Greetings HeroClix Fans!
And welcome back as we continue to explore the upcoming Marvel HeroClix: Wolverine and The X-Men set. Today we dive into a team created out of the X-Universe -Fall of the Mutants story line. Two X-Men recovering from injury, along with a pet dragon, a former mutant-hunting refugee from the future, a mystically empowered hero of England, and his shape shifting girlfriend united to form the British team of super heroes known as Excalibur!
Excalibur can be played at three point costs, 320, 270, or 170 points, bringing their fully loaded point costs to 350, 300 and 200 points when all six characters are attached. The team base has one keyword to build with, Excalibur, naturally. Additionally, the Indomitable combat ability will allow them to act without fear of pushing damage.
Excalibur begins play with an opening click of Charge to take the fight right to their opponent. They also have a special power called Still Crazy After All These Years, which allows them to use Perplex, but only on themselves, and with the stipulation that when you choose the combat value to modify, you roll a d6. On a result of 1, modify the combat value by -1, and on a 4-6, modify it by +2.
On the next click in Excalibur picks up another special power called Cross-Time Caper, allowing the use of Phasing/Teleport. Also, when another character uses Probability Control, the dice are rerolled twice, and then you choose the result from among the two rolls. This power will switch every couple of clicks with Outwit, letting you counter a key power on an opposing figure, for a good length of the dials. Invulnerability will offer some solid damage reduction for this run of the dial. On the last click of this section of the dial, Excalibur switches tactics, now able to use Running Shot, to maneuver to a position to best utilize their 8 range and two targets, or to get the most impact out of their printed 4 damage Pulse Wave. And Toughness will provide a bit of damage reduction.
Click number 5 is the starting point for Excalibur’s 270 point starting line. It begins as before, with Charge, the Still Crazy After All These Years special power, and Invulnerability, but this time, brings a click of Telekinesis, to allow some map manipulation, or an easy way to make range attacks against opposing figures hiding in Stealth. The next couple of clicks also look familiar, changing to the Cross-Time Caper special power, as well as still alternating Outwit with Still Crazy After All These Years, and again, changing from Invulnerability to Toughness, though a click earlier than before. This time, Excalibur again adds something new, this time another special power called Widget! Stop Doing That! This power can be used once per turn when you make an attack roll. If the result of your attack roll is lower than the click number of a target of this attack, that target modifies their combat values by -1 until your next turn. The last click of this section again brings Pulse Wave, Outwit and Toughness to the dial.
The 170 point starting line on Excalibur begins with the same powers as on the 270 point starting line, Charge, the Still Crazy After All These Years special power, Telekinesis and Invulnerability. In fact, clicks 9 through 12 are laid out with the exact same power set as clicks 5 through 8, with the exception of Outwit missing from the last click, but the inclusion of Running Shot.
The last four clicks of Excalibur’s dial have full runs of their Cross-Time Caper and Widget! Stop Doing That! special powers, as well as the addition of Energy Shield/Deflection, to make them harder to hit with range combat attacks. And on their last two clicks, a new power shows up on their dial as Close Combat Expert will allow Excalibur to pummel an opposing figure into submission.
The asset dial on Excalibur offers a good bit of defensive powers, a way to avoid pushing damage, and ways to deal more damage. Captain Britain allows you to not place an action token on Excalibur. Instead, when Excalibur takes damage, after the action resolves, roll a d6 and turn the asset dial that many times to the left. Meggan allows the team the use of her mutant shape shifting power with Shape Change. Nightcrawler brings his heightened reflexes to Excalibur via Combat Reflexes. Phoenix brings a bit of the Phoenix force to her team as she makes it so Excalibur can’t have their powers or abilities countered, and, she modifies their damage value by +1. Shadowcat brings her intangibility to the team with Super Senses. Excalibur also has a special power on the asset dial, referencing the title of their first adventure together, The Sword is Drawn, allowing Excalibur to use Blades/Claws/ Fangs when they make close and ranged combat actions.
As an addition to the Excalibur team base, Lockheed is a SwitchClix figure as well!
This version of Lockheed costs 16 points to play on his own, and has a 5 range with one target and the flight ability. Energy Explosion will allow him to damage multiple foes with one shot, and Energy Shield/ Deflection will make him harder to hit with range attacks. Lockheed also has a special power called My Human, allowing and adjacent friendly figure named Shadowcat or Kitty Pryde to roll a d6 when they are chosen as the target of an attack. If the result is either 5 or 6, she modifies her defense by +2 until your next turn.
Lockheed can be played on the Excalibur team base, with a restriction. He has a trait called Distraction, which allows him to be attached to the Excalibur team, but he can’t be selected for the Solo Adventure ability. Also, as he isn’t on the asset dial due to this, he just allows Excalibur to use Energy Explosion as if they had 1 target.
That is all for today. Be sure to join us on Wednesday as we continue to explore the upcoming Wolverine and The X-Men set, as we check in with a pair of best friends who have fought the future, for and against the Shi’ar Empire, and eventually went back to school to be teachers. Until then, keep your Clix off their K.O.’s!