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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Gen 13’s Fairchild and Grunge!

Greetings, HeroClix fans!

Today we continue our look at the Gen-13 Team Base from the DC HeroClix: Teen Titans set!  In our last article, we previewed the three figures that are packaged with the team base:  #072 Burnout, #073 Sarah Rainmaker, and #74 Freefall.  Now, the spotlight turns toward the last two members of the team, both of whom come in the standard five-figure booster packs.

First up, let’s check out Gen-13’s team leader, Fairchild!

003-Fairchild

When Caitlin Fairchild was first introduced to comic book fans, she was a ninety-pound mousy computer whiz.  Fairchild comes into play with a trait called My Clothes Always Rip & Then Everybody Stares that represents her transformation from a shy bookworm to a superhuman beauty.  My Clothes Always Rip & Then Everybody Stares allows Fairchild to use Shape Change but only succeeds on a roll of a 6.

Fairchild can be played at 100 or 75 points.  She begins her dial with two clicks of Leap/Climb in her speed slot to show her agility.  That’s paired with Super Strength on the same clicks as she shows off how strong she’s become.  Fairchild has the Indomitable combat ability, which allows her to use Willpower, and starts her dial defensively with two clicks of Impervious.  As Gen-13’s team leader, Fairchild starts with Leadership on her first two clicks.

Mid-dial, Fairchild changes up most of her power set.  Super Strength remains for her middle two clicks but Leap/Climb is replaced by Charge, and Leadership is dropped in favor of Exploit Weakness.  On those same two clicks, Invulnerability replaces Impervious in Fairchild’s defense slot.

Leap/Climb makes a return on Fairchild’s last two clicks but Toughness becomes her defensive power as she starts to wear down.  Quake appears on Fairchild’s fifth click as she makes a late-dial attempt to knock back and damage any opposing characters.  Finally, when Fairchild is attached to her team base (#T004 Gen-13) and her image is shown on the Asset Dial, you may use Super Strength.

Fairchild only has one keyword (Gen-13) to aid with theme-team building but is a viable choice for teams that need a heavy hitter, thanks to her early mix of Impervious and Leadership and mid-dial combo of Super Strength, Charge and Exploit Weakness.

This brings us to the final member of the Gen-13 Team Base, the slacker known as Grunge!

034-Grunge

Grunge comes into play at 63 points and, like the rest of his teammates, only has the Gen-13 keyword for theme-team building.  He begins his dial with Phasing/Teleport on the first two clicks of his speed slot as he melds with his surroundings.  Grunge also has the Transporter combat ability, which allows him to use the Carry and Move and Attack abilities.  Super Strength occupies Grunge’s attack slot on the same two clicks.

In Grunge’s defense slot he starts with a special power called Molecular Absorption that represents his ability to take on the properties of anything he touches.  Molecular Absorption lets Grunge use Toughness.  When Grunge successfully attacks an object or a character holding an object or an assigned relic, remove that object from the game.  If the removed object was a heavy object, Grunge can use Invulnerability instead until your next turn.  If the removed object is a relic, he can use Impervious instead until your next turn.

On Grunge’s third click he loses Phasing/Teleport but retains Super StrengthMolecular Absorption also remains in his defense slot.  In his damage slot, Grunge gains Perplex to represent the photographic memory he tries to hide, lest it make him look like nerd.  As we begin the back half of Grunge’s dial, Perplex and Molecular Absorption remain.  However, Steal Energy replaces Super Strength as he absorbs matter to heal himself.

On Grunge’s last two clicks, Steal Energy remains but defensively he gains Regeneration to give him a secondary means of self-healing.  Phasing/Teleport also returns on those two clicks so that Grunge can escape to safety if needed.  But there are also times when Grunge has to stay and fight – or show off to impress either Freefall or Fairchild.  For those times, Grunge has Close Combat Expert on his last two clicks to represent the martial arts skills he’s gained from watching too many action films.

Finally, when Grunge is attached to the Gen-13 Team Base and his image is shown on the Asset Dial, you may use Move and Attack ability.  Grunge has a steady set of combat values and makes an ideal choice if you need a secondary hitter who can also play a support role.  Front-dial Super Strength and Molecular Absorption make Grunge a hard hitter who can remove objects while Perplex allows him to modify combat abilities where needed.

Thanks for reading!  Please join us next week for our next DC HeroClix: Teen Titans previews as we visit a Colony of people who are going Nowhere! Until then, may your Probability Control rolls always be in your favor!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Gen 13’s Freefall, Burnout & Rainmaker!

Greetings, Heroclix fans!

For today’s DC HeroClix: Teen Titans preview, we continue our look at the Gen-13 Team Dial with a few of the team members that are packed with the dial! First off we have their youngest member, Freefall!

074-Freefall

Freefall starts out with her trait I Don’t Know Why, But I Love Grunge which states “During the beginning of your turn, if a friendly character named Grunge took damage last turn, Freefall may be placed adjacent to Grunge and may make a close combat attack as a free action targeting an opposing character that caused Grunge to take damage last turn.”  This allows Freefall to help protect her love, Grunge.

Freefall’s dial starts out with Force Blast and a speed value of 9, Telekinesis with an attack value of 10, and Energy Shield/Deflection with a defense value of 16.  She also starts with Perplex and a damage value of 2.  This combination of powers allows Freefall to help out her teammates.  Later in her dial, Freefall gets Plasticity, Pulse Wave and Exploit Weakness, which allows her to tie up pieces and put the hurting on them as well.

When Freefall is attached to her Team Base (T004 Gen-13) and her image is shown on the Asset Dial, you can use Force Blast and Telekinesis.  For 66 points, you can have Freefall fly around and help out her team.

Next up is Gen-13’s resident hot head, Burnout!

072-Burnout

Burnout flies in with Running Shot and a speed value of 10, Barrier with a defense value of 17, and Ranged Combat Expert with a damage of 2.  He also starts with attack of 10 and a special power called Catch Fire. Catch Fire says that Burnout can use Energy Explosion.  When he does, characters successfully hit are dealt damage equal to the number of times hit by this attack times two.  This allows Burnout to do a lot of damage to multiple figures while taking advantage of his 8 range.  Burnout has this power for his first 4 clicks, giving him plenty of time to put the hurting on the other team.

Burnout also gets Mind Control, Pulse Wave, and Energy Shield DeflectionBurnout is a 76 point damage dealer who doesn’t know how to hold back.  Burnout also attaches to the Gen-13 Team Base and gives Pulse Wave when his picture is shown on the Asset Dial.

Next up, we have Burnout’s closest friend on Gen-13, Sarah Rainmaker!

073-Sarah-Rainmaker

Sarah Rainmaker has an Improved Movement power called Uninhibited, which allows her to ignore characters for movement purposes.  Sarah Rainmaker has Running Shot with a speed value of 9 on her first click.  She also starts with an attack value of 11 with Smoke Cloud and a damage value of 3 with Ranged Combat ExpertRunning Shot quickly changes to Force Blast on Sarah Rainmaker’s dial.

Sarah Rainmaker also has Energy Shield/Deflection most of her dial but ends it with a click of Willpower.  She also gets Energy Explosion at the end of her dial, which lets her take advantage of her range of 7 squares and two targets.  When she is attached to the Gen-13 Team Base, Sarah Rainmaker gives the team Energy Explosion with 3 targets when her image appears on the Asset Dial.

Thanks for joining us today and please check back again this week as we show you the last two members of the Gen-13 Team Dial from the upcoming DC set.  Until next time, keep those dice rolling!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Gen 13 Team Base!

Greetings HeroClix Fans!

Welcome back as we preview another team base from the upcoming DC HeroClix: Teen Titans set!  Today, we go back to the extreme ‘90’s as we check in with a group of teens on the run from a secret government agency, Gen 13!

T004-Gen13

Gen 13 can be played at three point values, 275, 175, or 75 points.  With all five members attached, each adding 5 points to the total, convenient multiples of 100 points are easy to attain, including a nice 300 point modern age force build.  As with all team bases, Gen 13 has only one keyword, Gen 13.  They also have the Flier ability, granting them the Flight and Carry abilities.  And the Indomitable ability will let them act two turns in a row with no fear of pushing damage.

At their highest point value, Gen 13 begins play taking the fight right to the opposition with Charge.  Once in position, Quake will allow them to attack groups of opposing figure in union with Charge, or as a follow up action as granted by the Working Together ability.  Range Combat Expert used with a printed 8 range will allow Gen 13 to cause a significant bit of damage to one opposing figure.  A couple of opening clicks of Invulnerability will allow Gen 13 to reduce damage.  A couple of clicks into their dial, Gen 13 can maneuver about freely with Leap/Climb.  At the same point, Toughness becomes the damage reducer of choice.  Probability Control will allow Gen 13 to alter dice rolls to their benefit.   On the last click of this section of their dial, Gen 13 picks up a special power called Learning to Fight Back.  This special power says that “If Gen13 was attacked last turn, their damage is locked this turn and any damage dealt by them is penetrating damage.”

At the mid-point of the Gen 13 team base dial is the 175 point starting line.  It begins with Running Shot to allow them to move attack with a range attack.  Gen 13 continues with their Learning to Fight Back special power.  Probability Control will cover most of this section of their dial.  Toughness gives way to a couple of clicks of Invulnerability, before reverting back to Toughness.  A couple clicks in, Leap/Climb returns to the dial to again allow Gen 13 to maneuver about the battle field with ease.  On the next click, Incapacitate replaces the special power on their dial.  And on the last click of this section of Gen 13’s dial sees the addition of Close Combat Expert.

Late-dial, Gen 13 now reaches the 75 point (Rookie) level of their team base.   This section of the dial begins with Phasing/Teleport, to get where they need to be with no hindrance on the map.  Incapacitate, Close Combat Expert and Toughness are all still on the dial.  After a couple of clicks, Toughness will be replaced by one final click of Invulnerability, before becoming Super Senses for the rest of their dial.  Also at this point, Gen 13 trades Close Combat Expert for Outwit, also for the rest of their dial.  Half way through this part of their dial, Gen 13 again has Running Shot, to be able to move and attack.  And the special power Learning to Fight Back is also back for the rest of the dial.

The Asset dial on Gen 13 offers options to deal penetrating damage, additional damage, and battle field manipulation.  As with all Team Bases, Gen 13 has the Team icon, allowing it to use the ability of any figure attached, with the provision that you must roll a d6 at the end of your turn to turn the Asset dial.  Gen 13 has a special power called We’re the Next Generation, which allows Gen 13 can use Perplex twice per turn, and when they do, they may only target themselves once per turn.  Burnout lets Gen 13 use Pulse Wave.  Fairchild allows Gen 13 to use Super Strength, allowing them to use objects in close combat attacks, or carry them with the expectation to place them somewhere else when they lose Super Strength.  Freefall gives Gen 13 the ability to use both Force Blast and Telekinesis.  Grunge allows Gen 13 to use the Move and Attack ability, giving them more mobility while attacking.  Sarah Rainmaker lets Gen 13 use Energy Explosion with three targets.

Thanks for joining us for our extreme ’90’s preview! Later this week we will be back with some members of  Gen 13 as we continue to explore more figures from the upcoming DC HeroClix: Teen Titans release!