used, likewise, if the special power is showing, it can be used.  When the Team combat ability icon is showing, you can use the ability of any one attached member.   Any of these abilities may be countered as if they were a combat ability.  At the end of your turn you may choose to roll a d6 and click the Asset dial that many times to the left, unless the Team combat icon is showing.  Then this die roll is mandatory.

Blue Asset Dial

So what do the individual members of the X-Men: Blue Strike Force bring to the asset dial?  Beast allows X-Men: Blue Strike Force to use Combat Reflexes.  When Cyclops is showing and attached, X-Men: Blue Strike Force can use both Precision Strike and the Sharpshooter combat ability.   Gambit brings the ability to give X-Men: Blue Strike Force a power action to remove an object from a square it occupies or is adjacent to, to give them a range combat action as a free action.   Jubilee allows X-Men: Blue Strike Force to modify its defense by+1 against range attacks, while Psylocke brings Mind Control to your force.  And finally, Rogue and Wolverine bring their individual abilities to heal with Steal Energy and Regeneration, respectively.

The “I” special power icon for X-Men: Blue Strike Force is called The X-Men Have Faced Losses Before.  This power says that when a team member that began the game attached to this team baseis KO’d by an opponent’s attack, you may roll a d6 that can’t be rerolled.  On a result of 5 or 6, take an extra turn after this one.

That is all we have for today.  Be sure to check back in on Wednesday and Friday as we preview all the team members from X-Men: Blue Strike Force.

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine & the X-Men: X-Man!

Greetings HeroClix Fans!

Welcome back as we bring you another exciting preview from the most X-cellent upcoming set, Marvel HeroClix: Wolverine and the X-MenToday’s preview is an alternate reality version of Cable, brought to our world at the end of Age of Apocalypse.   A member of the most recent team of New Mutants; he is Nate Grey, X-Man!


X-Man has two traits.  The first is called I Don’t Really Belong in This World and makes up for his lack of printed team ability by making him a wild card.  This trait also gives X-Man the option to take a free action to copy an opposing figure’s team ability instead.  His second trait helps represent that he was one of the most powerful mutants in the AOA universe by allowing him to alter a standard power to his level of power.  TK Prodigy allows X-Man to use Telekinesis, replacing all instances of “8 squares” with “12 squares.”  Also, when he uses his Telekinesis to place an opposing character, if the attack is successful and the character is placed adjacent to blocking terrain or walls, that character is dealt 2 penetrating damage after actions resolve.

X-Man can be played at two point levels, 287 points, to represent the one man army he is, or a slightly more team friendly 175 points, giving him room for support to back up his still formidable might.   At his 278 point line, X-Man begins play taking the fight to most opposing figures with his 12 movement and Hypersonic Speed.  If a little more reach is needed, he also has a printed 8 range with 2 targets to get an additional 4 squares of targeting.  Protecting him from the inevitable counter attack are a couple opening clicks of Invincible.  A run of Probability Control will allow X-Man to manipulate die rolls to his advantage.  A couple clicks in; X-Man changes tactics a bit as he now has Running Shot to offer mobility while making range combat attacks.  Penetrating/ Psychic Blast will allow him to ignore opposing damage reducers.   At this point, X-Man sees a click of a defensive special power called Psionic Shields, allowing him to use Barrier and Energy Shield/ Deflection.   Additionally, when this power is revealed, X-Man can use Barrier as a free action, once actions have resolved.

At this point in his dial,  X-Man has his 175 point starting line, where he will continue on with both Running Shot and Penetrating/ Psychic Blast, now with a click of Invulnerability to give him some damage reduction.  At this point, X-Man switches things up a bit as he now has couple clicks of Mind Control, allowing him to use your opponent’s figures against him.   He also gains a good length run of another special power called Telekinetic Fury, which allows him to be given a free action at the beginning of your turn to knock back all opposing figures within range 1 square, no attack roll required.  This can create the space X-Man needs to make a range attack, or to use Support to heal an adjacent friendly figure.   Defensively, a click of Psionic Shields is here before switching back to a few clicks of Invulnerability. 

Getting near the end of his dial, X-Man reaches his lowest combat values, including a 16 defense and his only 9 attack, before ramping back up to his end dial.  To help offset his “low” defensive values, he now has Shape Change to try and avoid attacks, while Invulnerability will still reduce damage.   Telekinetic Fury still gives him the ability to move opposing figures around as a free action.   End dial, Invincible will again halve the damage dealt to him, and when Shape Change is done protecting him, a closing click of Probability Control will again allow him to force rerolls.  Offensively, Pulse Wave does 1 click of damage to every opposing figure within 4 squares, or allows him to deal 5 clicks of damage to one target.  Another click each of Running Shot and Hypersonic Speed will round out the last two clicks of his dial.

X-Man can be played in theme utilizing his Brotherhood of Mutants, Future, or New Mutants keywords.  No matter how you choose to play him, his strong combat values and aggressive power set will bring a powerful heavy hitter to your force.

Thanks for joining us for our latest Marvel HeroClix: Wolverine and the X-Men preview.  Wolverine and the X-Men is due out later this summer, but be sure to check back with us next week as we spotlight our first Team Base from this X-citing HeroClix release! Until then, keep your Clix off their K.O.’s and have a great weekend!

Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine and the X-Men: Cyclops!

Greetings HeroClix Fans!

Welcome to our inaugural preview article for the upcoming Marvel HeroClix: Wolverine and the X-Men set! While the set is not due to release until this August, we just couldn’t wait any longer to start showing off some of the very exciting content in this latest Marvel HeroClix set.  Our first article spotlights that most controversial of mutants, the Phoenix Force-infused leader of the X-MenCyclops!


The first thing we’ll notice about Cyclops’ (057) dial is that it is a different color (it is not black as the sculptural image may imply), this is due to his chase rarity in the Wolverine and the X-Men set.  The second thing we notice is that he possesses two team abilities: predictably, the X-Men team ability and also the Power Cosmic team ability to represent his ascent to a more powerful, cosmic-attuned state.

Cyclops (057) also possesses three different Traits sure to inspire his teammates and make his foes tremble! At 295 points (and full power), Cyclops (057) enjoys the benefits of the Siege Courageous Trait; give Cyclops (057) a double power action and re-position any and all figures with the Phoenix Force keyword anywhere on the map! While Siege Courageous will end your turn after its use, what a way to deny your opponent the ability to retaliate by removing what otherwise would have been a viable target for attack on their turn!

Cyclops’ (057) second Trait, Phoenix Five, grants Leadership to friendly characters with the Phoenix Force keyword and as an additional bonus, if Cyclops (057) is K.O.’ed you can increase any one combat value (not already modified by this effect) on other Phoenix Force keyword characters by +1!  Talk about a pyrrhic victory! K.O. Cyclops, but make his teammates more powerful? Cyclops’ foes will have to time their attacks well to avoid retribution from his Phoenix-empowered allies!

Last, and certainly not least, Cyclops’ (057) We’re Beloved, They’re Mistrusted Trait boosts friendly adjacent figures’ attack values by +1 if they have the X-Men keyword.  As if that weren’t enough, opposing figures with the Avengers keyword modify their attack value by -1!

As we dive into Cyclops’ (057) we see that he has a healthy amount of move and attack alternating between first Running Shot, and then a spread of Hypersonic Speed.  You can then take advantage of Cyclops’ (057) maneuverability by setting up a shot using his Phoenix Force Blast special power! This special power allows Cyclops (057) to target an opposing figure with a ranged combat attack, and include any other opposing characters within two squares of the targeted character in the attack’s area of effect!

Initially, Cyclops (057) can use his cosmic powers to counter his foes’ powers and abilities thanks to two clicks of Outwit.  Mid-dial this gives way to first Ranged Combat Expert and then Support (which pairs nicely with his X-Men team ability!)

Mid- to late-dial Cyclops’ (057)  offensive capabilities shift somewhat as he trades his Phoenix Force Blast special power for Pulse Wave for a couple of clicks.  After than Penetrating/Psychic Blast rounds out the rest of Cyclops’ (057) dial.

Defensively, Cyclops initially reduces damage thanks to the new Invincible power, and then alternates between that, Impervious, and Invulnerability for the rest of his dial.

Playable at either 295 points or 150 points, Cyclops (057) brings a lot of punch to the table for your HeroClix match.  Along with the X-Men team ability, Cyclops also possesses the Power Cosmic team ability ensuring that he doesn’t have to worry about pushing damage or his powers being countered.

Almost predictably, Cyclops possesses the Cosmic, Phoenix Force, Ruler, and X-Men keywords, allowing for easy theme builds within the Wolverine and the X-Men set, and beyond!

We hope you’ve enjoyed our inaugural preview from Marvel HeroClix: Wolverine and the X-Men.  Be sure to check out our Facebook and Twitter pages for even more sneak peeks later today!