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DC HeroClix: The Flash Preview

DC HeroClix The Flash: Flash and Bizarro Flash!

DC15-Flash-logo

 

Greetings HeroClix Fans!

In the upcoming DC HeroClix: The Flash set, we all get to jump in to the Speed Force. In today’s previews one Flash is not enough!

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The Flash come at us with some Improved Movement and can ignore elevated terrain. The Flash has a trait called Speed Force; every time The Flash moves at least one square and hits one or more adjacent characters, you may place a Speed token on his card after actions resolve. You may also increase The Flash’s speed value by the number of Speed tokens on this card.

What are Speed tokens good for?

Faster Than Thought is the other of The Flash’s traits and will allow him to use Super Senses. Once per turn, you may remove a Speed token from this card to reroll one of his Super Senses rolls.

The Flash has a special power called Flash Fact. As you build up Speed tokens on The Flash’s card he will gain the use of additional powers. So when The Flash has at least 2 Speed tokens, he can use Empower. If he has at least 3 Speed tokens, he can use Enhancement. If he has at least 4 Speed tokens, he can use Probability Control. These are powers that The Flash can use and they do stack based on the number of Speed Tokens on his card.

The Flash starts out with a 13 movement value and Hypersonic Speed; don’t forget he can still ignore elevated terrain. He has an 11 attack with 3 damage value which is good enough to punch through Invincible or Impervious. For defense The Flash can share his natural 18 with his fellow friends through the use of Defend.

The Flash’s movement switched between Hypersonic Speed and Charge with his movement value modified by the number of Speed tokens on his card. His traited Super Senses will come in handy while using Defend, Combat Reflexes, or Willpower.

The Flash will cost you just 130 points and has the JLA as well as the Police team abilities. When building a themed team The Flash can be added to any Central City, Justice League, Police, Scientist, or Speedster teams.

What would happen if Bizarro cloned Barry Allen…? Well me am Bizarro Flash.

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The uncommon Prime figure has the Speed Force trait and is able to gain tokens and increase his speed value. Bizarro Flash’s other trait called Slow Force allows him to gain Speed tokens in a much different way. At the end of your turn, if Bizarro Flash missed all his attacks this turn, place a Speed token on his card.

How do the Speed tokens help Bizarro Flash?

Bizarro Flash’s attack special power called Slow Dowwwwwwwwn will allow Bizarro Flash to be given a free action and remove a Speed token from his card. If you do, other characters within 8 squares can’t use Hypersonic Speed until your next turn. The other special power on Bizarro Flash’s damage slot is called Picking Up The Pace and shows up in his mid to late dial. This will allow Bizarro Flash to use Flurry and Close Combat Expert. Remove a Speed token from this card and you may activate Close Combat Expert with a close combat attack this turn.

Starting from the beginning Bizarro Flash can use Sidestep, Toughness and Perplex that switches to Outwit on click 2. Mid dial he can use Charge which does overlap with both special powers and Super Senses.

If Bizarro Flash was on click 4 and had at least 1 Speed token on his card, his attack would look something like this. Bizarro Flash could be given a power action to use Charge and move up to 5 squares. He has a movement of 8 which you would half to 4 and then modify by +1 for his Speed token. Charge will allow Bizarro Flash to be given a close combat action as a free action in which he could use to activate Flurry. Bizarro Flash would make his first close combat attach and then Flurry will allow Bizarro Flash to make a second close combat attack as a free action. During the second attack he could remove the Speed token to activate Close Combat Expert. If Bizarro Flash hits with either attack he would gain a Speed token but also if he missed with all attacks, based on his Slow Force trait, he would gain a Speed token.

On click 6 Bizarro Flash would be able to use Hypersonic Speed, Precision Strike and his special Pick Up The Pace power. Hypersonic Speed allows you to give Bizarro Flash a power action and during his movement make a close combat attack which if he had a Speed token could be used to active Close Combat Expert.

Bizarro Flash finishes out his dial with Hypersonic Speed, Precision Strike, Impervious and Outwit. Bizarro Flash has the Monster and Speedster keywords and an impressive amount of damage output for a mere 111 points.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Flash set. Until then, Shape Change for the Win!!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Aquaman, Cyborg, Green Lantern, and the Flash!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!

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Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might.  Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.

Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage.  This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.

Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.

If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.

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Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn.  This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.

Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.

When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.

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Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can ImagineAnything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn.  Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.

Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.

When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.

050-TheFlashThe Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super SensesThe Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.

The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape ChangeThe Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.

When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.

Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Justice League Team Base!

Greetings HeroClix Fans!

Welcome to another team base preview from the upcoming DC HeroClix: Teen Titans set!  Today we travel to the Watchtower to take a look at the Justice League team base!

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First off, Justice League can be played at three point values:  565, 365 and 265 points.  Justice League has only the Justice League keyword but three team abilities:  Justice League, Superman Ally, and Batman Ally.

Justice League has two traits, the first of which is “The Founding Members.”  When all members are attached to the Justice League team base, the Justice League’s powers and abilities can’t be countered.  The second trait is called “Watchtower.”  At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team.  Opposing characters with that team ability or keyword can’t use Stealth.

The Justice League team base has a range of 8 squares and starts with Running Shot and a speed value of 12.  An attack value of 12 with Super Strength, a defense of 20 with Impervious, and a damage value of 6 damage with Outwit rounds out the rest of the starting click.  The second click stays the same but without Outwit.  On Clicks 3 and 4, the speed slot gains Phasing/Teleport and the Justice League picks up two special powers: the first is “Truth and Justice,” which prevents opposing characters within four squares from having their combat values modified if the modified value would be higher than the original.  The second special power  allows Justice League to use Defend, Super Senses, and Toughness and is called “We Depend on Each Other.”  In the damage slot Justice League has Shape Change.

At this point in the dial, Justice League is at its 365-point starting line.  Here, the dial starts with Charge and keeps “Truth and Justice.”  Defensively, it picks up Invulnerability.  On click 7, the dial switches to Hypersonic Speed and the team regains Super Strength.  Defensively, it regains “We Depend on Each Other.”  On click 8, Justice League also picks up the use of Perplex.

This is where the 265-point starting line begins.  Justice League has 2 clicks of Running Shot, Super Strength, Impervious, and Perplex. On clicks 11 and 12, Hypersonic Speed returns and the team dial regains “Truth and Justice.”  Its defense is covered by Invulnerability and it regains Shape Change with the possibility of avoiding an attack altogether.

On click 13 Phasing/Teleport returns to movement and defense turns back to “We Depend on Each Other”. Justice League also gains the use of Outwit which will come in handy to counter a power or ability used by an opposing character. On click 14 as well as the next two clicks Super Strength returns. On clicks 15, 16, and 17 Justice League regains the use of Hypersonic Speed and Invulnerability.

On clicks 18 and 19, Justice League’s last two clicks, it has the use of Phasing/ Teleport, “We Depend on Each Other,” and Perplex.

The Asset Dial on the Justice League will provide a wide range of uses depending on which League member(s) you are channeling at the time:

  • Aquaman lets Justice League ignore Shape Change and their attacks can’t be evaded.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Cyborg allows Justice League to use the Sharpshooter ability and modifies their range value by +2.
  • The Flash makes it so opposing characters using Hypersonic Speed modify their attack and damage values by -1.
  • Green Lantern allows Justice League to use Barrier and Telekinesis.
  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  •  Wonder Woman allows Justice League to use Energy Shield/Deflection.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team members that are attached and use their asset ability.

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Later this week we’ll take a closer look at the individual dials of all seven members of the Justice League.  Until then, Shape Change for the win!