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Marvel HeroClix 10th Anniversary Preview

From Yancy Street to Avengers Mansion: The Thing!

Greetings HeroClix Fans!

Welcome back to another exciting preview from the Marvel HeroClix: 10th Anniversary set!  Today we visit Aunt Petunia’s favorite nephew, the ever-lovin’, blue-eyed Thing!

 

The Thing #011 begins play doing what any good Thing should do: running full-steam into battle, using the always useful (and character accurate) Charge.   Super Strength allows him to grab an object on the go and pummel his foe with it!  His Indomitable combat ability will allow him to do it again next turn with no fear of pushing damage, or at the least hit his target again with The Thing’s printed 11 attack and 4 damage!  Impervious helps protect The Thing from his opponent’s attack damage, if not avoid it outright.

Mid-dial, The Thing loses the ability to move and attack for now, and then sees the end of his Super Strength.  Invulnerable takes the place of Impervious, as The Thing continues to reduce damage dealt to him thanks to his rocky hide.

At the end of his dial, The Thing is down to his Indomitable will and his charm as The Thing demonstrates his determination to defeat a foe with Toughness and one last click of Charge.

The Thing pays homage to the veteran Thing #078 from Marvel HeroClix: Fantastic Forces and possesses the Celebrity and Fantastic Four keywords, while the Fantastic Four team ability allows him to heal if a friendly character is using this team ability when they are K.O.’ed.

For 82 points, The Thing is a solid brick type of figure that will leave plenty of room to build around.  As with all of the early-appearance figures in Marvel HeroClix: 10th Anniversary, The Thing possesses a Battlefield Promotion trait that allows him to transform to his modern version.  When The Thing #011 hits on opposing character, you may place a Promotion Token on his character card after actions resolve.  You may roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  If the result is 8 or higher, The Thing #011 may be replaced with Thing #003 on the same click number.

Thing #003 goes into battle the same way as The Thing #011: using Charge and Super Strength to take the fight straight to your opponent!  Thing also has an opening click of Impervious to reduce or avoid attacks.But Thing has something The Thing (#011) didn’t have: Shape Change to represent his “disguise” (consisting of a trench coat and hat!).  On his second click, Thing can still use Charge and now his damage reducer of choice is Invulnerable.  Super Strength is now part of his special power, Lemme Grab Somethin’.  In addition to Super Strength,  Thing can be given a standard light object after he resolves a move action, if he began his move action without an object or action token.

On his third click, Thing sees his last click of Charge.  Lemme Grab Somethin’ is still here, and Impervious returns for a couple of clicks.  Also on this click, Thing sees his first click of Quake, which will be sprinkled though out more of his dial.

Mid-dial, Thing switches things up as Flurry shows up for a few clicks, to allow him to make two close combat attacks.  Thing has his last click of Impervious at this point.  After this, Thing gets back Quake and Invulnerability for two clicks.

At the end of his dial, Thing gains the ability to potentially lock down adjacent opposing characters, or improve the chances of beating a hasty retreat with Plasticity for the rest of his dial.   Thing has his last click of Quake, Invulnerability and Lemme Grab Somethin’.  Thing closes out the last two clicks of his dial with Toughness.

Thing has a host of keywords, to fit on many theme teams, including Avengers, Fantastic Four, Celebrity, Soldier and Brute.  Thing also possesses the Fantastic Four team ability.  At 128 points, with the ability to break through damage reducers on every click, and solid combat values and powers, Thing will be a great addition to whatever force you include him on.

That’s all we have for today, but be sure to join us later in the week as we showcase two generations of hero with a penchant for caerulean Coleoptera!  Until then, keep your clix off their K.O.’s!

 

 

Categories
Chaos War Preview

Inhuman Ally to the Avengers: Crystal!

Greetings HeroClix Fans!

The strongest bonds of love are sometimes forged through adversity.  The subject of today’s Marvel HeroClix: Chaos War preview knows this all too well and originally married Ronan the Accuser as a show of unity between the Inhumans and the Kree.  Please welcome the mistress of the elements, Crystal!

 

Crystal begins play with a trait, Tornado, which allows her to take a power action and select an unoccupied square of clear terrain within her range and line of fire.  She can then use Quake as a free action as if she occupied the chosen square.  Tornado combines with three special powers found on Crystal’s dial, but we’ll get to those soon.

Crystal was once married to the mutant Quicksilver and the two have a daughter, Luna.  To represent Crystal’s time with Quicksilver, she begins her dial with Running Shot and a speed value of nine in her movement slot.  In her attack slot, Crystal’s control of fire is represented as Penetrating/Psychic Blast.  Crystal’s range of seven gives her a decent reach with her ranged attacks.

After Skrulls attacked Attilan, the home of the Inhumans, Crystal and the Inhumans’ royal family traveled to the Kree homeworld to broker an alliance.  Ronan agreed to the union but only if it included marriage to Crystal, who initially was repulsed by the idea.  Eventually, however, the two developed true feelings for one another.  Defensively, three clicks of Barrier at the start of Crystal’s dial represent her romance with the Kree Accuser.

As we move off Crystal’s top click, Running Shot is replaced by two clicks of a special power, Twin Elements: Firestorm.  This power allows Crystal to deal 1 penetrating damage after actions resolve to each character hit by the Tornado trait.  In her damage slot, Crystal gains a run of Exploit Weakness that appears on all but three clicks of her dial.

Mid-dial, Force Blast replaces Twin Elements: Firestorm to show Crystal’s mastery of water.  In her defense slot, her control over earth is represented via Toughness. Crystal also gains two clicks of a special power in her attack slot, Twin Elements: Waterspout, which again works in combination with the Tornado trait.  When Crystal uses Tornado, characters that are hit and have no action tokens are given one after actions resolve.

At the end of Crystal’s dial, she drops Twin Elements: Waterspout in favor of two clicks of Poison, and Exploit Weakness is shelved for a third special power, Twin Elements: Sandstorm.  When Crystal uses the Tornado trait, Twin Elements: Sandstorm scrambles the defensive powers of hit characters so that they use Toughness for the rest of the turn instead of Invulnerability or Impervious.

Crystal has a point value of 105 and a handful of keywords that make team building a snap.  With her trait and trio of special powers, Crystal makes a viable secondary attacker for many forces.

Thank you for joining us!  Please come back next time when we explore more secrets from the Marvel HeroClix: Chaos War set.  Until next time, keep your Clix off their KOs!