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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.

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Firestorm & Deathstorm!

Greetings HeroClix Fans!

Today we bring you another preview from the upcoming DC HeroClix: Justice League – Trinity War set! Today we are storming in with two great characters, Firestorm and Deathstorm.  We’ll start this fire with Firestorm!

 020-Firestorm

Ronnie Raymond and Martin Stein were caught in a  nuclear explosion, and the weird part was they didn’t die. Instead they were fused together to make Firestorm! Now Ronnie and Jason Rusch combine thanks to the Firestorm Matrix, which grants the ability to rearrange the atomic and subatomic structure of inorganic matter, rearranging subatomic particles to create objects of different atomic characteristics of equal mass.

Firestorm is a svelte 140 points of heroic fusion! He/They possess the Wing symbol and a 7 range with two targets. He/They also have the keyword Justice League of America. Top click Firestorm starts with Running Shot, Invincible, Outwit, and the special attack power Hydrogen? That One’s Easy states Firestorm can use Energy Explosion and Precision Strike. This ensures when Firestorm hits, it will burn through your opponent’s defenses!

If pushed or damaged onto his/their 2nd click, Firestorm keeps his special power but changes to Phasing/Teleport, Toughness, and Perplex. His attack and defense combat values increase as well so you may choose to use his Perplex to increase his damage or range value instead for another attack. By click 3 he/they regain Running Shot and Outwit so pushing is a good option him/them.

On clicks 4 and 5 Phasing/Teleport makes a reappearance. Newly added is the addition of Poison and Ranged Combat Expert as well.  On click 5 his Toughness turns into Energy Shield/Deflection so make sure he/they are parked in hindering terrain to get a +3 boost to defense from ranged attacks. The last 2 clicks are heralded by Earthbound/Neutralized and Pulse Wave, which once again can give you some really good options. Your opponent may keep their distance to stay out of the range of Pulse Wave, or conversely, Firestorm can now be carried somewhere to safety to give him time to use Regeneration on click 7.

Speaking of defense, Firestorm has the trait CH2=C(CH3)CH=CH2 that in today’s game can really give him/them some protection from your opponent’s attacks. It reads when Firestorm would take damage from another character assigned a resource, Firestorm ignores that damage and rolls a d6. When he does, on a result of 1 – 3, deal Firestorm 1 unavoidable damage. This ability can’t be ignored. So if you go against an opponent with a resource on a single character, use Firestorm to take care of that character while the rest of your team protects him/them.

Up next, Deathstorm!

041-deathstorm

On Earth-3, Professor Martin Stein would experiment on humans to unlock secrets of life by giving his experiments death with the ultimate goal to experiment on himself. He fused himself with a corpse, became Deathstorm then followed the Crime Syndicate to the main DC Universe after their earth was destroyed.

At 150 Points, Deathstorm is half of a 300 point team, does he have what it takes to justify his cost? He starts with the Wing symbol, a 7 range and 2 targets just like his counterpart above, but Deathstorm possesses Improved Targeting: Ignores elevated and hindering terrain for line of fire purposes. Winning the dice roll for map choice and utilizing a map with multiple levels of elevated terrain could work really well for him. His keywords are Crime Syndicate and Scientist.

He also has the Crime Syndicate team ability that says, “Characters using the Crime Syndicate team ability can use Probability Control. When a roll is ignored because of this team ability an action token must be placed on a friendly character on the battlefield or the roll is not ignored. Uncopyable.” This token can be on any friendly character, even cheap support pieces that are across the map in your starting area that you don’t even have to have line of fire to. Perhaps one or two 33 point S.T.A.R. Labs Technicians, with the Scientist keyword, the ability to give characters Precision Strike, and she possesses Telekinesis, and Support, just sayin’.

Deathstorm starts his 7 click dial with Running Shot, Invulnerability, and the special damage power Human Experimentation that says Deathstorm can use Perplex. When he does, if he targets a character 75 points or less, he may modify a combat value other than damage by +2 or -2. Perhaps a 40 point A.R.G.U.S. Researcher could help with range here?

His second click changes to Phasing/Teleport and Toughness while retaining his special power through click 3. Click 3 he regains Running Shot and he obtains Energy Explosion for the next 3 clicks. Together with his Perplex and CSA team ability Probability Control, hitting an opponent won’t be a problem.

On click 4 Deathstorm gets Outwit and the special defense power Absorb Your Energies. It states Deathstorm can use Energy Shield/ Deflection and Toughness. If this click is revealed as a result of taking damage from a ranged combat attack, after actions resolve, roll a d6 and heal him of damage equal to the result. Potentially, if your dice rolls are really good, he can’t be killed! His last click he possesses Regeneration.

For a 300 point theme team, try Deathstorm, a S.T.A.R. Labs Technician and A.R.G.U.S. Researcher from DC HeroClix: The Flash set, and Egghead from the DC HeroClix: Batman Classic TV set. A +4 to map roll to get map choice with plenty of elevated terrain, plenty of Perplex, Probability Control, Outwit, Support, and Telekinesis to keep Deathstorm doing what he does best!

That finishes this preview, but make sure you stay “inside” next week for the next preview from the DC HeroClix: Justice League – Trinity War set!