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DC HeroClix: The Flash Preview

DC HeroClix The Flash: Deathstroke!

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Welcome HeroClix Fans!

Thanks for joining us we continue to explore the upcoming DC HeroClix: The Flash set! Today we check out a villain and sometimes anti-hero who became a pirate in search of his daughter in the Flashpoint universe, Deathstroke!

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Deathstroke begins the game with a couple of good options to fight your opponent. He can use his 2 targets and 6 range to target a couple of figures with Energy Explosion, possibly catching a few other figures in the area of effect.  Or, he can use Charge to take the fight right to an opposing figure. Once in place, on his next turn,   His Indomitable combat ability will allow him to act again without fear of pushing, to use his Sharpshooter combat ability to make a range combat attack against the figure he is adjacent to. Adding to the usefulness of his opening two clicks is a special power called Steal More than Your Gold. This special power allows you to choose a standard power that an opposing figure can us at the beginning of your turn.   Deathstroke can now use that power and the opposing figure can’t. His first three clicks will alternate between Toughness and Super Senses.

Mid-dial, Deathstroke has a new special power called Take Their Vessel!, which allows him to use both Stealth and Leap/Climb, as well as Mind Control on an opposing figure that can use the Carry ability that he has just hit with an attack.   He now has a couple of clicks of Precision Strike to insure damage can’t be reduced below one, as well as ignoring Super Senses and Mastermind, before switching back to Energy Explosion. A couple of clicks of Regeneration will give Deathstroke a good shot of healing back to the top of his dial.

Near the end of his dial, Flurry will allow Deathstroke to make two close combat attacks for one power action, and Precision Strike returns to make sure his target(s) will take a bit of damage. A couple more clicks of Super Senses will again let him try to avoid attacks. A closing click of Regeneration may get Deathstroke back to his earlier Regeneration clicks. And an entire dial of the Swimmer combat ability means he can ignore water terrain for movement purposes.

Deathstroke is a solid close combat figure at 112 points who can be a decent range attacker.   His special “Outwit” like power can provide him with a number of popular support powers to aid your team, or some good powers that will be helpful to him making attacks. He can be played in theme using his Flashpoint, Pirate, or Warrior keywords.   He also has the Underworld team ability, allowing him to use the Carry ability to carry a figure using the Underworld team ability, or two if they have a lower point cost.

That’s all for now, be sure to check back soon for more previews from the upcoming DC HeroClix: The Flash set! Next time, we look at a couple of villains new to HeroClix! Until then, keep your Clix off their K.O.’s!

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DC HeroClix: Batman - Arkham Origins Preview

DC HeroClix Arkham Origins: Deathstroke and Deadshot!

Greetings HeroClix fans!

Welcome to the first in our series of previews from the Batman – Arkham Origins set, the next DC HeroClix set which releases in October and features 21 characters based on the console game of the same name!  To kick off our previews, we take a look at two assassins who are hired to take down Batman.  First up is Slade Wilson (aka Deathstroke)!

 020-Deathstroke

Deathstroke hits the battlefield at 195 points and has a trait called Hired Assassin that scores him additional victory points if he KO’s an opposing character he’s chosen for this trait.  Deathstroke also has an Improved Movement and Improved Targeting ability called Nowhere to Run, Nowhere to Hide.  This ability allows Deathstroke to ignore hindering terrain, outdoor blocking terrain and characters when moving and ignore hindering terrain when drawing line of fire.

Deathstroke’s first two clicks feature an identical layout of powers:  Charge lets Deathstroke move up to half his speed value then make a close combat attack; Invulnerability helps absorb damage dealt, and Exploit Weakness allows him to get past damage-reducing powers.  Deathstroke also has a special power in his attack slot called Remote Claw, which lets him use Incapacitate and deal his printed damage value to the hit targets, divided any way you choose.

The next three clicks of Deathstroke’s dial also feature an identical layout of powers.  At this point in the dial, Deathstroke switches from close combat fighter to a short-range attacker: Charge makes way for Sidestep and pairs well with Ranged Combat Expert, which replaces Exploit Weakness.  Defensively, Invulnerability becomes Super SensesEnergy Explosion replaces Remote Claw and makes good use of Deathstroke’s range of 5 squares and two targets.

The next click sees Deathstroke retain Sidestep and Ranged Combat Expert but his attack and defense sport new powers.  Energy Explosion makes way for Blades/Claws/Fangs, potentially letting him do up to six clicks of damage.  Super Senses is upgraded to a special power called Super Soldier Serum, which lets Deathstroke use Regeneration and Toughness.  When Deathstroke uses Regeneration, you only subtract 1 from the d6 roll.  Click 7 is nearly identical to its predecessor with the only change being Flurry over Sidestep.

Deathstroke’s last two clicks feature the same mix of powers (Flurry, Blades/Claws/Fangs, and Super Soldier Serum) but Ranged Combat Expert is shelved in favor of PerplexDeathstroke also has the Indomitable combat ability, which allows him to use Willpower, so feel free to push him to heal, attack or retreat/reposition as needed.

At 195 points, Deathstroke leaves little room for teammates in a 300-point match but in larger fights feel free to add characters that share his array of keywords:  Arkham Asylum, Assassin, Gotham City Underworld, Martial Artist, and SoldierDeathstroke also has the Calculator team ability, which makes him a wild card.

We mentioned that Deathstroke’s not the only assassin in Gotham City gunning for the Dark Knight.  Floyd Lawton (aka Deadshot) also has his sights on taking down Batman!

016-Deadshot Like Deathstroke, the marksman known as Deadshot begins play with the Hired Assassin trait.  Deadshot also has a second trait called I Never Miss that represents his uncanny aim.  I Never Miss lets Deadshot use Probability Control for a ranged combat attack where he targets a single opposing character.

Deadshot comes in at 150 points and has a range of 8 squares and two targets.  Deadshot also has the Sharpshooter combat ability, which allows him to make ranged attacks against adjacent opposing characters.  Additionally, Deadshot has an Improved Targeting ability called Up Close, At Range, No Difference which lets him ignore hindering terrain when he draws line of fire.

On Deadshot’s first two clicks, he patiently waits for his mark before squeezing the trigger with Stealth, Energy Explosion, Ranged Combat Expert and Toughness all showing on his dial.  If his target goes on the run, so does Deadshot on his next two clicks, which feature the pairing of Running Shot and Penetrating/Psychic BlastToughness is replaced by Super Senses for the remainder of Deadshot’s dial.

On Deadshot’s second Running Shot click he also gains a short run of Perplex.  As we move to the last two clicks of Deadshot’s dial, we see that Penetrating/Psychic Blast is replaced by the return of Energy Explosion.

Deadshot also has the Calculator team ability and shares three of Deathstroke’s keywords:  Arkham Asylum, Assassin, and Gotham City Underworld.  With attack values that never drop below 10 and the I Never Miss trait, Deadshot makes an excellent addition any force as a ranged attacker.  Deadshot also has the Indomitable combat ability, which adds to his appeal.

Thanks for reading!  Head over to the WizKids Twitter page for an exclusive peek at the #001 Batman figure! And then join us for our next DC HeroClix: Batman – Arkham Origins preview as we look at a crotaline-inspired assassin who wants the Caped Crusader dead.  Until then, keep your Clix off their KO’s!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen TItans: Rose Wilson!

Greetings, HeroClix fans!

We continue our week-long look at the members of the N.O.W.H.E.R.E. organization found in the upcoming DC HeroClix: Teen Titans set with a preview of one of Harvest’s hired guns.  Please welcome Deathstroke’s daughter, Rose Wilson!

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The prickly Rose Wilson (see what we did there?) comes into play at 126 points and has a trait called Hidden Danger, which allows her to use Super Senses if she has no action tokens.  She also has an Improved Movement combat ability called Incredibly Agile, which allows her to ignore elevated terrain, hindering terrain and characters when moving.

Rose Wilson begins her dial with two clicks of Running Shot and Penetrating/Psychic Blast, both of which make good use of her range value of six squares and two targets.  If that’s not enough, Rose Wilson’s opening two clicks also sport Perplex in her damage slot so she can modify combat values as needed.  Defensively, she has Toughness and a value of 18 on those same clicks.  Pushing damage isn’t much of a concern for Rose Wilson, who also has the Indomitable combat ability.

As we move to the middle of Rose Wilson’s dial, we see that Penetrating/Psychic Blast remains for a click before she switches to Energy Explosion.  However, Running Shot makes way for Flurry and Toughness is dropped in favor of Combat Reflexes.  A special power called A Killer Among Killers replaces Perplex on Rose Wilson’s damage slot.  A Killer Among Killers reads, “When Rose Wilson attacks an opposing character with a higher unmodified attack value, damage from the attack is penetrating damage.”  This special power remains in Rose Wilson’s damage slot for the remainder of her dial.

Rose Wilson’s power set remains the same for her fourth and fifth clicks.  However, on her last click she drops Flurry and Combat Reflexes in favor of Stealth and Regeneration, respectively.

Rose Wilson has an aggressive mix of powers and solid combat values.  Early dial, she can really put a dent into an opposing force from range thanks to her combo of Running Shot, Penetrating/Psychic Blast, and Perplex.  Mid-dial, she can be played as a close combatant with Flurry or keep her blasting away at range with Penetrating/Psychic Blast or Energy Explosion.  Either way, A Killer Among Killers should help Rose Wilson take down stronger opposing characters by dishing out penetrating damage.

For theme-team play, Rose Wilson has only two keywords assigned to her: Martial Artist and N.O.W.H.E.R.E.  However, she also has the Calculator team ability, which makes her a wild card.

Thanks for reading!  Please join us next time for our next DC HeroClix: Teen Titans previews as we profile another of Harvest’s mercenaries.  Until then, may your Probability Control rolls always be in your favor

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DC HeroClix: Teen Titans Preview Team Bases

DC HeroClix Teen TItans: Cinder, Cheshire, and Tattooed Man!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we look at the remaining trio from the Villains for Hire team base: Cinder, Cheshire and Tattooed Man. These three will be found with their Team base inside one of the DC HeroClix: Teen Titans Super Boosters.

069-Cinder

Available for the first time ever in DC HeroClix, lets take a look at one hot lady, Cinder. Cinder’s top dial starts out with her two special powers. On movement we have Burn Through Anything. This will allow Cinder to use Phasing/Teleport and when she does the active player will place special terrain markers on any wall or square of blocking terrain that she moved through. For the rest of the game those areas marked with a special terrain marker will be considered clear terrain. With a starting movement of 9 Cinder could easily change the face of almost any map.

Cinder’s second special power is located in her attack slot and is called Molten Lava. This will allow Cinder to use Poison, which she can use normally or choose to deal 1 penetrating damage to a single adjacent opposing character. Cinder has a 5 click dial and keeps this special power for the first 4 clicks. On her fifth and final click she switches to Pulse Wave causing a fiery explosion with-in the 4 squares around her.

On defense Cinder can use Barrier to enact a fire shield with-in her 8 range. On clicks 3 and 4, Barrier is replaced with Energy Shield/Deflection, making it harder to hit Cinder  with ranged attacks and on click 5 Barrier returns. On clicks 2 and 3 you can utilize her 8 range with some Ranged Combat Expert.

When Cinder is attached to her Team Base, T-003 Titans: Villains for Hire, and her image is displayed on the Asset Dial, you may choose to use Phasing/Teleport. In addition when lines of fire are drawn by this team character to The Mark you ignore blocking terrain.

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Our next femme fatale is a skilled hand-to-hand combatant and a trained Martial Artist and has the keyword to prove it, I give you Cheshire. Cheshire’s trait proves that she is a master of the Deadliest Poisons. This will allow Cheshire to use Poison but when she does the characters that take damage from this have to modify their defense values by -1 until your next turn.

Cheshire opens up her top 3 clicks with Stealth which will allow her to utilize hindering terrain to hide in the shadows.  In her attack slots Cheshire has a special power called Toxic. When you give Cheshire a power action you will deal 1 penetrating damage to an adjacent opposing character. In her defense slot, the martial artist in her is captured with the use of Combat Reflexes, which will modify her defense by +2 when targeted by a close combat attack.

To wrap up Cheshire’s top click we have Stealth, traited Poison, an 11 attack with 3 damage, power action for 1 penetrating damage and Combat Reflexes. Who is even going to want to stand next to this deadly lady?

Coming off Cheshire’s top click in her damage slot we see that she is an expert fighter and gains some Close Combat Expert for the next 3 clicks. On click 4 Stealth turns into Charge, and now she can strike from the shadows using the many knives she carries as Blades/Claws/Fangs.

Cheshire keeps Blades/Claws/Fangs for her last 3 clicks but in her movement slot is now Leap/Climb and she maneuvers from rooftop to rooftop.  On defense Cheshire picks up some Super Senses with a side step and ends her dial with Shape Change.

When Cheshire is attached to her Team Base, T-003 Titans: Villains for Hire, and her image is displayed on the Asset Dial, this team character can use Poison.  When they do, the damage dealt to The Mark is penetrating damage.

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Lastly in our Trio of villainy we have Tattooed Man. Firstly, lets look at his attack special power called Sin Grafting, which will allow Tattooed Man to use Blades/Claws/Fangs, Incapacitate, Quake, and Telekinesis. Tattooed Man keeps this special power all the way down his 6 click dial. Tattooed Man’s other special power, which he keeps on his top 4 clicks, is found in his damage slot and is called Tattoos Come to Life. This specifically states at the beginning of your turn, choose one: Close Combat Expert, Exploit Weakness, Perplex, or Shape Change. Tattooed Man can use the chosen power until your next turn. Between both of these two special powers Tattooed Man has a wide variety of options both offensively and defensively.

Tattooed Man opens up with the ability to use Leap/Climb and Super Senses on his top two clicks, making him very agile with the potential to evade attacks. On clicks 3 and 4 Super Senses is replaced with Combat Reflexes helping him to defend himself from close combat attacks by modifying his defense value by +2. Tattooed Man’s last two clicks have Phasing/Teleport and Barrier.

When Tattooed Man is attached to his Team Base, T-003 Titans: Villains for Hire, and his image is displayed on the Asset Dial, this team character can use Shape Change. When this team character is attacked by The Mark, they succeed for Shape Change on a result of 4 – 6.

As far as these three working together, they will all fit nicely on a 300 point team. Cinder is 61 points, Cheshire is 97 points, and Tattooed Man is 133 points wrapping them all up for a total of 291 points. Being they each share at least two keywords, Titans and Villains for Hire, they will easily make this team themed. Cheshire and Tattooed Man also have the Calculator Team Ability making them a wild card with the ability to use other friendly characters team abilities.

Thanks for reading and although that is all for today be sure to come back Next Time as we continue to look at figures from the upcoming DC HeroClix: Teen Titans. Until then, be sure to keep your Clix off their K.O.’s!

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DC HeroClix: Teen Titans Preview Prime Figures

DC HeroClix Teen Titans: Ravager!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we take a look at Deathstroke’s  son, Grant Wilson (aka Ravager)!  Ravager is the rare Prime  in this set and has just one keyword that says it all: Assassin.

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Ravager is going to “Take the Job in Secret” allowing him to use Improved Movement giving him the ability to ignore hindering terrain for movement purposes. Ravager also possesses a trait called “I Can Earn Their Trust”. The trait simply states that Ravager and adjacent friendly characters can’t be placed by the game effects of opposing characters.

Ravager starts out with a speed value of 9 and Charge, which gives him a five-square swing in which he can use Blades/Claws/Fangs and Exploit Weakness to prove to all opponents that he is an efficient swordsman!  Ravager’s body armor is shown by way of Toughness and an 18 defense.

On clicks 3 and 4, Ravager picks up some Flurry to go along with his Blades/Claws/Fangs and show that he is merciless with his onslaught of attacks.  Ravager’s defense is replaced with a special power called I Am My Father’s Son, which allows him the use of Combat Reflexes and Super Senses.

On Ravager’s last three clicks, Flurry is replaced with Leap/Climb to show us just how well trained he truly is.  On his damage clicks he gains Close Combat Expert, which modifies his damage by +2 when he targets a single opposing character with a close combat attack.  On Ravager’s last two clicks he regains Toughness on defense.

For a mere 95 points, this guy is a close-combat nightmare.   Ravager’s aggressive powerset includes Charge, Blades/Claws/Fangs, Exploit Weakness, Combat Reflexes, and Close Combat Expert.  On top of all that, Ravager has a range of 4 squares in case he can’t get adjacent to an opposing character.

Thanks for reading!  Be sure to come back next time as we continue looking at figures from the upcoming DC HeroClix: Teen Titans set.  Until then, Shape Change for the Win!

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DC HeroClix: Teen Titans Preview Team Bases

DC HeroClix Teen Titans: Deathstroke and Osiris Villains for Hire!

Greetings Heroclix fans!

Today we continue our preview of the Titans: Villains for Hire Team Base from the upcoming DC Heroclix: Teen Titans set. We will start off today with the Titans: Villains for Hire’s highly feared leader, Deathstroke!

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The first thing you notice about Deathstroke is his Improved Movement combat abilitycalled Trained Assassin. This power allows Deathstroke to ignore hindering terrain and other characters for movement purposes.  Deathstroke also has the Sharpshooter combat ability as well as the Indomitable combat ability.

Deathstroke also starts out with a special defensive power called Counter Attack, that he keeps most of his dial, which says “Deathstroke can use Super Senses and Toughness. Each time Deathstroke evades an attack with Super Senses, modify his attack and damage values by +1 during your next turn if he targets the attacking character with an attack.”  This power is helpful with his 10 movement Running Shot, which later turns into Stealth, and 11 attack Penetrating/Psychic Blast.

Deathstroke has a helpful special damage power as well called Leading by Fear, which states “Deathstroke can use Leadership. When he succeeds, be can remove an action token normally or he can remove 2 tokens from any adjacent friendly characters that share a keyword with him if he deals one of them 1 unavoidable damage.”  This allows him to free up his teammates to do more attacks on the battlefield. Deathstroke’s dial ends with runs Phasing/Teleport, to get to where he will be most useful on the battlefield, or attempt to use his Regeneration, found on his last two clicks.  Blades/Claws/Fangs will allow him to try for big damage, while Battle Fury will remove his range attack ability, as well as offer protection from Mind Control and Incapacitate.

Deathstroke can be played in theme on teams using the Assassin, Martial Artist, Society, Soldier, Titans and Villains for Hire keywords.       The Calculator team ability will allow Deathstroke to use friendly figures team abilitiesAt only 148, Deathstroke puts the hurting on your opponent.

Deathstroke also brings Outwit to his team when attached to the T-003 Villains for Hire team dial. He also modifies attack and damage values by +1 when the team character attacks The Mark.

Next up is the one time Teen Titan, Osiris!

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Osiris comes flying in at just 121 points to help out his friends in the Titans: Villains for Hire. Osiris has a trait called Courage of Mehen which says “Osiris can’t be targeted by Incapacitate or Mind Control. “  Osiris also has the Calculator team ability that allows him to copy other team member’s team abilities.

Osiris’ dial starts out with a 10 movement with Charge. Osiris also has Super Strength with a 10 attack and a printed 3 damage. Osiris has Probability Control to on these clicks as well to help with ensure rolls go in his favor. Osiris also has Impervious to protect him from hits.

Osiris’ middle dial has Hypersonic Speed with a 9 speed value. Osiris also has a special attack power called Call the Lightning. This special power says “Osiris has a range of 4. When he makes a range combat attack and hits, choose: increase damage dealt by 1, or after actions resolve, heal Osiris of 1 damage.”  Osiris has this special power from his fourth click onwards, allowing him to possibly heal back up to his third click. Osiris also ends his dial with Willpower, to act without fear of pushing, and Close Combat Expert, to allow him to relentlessly pummel a foe.

While on the T-003 Titans: Villains for Hire team dial, Osiris gives the team base Charge. Also, after the team base resolves a move action, if they are adjacent to The Mark, you may give them a close combat attack as a free action.

That wraps up the preview for today.  Be sure to come back Friday as conclude our look at the Titans: Villains for Hire Team Base from the upcoming  DC Heroclix: Teen Titans set, and until next time keep those dials turning.

 

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DC HeroClix: Teen Titans Preview Team Bases

DC HeroClix Teen Titans: Villains for Hire Team Base!

Greetings HeroClix Fans!

Welcome back as we preview another figure from the upcoming DC HeroClix: Teen Titans set!  As recently previewed, team bases are a cornerstone of this set, and the new mechanic was introduced in our inaugural Team Base article.  Today we are going to look at another Team Base, this time a group of Titans less intent on helping people, lead by the assassin Deathstroke.  We are pleased to present the Titans: Villains for Hire!

 T003-Villainsfor-Hire

First off, Titans: Villains for Hire can be played at 3 point values, 475, 325 and 175, and only can be played on a theme team with the Titans: Villains for Hire keyword, though including figures whose team abilities can be shared will be of benefit due to the Calculator wildcard team ability.  Titans: Villains for Hire have a trait called The Contract.  This trait allows Titans: Villains for Hire to use the Sharpshooter combat ability.  It also allows you to choose an opposing character to name as The Mark, who will yield you double the victory points if you KO him with a figure with the Titans: Villains for Hire keyword.

Titans: Villains for Hire begin play able to get to a safe position with Stealth, and once ready, spring forth for action with Running Shot, both due to a special power called Striking from the Shadows.  Their trait granted Sharpshooter combat ability pairs well with Penetrating/ Psychic Blast to make sure damage sticks, and Combat Reflexes will make them harder to hit in close combat.  Titans: Villains for Hire also have Perplex to modify a combat value to best suit them.   And the Indomitable combat ability will allow them to act two turns in a row without fear of pushing damage.

A couple clicks in, Titans: Villains for Hire change tactics a bit as Flurry will give them two close combat attacks for on action.  A choice will have to be made between using a printed 4 then 3, or, gambling on a roll for Blades/Claws/Fangs.  After this, Perplex will be paired up with Blades/Claws/Fangs.  The Asset Dial with Osiris showing will be very useful at this point.  A good stretch of Super Senses will allow Titans: Villains for Hire to attempt to avoid attacks altogether.

At this point in the dial, Titans: Villains for Hire have their 325 point starting line.  It again starts with Striking from the Shadows, allowing them to use both Stealth and Running Shot.  Energy Explosion works well with 2 targets at 7 range.   Or, to focus on a single target, Range Combat Expert will allow damage to be modified by +2.  Titans: Villains for Hire will have increased protection from range attacks with Energy Shield Deflection.

After the first couple of clicks, normal Stealth will allow Titans: Villains for Hire to hide in hindering terrain for the rest of this section.  And for the last couple of clicks, Toughness will allow Titans: Villains for Hire to reduce damage.  And Close Combat Expert will allow them to pummel a foe into submission.

This is where the 175 point starting line is on the dial.  Once again, Titans: Villains for Hire start this area of the dial with Striking from the Shadows, and again with Penetrating/ Psychic Blast to deal penetrating damage to opposing figures.   For the first time on the dial, Invulnerability will reduce damage for the Titans: Villains for Hire.   On the next couple of clicks Flurry will again provide two attacks for one action, or you can choose to pack more punch with one shot using Close Combat Expert.  And before reaching the end of the dial, one click of regular Toughness will provide some protection before switching to a special power called Always Return for the Kill, which allows the use of both Toughness and Regeneration.  Stealth will allow Titans: Villains for Hire to hide in the shadows to provide some cover to use Regeneration.  And if opposing figures move adjacent to Titans: Villains for Hire, Exploit Weakness and raising damage values will allow them to do some solid damage.

The Asset Dial on the Titans: Villains for Hire will provide useful powers to take on any opposition, but most are geared to give extra support in going after your chosen Mark.  And with double points available for KOing The Mark, utilizing these powers will pay off big.

Cheshire allows Titans: Villains for Hire to use Poison, and it is penetrating when dealt to The Mark.

Cinder lets Titans: Villains for Hire use Phasing/ Teleport, and lines of fire drawn by Titans: Villains for Hire to The Mark ignore blocking terrain.

Deathstroke allows Titans: Villains for Hire to use Outwit, and when Titans: Villains for Hire attack The Mark, modify their attack and damage values by +1.

Osiris will allow Titans: Villains for Hire to use Charge, and after Titans: Villains for Hire resolve a move action, if they are adjacent to The Mark, you may give them a close combat action as a free action.

Tattooed Man lets Titans: Villains for Hire use Shape Change.  When Titans: Villains for Hire are attacked by The Mark, they succeed for Shape Change on a result of 4-6.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team member abilities, and makes you roll a d6 to click the Asset Dial at the end of your turn.

That is all for this preview from the upcoming DC HeroClix: Teen Titans set.  Be sure to come back later in the week as we take a look at the individual characters from the Titans: Villains for Hire team base, starting with the two figures found in the Teen Titans boosters.

 

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DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham – Assassins Team Pack

Greetings HeroClix Fans! 

Today we begin our previews of the upcoming DC HeroClix: Streets of Gotham set by looking into one of the highlights of the set, team packs.  The team pack we show off today will highlight a group of assassins, one-a previously unclixed character, the second-a fan requested character not seen since DC HeroClix: Cosmic Justice, and the third-a fan favorite villain.

The first character in the team pack is the father of Cassandra Cain, the Black Bat, and is considered one of the world’s premier assassins, David Cain.   

David Cain begins play with a trait called Deadly Mentor, that says “As you reveal your force, choose a friendly character with a lower point value; David Cain can use Enhancement, Leadership, and Perplex, but he can only affect the chosen character. David Cain can use Shape Change when he is adjacent to the chosen character.” With his power set, and this trait, he will pair especially well with one of a number of figures with Sharpshooter combat ability that cost less than David Cain.  And speaking of the Sharpshooter combat ability, David Cain has it as well as the Indomitable combat ability, and Improved Movement: Hindering Terrain.

David Cain has a full dial of Stealth to keep lines of fire blocked to him, while still enjoying his full movement with his Shadowy Assassin titled Improved Movement ability.  As most opponents will have to base him to attack him, David Cain has Combat Reflexes to make him harder to hit.  Offensively, David Cain is going to make sure damage sticks weather from range or up close, with Exploit Weakness and Penetrating/Psychic Blast, backed with an 8 range and again, the Sharpshooter combat ability.

Mid-dial, David Cain starts planning his escape with Smoke Cloud, and loses printed defensive powers.  On his last couple of clicks, Outwit will allow him to deprive your opponent of a key power.

The Batman Enemy team ability will allow David Cain to share his solid attack values with other allies using this team ability.  At 76 points, David Cain will find a spot on many theme teams with the Assassin, League of Assassins, Martial Artist, and Soldier keywords.

A solid tie up piece or secondary attacker, made better by his trait, David Cain will shine with a lower point tie up piece of his own, for example the mother of Cassandra Cain, and early mentor of Tim Drake, Lady Shiva!

 

Lady Shiva begins play using her only click of Charge to take the fight straight to your opponent.  This plays very nicely with a couple of clicks of Blades/Claws/Fangs and her printed 11 and 12 attack values.  (Were you playing her adjacent to David Cain to make those attack values 12 and 13?)  Combat Reflexes, a printed 18 defense and careful placement will make Lady Shiva very challenging for your opponent to hit her back. 

Her second click sees a special power called The Leopard Blow – A Warrior’s Death.  This special power allows Lady Shiva to use Flurry, and when she does and rolls doubles, she deals penetrating damage.  This special power, along with Blades/Claws/Fangs and a 12 attack, gives Lady Shiva the ability to inflict serious damage!  At this point, Super Senses gives her the ability to avoid attacks.  Leap/Climb will allow Lady Shiva to reposition to where she will do the most good with ease.  At the end of her dial, Steal Energy can allow Lady Shiva to heal back to the middle of her dial.

Lady Shiva has plenty of theme team options with the Assassin, Birds of Prey, League of Assassins, and Martial Artist keywords.  With an aggressive power set, attack values that never see single digits, and at 67 points, earning her a Unique ring,  Lady Shiva can easily fit onto any team you choose to include her.

The last character in this theme pack is a villain who manipulated Cassandra Cain into taking over the League of Assassins and conspired with David Cain to cripple the meta-hero community, a master assassin in his own right, Deathstroke!

 

Deathstroke has an Improved Movement: Hindering Terrain ability, which works very well with his special power, that we will get to in a bit, as well the Sharpshooter combat ability, and the Indomitable combat ability.  The Calculator team ability will allow him to use the team abilities of other friendly characters, for example, David Cain from this team pack. 

Deathstroke begins play utilizing a special power called Attack From Cover, that allows him to use Stealth, and as long as he occupies hindering terrain, both Charge and Running Shot.  The ability to ignore hindering terrain per his Improved Movement ability called Know Your Terrain, is a huge asset to this special power working well.   A printed 6 range with 3 targets is a great combo to use with Energy Explosion.  A string of Perplex will allow Deathstroke to provide a stat boost (or decrease) where it will be most useful to himself or his allies.  An opening run of Toughness will allow Deathstroke to reduce a bit of damage.

Mid-dial, Deathstroke begins to see his power set shift as Blades/Claws/Fangs appears for a couple of clicks.  On his next click, all dial opening powers are replaced as Deathstroke becomes a bit of a close combat machine.  Pairing well with his B/C/Fs is Flurry, giving him the potential to deal a good chunk of damage.  A run of Combat Reflexes will make him more challenging to hit in close combat.  Outwit shows off Deathstroke’s ability to out think most opponents he comes up against.  The end of his dial sees Deathstroke able to deal penetrating damage in a couple of forms as Penetrating/Psychic Blast is on his last few clicks, and Exploit Weakness is on the closing click.  Leap/Climb at this point will allow Deathstroke to reposition to best utilize his attack powers, or beat a hasty retreat to use his end dial Regeneration. 

Deathstroke will be a great center piece on any theme team based around the Assassin, Martial Artist, Society, and Soldier keywords, or any team you want to take advantage of his wild card team ability.  At 147 points, there is room to add support figures to your force. 

Coming in at 290 points, this team pack is playable right out of the package, and will be a very efficient team with great combat values and power sets that compliment and work well with each other.  And, it can be used as either an Assassin or Martial Artist theme team.

That’s all for today.  Check back soon as we continue to preview figures from the upcoming DC HeroClix: Streets of Gotham and DC HeroClix: Batman sets!

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Justice League Preview

Justice League Adversary: Deathstroke!

Greetings HeroClix Fans!

Today we continue to explore the DC HeroClix: Justice League set as we check in with one of the villains in the set, Slade Wilson, Deathstroke!

 

Deathstroke begins play hiding the shadows to gain an advantage with Stealth.  From his position of relative safety, Deathstroke can deprive an opposing figure of a critical power.  Possessing the Indomitable combat ability, Deathstroke can act without fear of pushing damage, and his 7 range will allow him to make range4 attacks with little fear of retaliation from range.  If an opposing figure chooses to base him, an entire dial of Toughness will reduce damage.  Deathstroke also has a pretty cool special power allowing him to use Blades/Claws/Fangs.  Additionally, this special power, called Precisely-Timed Strike, allows Deathstroke to roll a d6 and deal the result in damage to an opposing figure that moved into a square adjacent to Deathstroke after their action is resolved.

Once off his first click, Deathstroke gets more aggressive with his ability to make range attacks with a couple clicks of Running Shot, giving him some move and attack ability.   Also, a few clicks of Penetrating/Psychic Blast will allow him to ignore damage reducers.

In the middle of his dial, Deathstroke loses Running Shot and sees the last of his Penetrating/Psychic Blast clicks.  Outwit returns for a click at this point in his dial.  From this point forward, Deathstroke katana wielding close combat machine.  First, Precisely-Timed Strike returns for a click, this time paired with Exploit Weakness.  Next, Deathstroke gets a standard click of Blades/Claws/Fangs, with Flurry to give him an extra attack.

At the end of his dial, Deathstroke again has the combination of Precisely-Timed Strike and Exploit Weakness.  His last click sees the return of regular Blades/Claws/Fangs, again with Flurry, and this time with Exploit Weakness added to his dial.

Deathstroke will have some solid theme team options to choose from with the Injustice League, Martial Artist, Soldier, and Society keywords.  With an aggressive power set and solid stats, at 120 points,  Deathstroke will be an excellent choice on whatever force you include him on.