BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Zachary Hale Comstock!

Greetings Heroclix Fans!

Today we continue our previews of the Bioshock Infinite HeroClix set with Zachary Hale Comstock!


Zachary Hale Comstock is a 70 point figure with the Celebrity, Founders, Politician and Ruler keywords. The main draw to Zachary Hale Comstock is his special damage power that he has on his first two clicks called Hero of Wounded Knee. Hero of Wounded Knee says that Zachary Hale Comstock can use Leadership and Outwit. When he uses Leadership and rolls a 6, standard powers of friendly characters within 4 squares can’t be countered until your next turn. We all know how much of a pain Outwit can be, so if you can get Zachery Hale Comstock within the 4 squares you can possibly stop characters, like Daimion Hellstrom from the Marvel Heroclix Amazing Spiderman Set who also has the Ruler keyword, from losing an important power like Psychic Blast or Shape Change.

Zachary Hale Comstock also possesses Outwit his entire dial (either from his special power or standard Outwit) which we all know can be a pretty powerful gam-changer.  Outwit is also a power lacking from a lot of figures with the Founder Keyword.  Luckily Zachary Hale Comstock has the Founder Keyword as well as the Founder Team Ability meaning he plays well with characters from the Bioshock Infinite HeroClix set.  Zachary Hale Comstock would fit nicely on a team with Booker Dewitt, Elizabeth, Boy of Silence, and a Machine Gun Turret for a 300 point Founders team. This also allows you to take advantage of the split/merge ability with the Booker and Elizabeth duo figure. You can just have Zachary Hale Comstock sit in hindering terrain or use Elizabeth’s trait Pieces of Another World to create hindering terrain so he can take advantage of his Stealth on his first three clicks while he Outwits opposing characters and protects his friendly characters from being Outwitted.

Zachary Hale Comstock also has Mastermind on all but his last click, which you can use to keep him alive a bit longer to get more usage out of his Outwit if you need to. Just be careful as you can’t use Mastermind on the Machine Gun Turret though you can take off a token with his Leadership. Zachary Hale Comstock really does pull his weight on any team he is on, being a low cost support piece. Only issues you might find is his versatility may paint a rather big target on this figure!

That concludes our preview today of Bioshock Infinite HeroClix. Please keep checking for more previews from this and other upcoming sets but until next time, keep swinging up those objects!


BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix Starter Preview!

Greetings HeroClix Fans!

Today we take a look at the starter pack for the upcoming BioShock Infinite HeroClix set and piece together some possible 300-point team builds the set!  Let’s start by looking at the Vox keyword and Booker DeWitt!


Booker DeWitt comes into play at 75 points and has a trait called Bucking Bronco that allows him to use Telekinesis but only to attack with or place objects.  Booker DeWitt also begins his dial with a special power in his attack slot called Huntsman Carbine, which allows him to potentially make a follow-up ranged combat action as a free action if he’s given a ranged combat action and rolls doubles (other than a critical miss).  A short run of Running Shot and Willpower are sandwiched between Perplex clicks on the front and back of Booker DeWitt’s dial, allowing him to run-and-gun on consecutive turns.

A quartet of keywords (Detective, Founders, Soldier and Vox) and a range value of 5 squares round out Booker DeWitt’s dial and makes him an appealing choice right out of the starter pack.

Equally appealing is Booker DeWitt’s companion, Elizabeth, with whom he shares the Founders and Vox keywords.  (Elizabeth also has the Herald keyword.)


Like Booker DeWitt, Elizabeth is 75 points and hits the battlefield with a trait.  Elizabeth’s trait, Pieces of Another World, allows her to use Barrier.  When she does, each time she places a terrain marker, she may place a hindering terrain marker instead of a blocking terrain marker.  Pieces of Another World should come in handy to provide alternating hindering and blocking terrain markers for Booker DeWitt to move between when he’s on his Running Shot clicks.

Elizabeth begins her dial with a click of Telekinesis, which she can use to get Booker DeWitt into position for an attack.  Once Elizabeth is off her top click, she picks up a special power called Ready to Open the Tear! which modifies her ability to use Telekinesis so that an opposing character placed by this power is given an action token.

Two clicks of Support up front and three clicks of Outwit on the back end of Elizabeth’s dial make her a viable choice as a support figure for the attackers on your force.  Elizabeth also has a range of 8 squares and Pulse Wave on her last two clicks, enabling her to hold her own if opposing characters get too close.

With Booker DeWitt and Elizabeth already on our Vox team, we can easily add Daisy Fitzroy to the mix as she possesses the Politician and Vox keywords.


Daisy Fitzroy’s power set meshes well with Elizabeth as the former has Stealth on all but her last click and the latter’s Pieces of Another World, trait can create hindering terrain.  Daisy Fitzroy also enjoys some synergy with Booker DeWitt via her trait, I Hear Your Voice, which modifies the attack value of an adjacent friendly character by +1 when it attacks an opposing character with a higher point value than its own.

Scattered through Daisy Fitzroy’s dial are a few clicks of a special power called Revolutionary Leader, which allows her to use Leadership and Outwit.  At 80 points, Daisy Fitzroy can use Leadership to remove tokens from either Booker DeWitt or Elizabeth since her point total is higher than theirs.

To round out our Vox keyword team, we can add a Machine Gun Turret and a Rocket Turret.

We can build another 300-point team around the remaining characters from the BioShock Infinite starter, using Handyman as the centerpiece for our force.


Handyman comes in at 150 points and starts his dial with a special power called Clearing the Decks, which lets him use Charge and Leap/Climb.  When Handyman uses Charge, after actions resolve he may then use Force Blast as a free action.  Handyman also has a trait called Thrown into Action, which lets him use Super Strength.  Additionally, when Handyman has no action tokens, he can use Telekinesis as a free action but may only place an adjacent friendly character.  Thrown Into Action comes in, ahem, handy for positioning teammates right before Handyman bullies his way into action using Charge while carrying an object for added damage.

Handyman has an aggressive power set designed for close combat and an array of keywords (Armor, Brute, Founders, Monster and Robot) that make it easy to include him on many teams.


At 50 points, Automated Stallion makes a great teammate for Handyman with its Carrying Cargo To Market trait, which allows Automated Stallion to use the Carry ability and carry up to three friendly characters.  Automated Stallion is no one-trick pony, however, and also hits the battlefield with a special power called Ride in Armored Comfort.  This special power allows Automated Stallion to use a free action and give an adjacent friendly character Toughness until your next turn.  Although Handyman already has Toughness at the heart of his dial, Ride in Armored Comfort should come into play when Handyman is on his last two clicks, both of which feature Combat Reflexes.


The final character contained in the BioShock Infinite starter is Flakman, a 45-point ranged attacker who starts with Energy Explosion on his first three clicks and closes out the dial with Ranged Combat Expert.

Flakman, Automated Stallion and Handyman bring us to 245 points.  The BioShock Infinite HeroClix set contains several options to fill out this team to 300 points, from the 25-point Machine Gun Turret to the 50-point Boy of Silence.  Let’s see what you can come up with!

Thanks for joining us today!  We hope you’ve enjoyed this sneak peek at the BioShock Infinite HeroClix starter pack, and hopefully these team-building suggestions will make your journey through Columbia easier!  Until next time, keep your Clix of their K.O.’s!

BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Machine Gun and Rocket Turrets and Motorized Patriot!

Greetings Heroclix fans!

Today we will continue our previews of the Bioshock Infinite HeroClix set with a look at some of Columbia’s mechanized troops.



First off, we have not one but TWO turrets: the Machine Gun Turret and the Rocket Turret. Both the Machine Gun Turret and the Rocket Turret have the traits Let’s Move Into Position and Sentry. Let’s Move Into Position says any friendly character adjacent to the turret can use the Carry ability if they can’t already, but only to carry the turret. The turrets also can’t be targeted with Mind Control and can’t be dealt damage through Mastermind.

The Sentry trait says each time an opposing character within 6 squares makes an attack and hits, place one Alert token on the turret’s character card (to a maximum of four Alert tokens). When the turrets make an attack, you may remove any number of Alert tokens from their character card. For each token you remove, modify the turrets attack or damage value by +1.

Let’s Move Into Position allows you to more easily position the turrets, whether it is just using a damaged character that you are moving away or a character that you are going to use Running Shot or Charge in with. Positioning is going to be a key element to using the turrets, but they can be rather effective with the Machine Gun Turret’s 5 range and the Rocket Turret’s 8 range.

The Rocket Turret also has a special attack power called Halo Rockets which lets it use Energy Explosion and when it does the damage dealt to the target is penetrating damage. This makes effective use of the Alert tokens you have on the Rocket Turret’s character card to cut through opposing characters.

The Rocket Turret comes in at 45 points while the Machine Gun Turret comes in at 25 points, which are good for filling in points on your team when you are running a bit short.


Our final mechanized troop is the Motorized Patriot. Motorized Patriot has a trait called Relentless which allows him to use Running Shot if he has no action tokens. Motorized Patriot is pretty relentless with that trait combined with the Penetrating/Psychic Blast he has on his first three clicks. Motorized Patriot is also Indomitable so on turn one you can use Running Shot to get into position with his 6 range and two targets, then shoot again from that position next turn. Later down his dial he also gets Ranged Combat Expert, allowing him to boost up his damage by +2, attack by +2 or both values by +1 when making ranged attacks. Motorized Patriot is a 140-point ranged terror for your opponents.

Thank you for reading, please stay tuned while we show more previews from the Bioshock Infinite HeroClix set. Until next time, keep rolling those sixes.

BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: the Vox Populi and Daisy Fitzroy!

Greetings HeroClix fans!

Today’s BioShock Infinite HeroClix preview brings is to a group of resistance fighters who have gathered to overturn the rule of The Founders.  We are pleased to present Vox Populi and the revolution’s leader, the brutal Daisy Fitzroy!

First, let’s hear from the Vox Populi!


Vox Populi come into play at 45 points and has its own team ability.  The Vox Populi team ability reads: “When a character using this team ability is marked with an action token and makes an attack, any attack roll of doubles (other than a critical miss) is considered a hit.” If you have to push your figure with a second action, at least the odds of a successful attack are a little better!

Running Shot starts off Vox Populi’s dial and is paired with a special power in the attack slot called Hidden Gunpowder Bomb.  This special power, which appears on the first two clicks, lets Vox Populi use Pulse Wave.  However, the Pulse Wave’s lines of fire are drawn and the range is counted from an unheld object within Vox Populi’s range and line of fire.  The object is removed from the game after actions are resolved.  Vox Populi has a range of 5 squares.

Once Vox Populi is off its top click, it switches from Running Shot to Stealth for its next two clicks. The second click of Stealth overlaps with a three-click run of Combat Reflexes as Vox Populi gains a defensive boost against close combat attacks.  On Vox Populi’s last two clicks, it drops Stealth in favor of Flurry.  Finally, on the last click, Flurry and Combat Reflexes are paired with Exploit Weakness in the damage slot.


Daisy Fitzroy, the Vox Populi’s leader, comes into play at 75 points and also has the Vox Populi team ability.  She begins her dial with three clicks of Leap/Climb, allowing her to easily get into position for attacks.  To protect her from ranged attacks, Daisy Fitzroy has Energy Shield/Deflection on her first click.

On Daisy Fitzroy’s first four clicks she has a special power called Barnstormer RPG that makes her a ranged threat.  Barnstormer RPG modifies Daisy Fitzroy’s damage value by +1 when she’s given a ranged combat action.  On her last two clicks, Daisy Fitzroy picks up Penetrating/Psychic Blast, making her a fearsome opponent from range on each of her clicks.  The last two clicks also see the return of Energy Shield/Deflection.

Finally, Daisy Fitzroy has a trait called Rocket Strike which lets her use Outwit, but only if she hasn’t made and does not make a ranged combat attack this turn.  Additionally, when Daisy Fitzroy destroys and object or square of blocking terrain, all adjacent objects and squares of blocking terrain are destroyed.

Team building should be a snap with Daisy Fitzroy and Vox Populi as they both possess the Soldier and Vox keywords. For example, an even 300-point force can be made using Daisy Fitzroy and five Vox Populi.

While the Vox Populi use Hidden Gunpowder Bomb to damage groups of opposing characters, Daisy Fitzroy can stand back and use Outwit to counter any abilities as needed.  In Golden Age play, you may also want to consider using the Debris battlefield condition (Found under the Print and Play section)  to add more standard objects to the battlefield for Vox Populi to use.

Daisy Fitzroy’s Indomitable combat ability allows her to use Willpower, meaning she can ignore pushing damage.  When she’s marked with an action token, she’ll benefit from the Vox Populi team ability when she rolls doubles on her attacks!

Daisy Fitzroy can also get into the thick of combat and use her Barnstormer RPG special power to blast away at opponents from up to seven squares away.  Additionally, Barnstormer RPG is useful in creating extra hindering terrain for Vox Populi once they get onto their Stealth clicks.

Thanks for reading!  Join us again when we reveal more secrets from Columbia in the BioShock Infinite HeroClix set due in stores this June!  Until then, may all your Impervious rolls be successful!

BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Booker & Liz and Boy of Silence!

Greetings HeroClix Fans!

We begin our series of previews for the BioShock Infinite HeroClix set with a look at a duo of the game’s main characters and one of its recurring antagonists.  We are pleased to present Booker and Liz and Boy of Silence!

First, let’s take a look at former Pinkerton agent Booker DeWitt and the mysterious Elizabeth, who are featured on the Booker and Liz duo character!


Coming in at 150 points, Booker and Liz begin play with a powerful trait called Shaping Destiny, which prevents opposing characters with range from using Probability Control.  Opposing characters within range who use a free action to use Outwit or Perplex must be given a power action instead. (Booker and Liz have a range of six squares and two targets.)

For the majority of their dial, Booker and Liz alternate between Phasing/Teleport and Running Shot in their movement slot as they step through tears in reality created by Elizabeth and shoot their way out of tight spots.  Booker and Liz end their dial with Phasing/Teleport on their last two clicks.  In their damage slot, Booker and Liz have a long run of Perplex.

In the defense slot, Booker and Liz start with two clicks of Energy Shield/Deflection as Elizabeth warns Booker DeWitt of any incoming ranged attacks.  Regeneration occupies the last three clicks as Booker and Liz replenish their health by using first aid kits.  In addition to those two standard powers, Booker and Liz have the Indomitable combat ability, which allows them to use Willpower.

In their attack slot Booker and Liz have the Duo Attack combat ability and start their dial with Energy ExplosionEnergy Explosion disappears on Booker and Liz’s second click but returns on click 5 and the last two slots.  On all the other attack slots, Booker and Liz have a special power called Murder of Crows, which lets them use Energy Explosion and Smoke Cloud.  When Booker and Liz use Smoke Cloud, they can potentially deal penetrating damage to opposing character that occupy the hindering terrain markers.

Booker and Liz have the Founders, Future, Herald, Past and Vox keywords, which makes them versatile when building your force with this duo as your centerpiece.  Shaping Destiny should come in handy against opponents who rely heavily on any of the big three powers from the damage slot: Probability Control, Outwit, and Perplex.  Valuewise, Booker and Liz have consistent damage values and their attack values never drop below a 10 until the last three clicks.


In the world of BioShock Infinite, no sin may evade the gaze of the Boy of Silence.  This holds especially true for the HeroClix version of this character, which Booker DeWitt encounters several times throughout his journey in Columbia!

Boy of Silence comes in at 50 points and has an Improved Movement ability called Silent Steps, which lets him ignore hindering terrain when moving.  Boy of Silence also has a range of six squares and two targets.

In addition, Boy of Silence has the Founders team ability, which reads: “At the beginning of your turn, choose a single opposing character within line of fire of any one character that can use this team ability; all friendly characters using this team ability modify their attack value by +1 when attacking the chosen target this turn. Uncopyable.

The senses-enhancing helmet worn by Boy of Silence is represented by a special power on the first three clicks called Waiting for the Noise.  This special power lets Boy of Silence use Charge, Quake, and Stealth.  Additionally, the futility of attacking Boy of Silence is represented in the defense slot as Toughness on all but the first click.  On its last three clicks, Boy of Silence has sounded its alarm and its piercing scream is represented as Pulse Wave.  You’ll want to note that Boy of Silence’s attack and defense values rise the deeper it moves into its dial.

At 50 points, Boy of Silence makes an interesting teammate for Booker and Liz, with whom they share the Founders and Herald keywords.  (Boy of Silence also has the Monster keyword.)

An easy, even 300-point force could see Booker and Liz manipulating three Boys of Silence, with the latter taking the point as the force advances on the battlefield and reaping the benefits of the +1 attack modifiers from the Founders team ability.  Meanwhile, Booker and Liz’s Murder of Crows special power can create the hindering terrain the Boy of Silence needs for Stealth, until it’s time for him to Charge and then Quake.

Feel free to push the Boy of Silence onto his 18 defense clicks, which can be modified to 19s thanks to some Perplex from Booker and Liz.  Or have Booker and Liz modify the Boy of Silence’s attack value to make sure that Pulse Wave attack hits. (Just make sure Booker and Liz stay out of the Pulse Wave range!)

Thanks for reading!  Join us again when we reveal more secrets from Columbia in the BioShock Infinite HeroClix set due in stores this June!  Until then, may all your Impervious rolls be successful!