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DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land Grand Prize: The Batcave!

Greetings HeroClix Fans!

As we enter the final month of the DC HeroClix: Batman No Man’s Land Organized Play series, we take you below Wayne Manor to The Caped Crusader’s subterranean base of operations The Batcave!  Few know of The Batcave’s existence and even fewer know its location.  However, the winner of your store’s No Man’s Land Month Six OP event will receive The Batcave HeroClix Resource as a grand prize!

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The Batcave can be played at two point costs.  When played at 85 points, The Batcave is assigned to a character when you build your force.  The character can be assigned the Utility Belt resource with up to six Utility Belt Items and a Utility Belt Costume at no cost.  For 10 points each, The Batcave can be assigned to additional characters.  Finally, when played at 85 points The Batcave adds Batcave Computer to your force.

In addition, The Batcave can be played at 100 points.  When played at this point cost, Batcave Computer and Alfred Pennyworth are added to your force.  The Batcave can’t be assigned to either Batcave Computer or Alfred Pennyworth.

When playing The Batcave, it must be placed in your starting area.  It can’t otherwise move or be placed by any game effect.  Each square occupied by The Batcave is considered to be clear terrain.  The Batcave Computer and Alfred Pennyworth are considered to occupy all the squares occupied by The BatcaveBatcave Computer and Alfred Pennyworth are separate characters and can be given actions during your turn.  Both characters can make attacks (and be attacked) from any square occupied by The Batcave.  You must defeat Alfred Pennyworth (if he is on your force) and Batcave Computer before you score Victory Points for The Batcave.  When The Batcave is defeated, remove it from the game.

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Both the Batcave Computer and Alfred Pennyworth have their own combat dials; we’ll go over those in detail later.  The Batcave also has Offense and Defense dials.  At the beginning of your turn roll a d6 that can’t be rerolled.  Click both Offense and Defense dials that many times to the right.  All characters assigned The Batcave can use the powers and abilities shown on the Offense dial.  Opposing characters, on the other hand, can’t use the powers and abilities shown on the Defense dial if they target a character assigned The Batcave or are targeted by a character assigned The Batcave.  The Defense dial may also show a special power that modifies an opposing character’s combat values if they target an opposing character assigned The Batcave.

So let’s take a look at Alfred Pennyworth’s combat dial!

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Alfred Pennyworth begins play with an attack value of 10 and a defense value of 16.  He also has a special power in his damage slot called Fully Stocked ER.  This special power lets Alfred Pennyworth use Support.  When he does, he can heal a friendly character even if he or the friendly character is adjacent to an opposing character.

Once Alfred Pennyworth is off his top click, he retains Fully Stocked ER and gains Willpower for the remainder of his dial.  Support replaces Fully Stocked ER on his last two clicks.  On his last click, Alfred Pennyworth gains another special power in his speed slot called Come Alfred, I Need You.  This power reads, “Give Alfred Pennyworth a power action.  Place a DC 12 Batman FF Set icon-02 #031 or DC 12 Batman FF Set icon-01#005 Alfred Pennyworth from outside the game in a square adjacent to The Batcave on click #3.  The Batcave is assigned to that character at no cost.  After actions resolve, deal this character 1 unavoidable damage.

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The Batcave Computer has a range of eight squares and the Sharpshooter combat ability.  It also has a trait called Security Defense System.  With this trait, Batcave Computer can’t be targeted by opposing characters more than four squares away.  Also, Batcave Computer’s combat values can’t be modified or replaced.  When other friendly characters are on the map, the Batcave Computer may only attack adjacent characters and characters that have attacked it since its last turn.  When all other friendly characters have been defeated, Batcave Computer may target opposing characters regardless of range or line of fire.  Finally, Batcave Computer can’t be healed.

Batcave Computer begins its dial with two clicks of Penetrating/Psychic Blast and a pair of 11 attack values.  It also starts with two clicks of Invulnerability and a pair of 17 defensive values.  In its damage slot Batcave Computer has Shape Change on its first click and a damage value of 4.  Starting on its second click, Batcave Computer gains a short run of Plasticity but loses Shape Change.  A short run of Toughness replaces Invulnerability starting on Batcave Computer’s third click.

Mid-dial, Batcave Computer gains a special power called Controlled Explosion, which lets it use Pulse Wave.  When it does, friendly characters named “Alfred Pennyworth” are not affected by this use of Pulse Wave.  On the back end of Batcave Computer’s dial, it regains Plasticity for two clicks, then picks up Quake on its last two attack slots.

Both Batcave Computer and Alfred Pennyworth have the Batman Ally and Hypertime team abilities.

Again, The Batcave HeroClix Resource is the grand prize for the winner of your store’s No Man’s Land Month Six OP event.  We hope you’ve enjoyed playing in the No Man’s Land Organized Play series!

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DC HeroClix: No Man's Land organized play Preview

DC HeroClix No Man’s Land: Robinson Park!

Greetings HeroClix Fans!

Three down, three to go!  We begin the home stretch for DC HeroClix: Batman No Man’s Land Organized Play by taking a look at the territory up for grabs during month four, Robinson Park!  Maps for Robinson Park are included in the Month Four OP kits for the No Man’s Land OP series.  Like the three previous maps in the series, Robinson Park features pre- and post-quake sides.  (Click on images below to enlarge.)

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Robinson Park (pre-quake) is an outdoor setting that features an abundance of trees, bushes, and a few well-placed benches which provide hindering terrain.  Both starting areas have some foliage within their boundaries but not enough to become a true hindrance.  Near the center of the map is a gazebo which provides a small elevated platform for ranged attacks.

Another piece of elevated terrain appears near the gazebo in the form of the roof of an enclosed botanical garden.  Water fountains are also found near both elevated structures and offer small sections of water terrain.  On the opposite side of the map from the botanical garden are a wooden foot bridge and a small pond that provides more water terrain.  Nearby, a pair of statues offers some blocking terrain.

DC2012_RobinsonParkPC-Map

Robinson Park (post-quake) retains most of its basic layout but now drawing lines of fire becomes a lot trickier.  Several sinkholes have formed on one end of the map and have ravaged the starting area on that portion of the map.  Now, the majority of the map that was considered elevation level 1 is now level 2.  The sinkholes are now designated as elevation level 1.  The roofs of the gazebo and botanical garden are now elevation 2.  Some of the sinkholes also contain small sections of water terrain.

Poison Ivy’s green thumb is evident throughout Robinson Park as strange plants have sprouted and provide blocking terrain.  The pond near the foot bridge is nearly devoid of water.  Bizarre roots and vines snake their way across the pathways, creating a nightmarish landscape in which to traverse.

Like the other maps in the No Man’s Land OP series, Robinson Park has a suggested scenario that is included on the instruction sheet for the Month Four OP kit.  The scenario reads:  QUAKE: At the end of each player’s turn, that player rolls 2d6.  On a result of 3 or less, replace this map with the Robinson Park (post-quake) map.  Characters are placed in the same square they currently occupy on the new map.  Any character that now is illegally placed is dealt one (1) unavoidable damage and is moved to the next closest square(s) it can occupy by its controller.

Again, prior to the event players must declare their allegiance to one of the six No Man’s Land gangs:  GCPD, Batman, Joker, Two-Face, Killer Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered Robinson Park for their gang and tags that location on the laminated Gotham City map with their Gang Token.  It seems the Joker’s Gang is currently in the lead on our global No Man’s Land Gotham City map but can they capture Robinson Park?  Stay tuned!

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us in a few weeks when we tour another territory in Gotham City!

 

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DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Renee Montoya and the Question!

Greetings HeroClix Fans!

The mean streets of Gotham City beckon again for this week’s DC HeroClix: Streets of Gotham preview as we visit with a former detective from the Gotham City Police Department:  Renee Montoya and her secret identity, The Question!  First up, let’s take a look at #015a Renee Montoya’s dial! 

Renee Montoya hits the battle map with a trait, appropriately titled Partners, which represents her time spent with Detective Harvey Bullock.  With Partners, when a friendly character named Harvey Bullock is adjacent to Renee Montoya, they both modify their attack values by +1 if not already modified by this effect.

Coming in at 40 points, Renee Montoya begins her dial with Defend as she lends her defensive value to adjacent friendly characters.  In her damage slot, Renee Montoya starts with a special power that represents her work to bring down the organized crime families in Gotham City.  With Divide the Enforcers from the Bosses, opposing characters within six squares can’t be given an action to use Leadership or the Carry ability.  Divide the Enforcers from the Bosses appears on each click of Renee Montoya’s dial.

As a member of the Gotham City Police Department, Renee Montoya has the Police team ability.  Once Renee Montoya is off her top click, she gains Plasticity in her speed slot to keep adjacent opposing characters from fleeing.  Defensively, Renee Montoya switches from Defend to Willpower as she anticipates a showdown with Two-Face.

On the last two clicks of Renee Montoya’s attack slot is a special power, Alter Ego: The Question, which allows her to switch to her costumed identity!  Let’s take a closer look at The Question!

The Question comes into play at 55 points and begins her dial on click number six.  The Question also has a 40-point starting line on click eight that is only used when she is brought into play via #015a Renee Montoya’s Alter Ego: The Question special power.

After Harvey Bullock was promoted to lieutenant and the death of her next partner, Crispus Allen, Renee Montoya left the police force and eventually became The Question.

 

The Question begins play with a trait, Asking Questions, which showcases her status a detective who operates outside of the law.  With Asking Questions, The Question does not possess the Police team ability.  At the beginning of your turn, The Question can use Smoke Cloud as a free action, but can only place one hindering terrain marker.

A click of Stealth starts The Question’s dial as she covertly operates from the shadows.  Defensively, The Question starts with a click of Combat Reflexes and has Probability Control in her damage slot as she takes investigative action.  Stealth makes way for Leap/Climb on The Question’s second and third clicks as she travels to Kandaq and back to follow up on some leads regarding Intergang.  On those same clicks, The Question drops Combat Reflexes in favor of Willpower as she honors her mentor, Charlie Szasz.  Close Combat Expert replaces Probability Control and represents The Question’s combat training under Richard Dragon.

The Question’s fourth and fifth clicks are identical to her first two.  However, on her last click she gains Flurry as she goes down fighting.  The Question also picks up Outwit in her damage slot.

Another thing worth noting is that Renee Montoya and The Question are all the same figure, but some of the figures will possess the Renee head sculpt:

while others will possess The Question head sculpt:

Either way, both figures play exactly the same (with double-sided cards and dual-dials).  Both Renee Montoya and The Question can make ranged attacks up to five squares away.  They also have the Detective, Gotham City, and Police keywords to aid in theme-team building.

Thanks for reading!  Please join us next time as we reveal more secrets from upcoming HeroClix releases!

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DC HeroClix: Batman Preview

DC HeroClix Batman: Red Robin!

Greetings HeroClix Fans!

Welcome back to another preview from the DC HeroClix: Batman set.  Today we visit a hero who deduced the Caped Crusader’s secret identity and became his sidekick.  Today’s preview then eventually struck out on his own and changed his identity to lead the latest version of the Teen Titans; we are pleased to present Tim Drake, Red Robin!

Red Robin possesses a trait called I Know Bruce’s Tricks, which allows him to use Stealth if he is within 8 squares of another character that possesses the Batman Ally team ability.  (Note that this trait doesn’t specify that a figure must be friendly for this to work!)

On his opening click, Red Robin possesses a click of Toughness to protect him from some damage while Leadership allows Red Robin get his team into position with the potential to add another action to your action pool as well as remove an action token from an adjacent friendly figure.

After than initial click, Red Robin takes himself into battle.  Running Shot with the Flight combat ability will help him work around the Stealth granted by his trait as he rushes into battle.  A 4 range may be on the shorter side, but it will get him close enough to the action to set up the back end of his dial.  Perplex will allow Red Robin modify a combat stat where it will do himself or his team the most good.  Defensively, Red Robin has a special power called My Wings Will Protect Me that allows him to use Energy Shield Deflection, and if targeted by a range combat attack, Toughness as well.

Towards the end of his dial end, Red Robin gains Flurry on every click as he engages his opposition, while some more Toughness helps protect him from damage.  Red Robin also has a couple of clicks of Outwit to deprive an opposing figure of a key power.

Red Robin possesses the Teen Titans team ability to allow him to heal himself or an ally using this team ability.  The Batman Family, Detective, Teen, and Teen Titans keywords will provide plenty of theme team options for Red Robin to be put on.  At only 80 points, Red Robin brings a solid array of support powers, and will make an excellent secondary attack piece as he backs up his team’s heavy hitters!

Thanks for joining us and be sure to come back soon as we preview more figures from  the upcoming DC HeroClix: Batman set!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: Robin and Nightwing!

Greetings HeroClix Fans!

For today’s DC HeroClix: 10th Anniversary preview, we take a closer look at two heroic identities used by Dick Grayson after Bruce Wayne took him on as his crime-fighting partner.  First up, please welcome Robin!

 

Robin comes in at 52 points and has a range of six with one target.  His dial features Leap/Climb on every click of his movement slot as he swings through Gotham City.  Robin’s attack slot begins with three clicks of Incapacitate and ends with two clicks of Smoke Cloud.  Defensively, Robin starts with two clicks of Willpower.  Mid-dial, he switches to Combat Reflexes to show that he’s been trained by the best.  His last two clicks feature no defensive powers.  In his damage slot, Robin sports Enhancement on all but his last two clicks.

As added protection, Robin has the Batman Ally team ability, which lets him use Stealth.  He also has a handful of keywords that provide options when incorporating him on themed teams.  A full dial of Leap/Climb and three opening clicks of Incapacitate make Robin an excellent tie-up character for your heavy hitters.

Finally, Robin has a trait, Battlefield Promotion: Nightwing, which allows him to upgrade into his current heroic identity when he hits one or more opposing characters and receives a Promotion Token.  When Robin receives a Promotion Token, he may then roll a d6 that can’t be rerolled.  If the result of the roll is 8 or higher, replace him with #007 Nightwing on the same click number.

Nightwing weighs in at 94 points and has the Improved plus on his base.  His card shows that he has an Improved Movement ability, Acrobat, which allows him to ignore hindering terrain and characters while moving.  In addition, Nightwing begins play with a trait, A Leader on any Team, which makes him a wild card.  (He also possesses the Batman Ally team ability.)  When you reveal your force, choose a friendly character’s keyword and Nightwing possesses that keyword for the rest of the game.  In addition, Nightwing can use Leadership but only removes action tokens from characters using a team ability that Nightwing can use.

Nightwing begins with the combination of Charge and Quake on the first three clicks of his dial.  In his defense slot, he starts with two clicks of Combat Reflexes to show his years of experience as a crime fighter.  On his third click, Nightwing switches to Willpower to let his opponents know that he has stamina like the Dark Knight!  In his damage slot, Nightwing starts out empty but then picks up Perplex on his next two clicks.

On the back half of Nightwing’s dial, he trades Charge for three clicks of FlurryCombat Reflexes returns for two more clicks before making way once again for WillpowerQuake reappears on Nightwing’s last click while Outwit occupies his damage slot for his last two clicks.

Nightwing has a handful of keywords that make team building a snap.  His point value and combat values make him an ideal close-combat attacker and his trait transforms him into a valuable member of many different teams.

That’s all for now!  Join us again next week as we unveil new secrets and surprises from upcoming HeroClix releases!

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DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversay: Catwoman!

Greetings HeroClix Fans!

We continue our series of previews for the DC HeroClix: 10th Anniversary set by highlighting Gotham City’s classiest cat burglar and an on-again, off-again love interest of the Caped Crusader.  Please welcome Selina Kyle, aka Catwoman!

The 10th Anniversary Catwoman’s dial is inspired by her DC HeroClix: Unleashed counterpart and comes in at 35 points.  This anniversary version of Catwoman starts with a click of Stealth in her movement slot to show that she’s a thief at heart.  She then drops Stealth and gains Leap/Climb on her next three clicks as she makes the purrfect getaway!

In her damage slot, Catwoman bares her diamond-tipped claws (Exploit Weakness) on all but her last two clicks.  Defensively, Catwoman starts with two clicks of Willpower, then follows up with two clicks of Super SensesCatwoman’s last two clicks are unusual in that her movement, attack, and damage values are zeroes.  However, Catwoman also has Regeneration on both clicks to help her stay in the game.

You’ll want to keep Catwoman around long enough to use her Battlefield Promotion: Catwoman trait.  When Catwoman hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on Catwoman’s character card.  On a result of 8 or higher, replace #008 Catwoman with #015 Catwoman on the same click number.

Catwoman has a range of two and has the Animal and Batman Family keywords.  At only 35 points, she leaves plenty of room on a force for other attackers and support characters.

Now that we’ve seen the Golden Age version of Catwoman, let’s take a look at her Modern Age counterpart!

 

This version of Catwoman comes in at 68 points and, like #008 Catwoman, has a range of two.  She also begins play with a trait, Bad Luck When I Cross Your Path, which prevents other characters who are assigned a relic or a resource and are within six squares of Catwoman from using the effects of the relic or resource.

Catwoman begins her movement slot with three clicks of a special power, Burglar, which lets her use Leap/Climb and Stealth.  Burglar is followed by three clicks of regular use of Leap/Climb.  In her attack slot, Catwoman keeps her claws sheathed until she reaches the middle of her dial.  At that point, she picks up two clicks of Blades/Claws/Fangs to potentially dish out extra damage to anyone foolish enough to get near her.

Defensively, Catwoman starts with two clicks of Super Senses as she stays three steps ahead of her opponents.  Mid-dial, Catwoman shows that she’s a ferocious fighter via three clicks of Combat Reflexes.  On her last click, Catwoman gains Regeneration as she calls upon one of her nine lives to keep her in the fight.  Two clicks of Close Combat Expert bookend the front and back of Catwoman’s dial and represent her training from Wildcat.  Mid-dial, she switches to Outwit just to show that she’s smarter than you.

Catwoman has the Calculator team ability, which makes her a Wild Card, and the Birds of Prey, Gotham City, and Martial Artist keywords.  At 68 points and with a trait that prevents other characters within six squares from using a relic or a resource assigned to them, Catwoman makes a great choice for many teams.

Thanks for reading!  Join us next week as we continue with even more exciting HeroClix previewsUntil then, keep on Clixing!

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DC HeroClix: Batman Preview Prime Figures

I Shall Become a BAT – Batman, the Caped Crusader!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: Batman set continues today with a closer look at Batman and some of his winged friends!

Batman begins play with a trait, Flock of Bats, which plays into his analysis that criminals are a superstitious cowardly lot who are fearful of the image of a bat.  To use Flock of Bats, give Batman a free action to attach an adjacent Flock of Bats to his base or remove an attached Flock of Bats and place it in an adjacent square.  When a Flock of Bats is attached, Batman can use its special power but the flock does not return to your starting area after the special power is used. If Batman is KOd with a Flock of Bats attached, place any attached Flock of Bats in an adjacent square before removing him from the game.

We’ll go into more detail later about what each Flock of Bats can do but for now let’s not keep the Dark Knight waiting and take a look at his dial!

Batman clocks in at 88 points.  He also has a 60-point starting line on his fourth click that is used when he is brought into play via #002 Bruce Wayne’s Alter Ego: Batman special power.  Batman also has the Improved plus on his base and his character card shows that he has an Improved Movement combat ability titled I Will Be Where I’m Needed.  This ability allows Batman to ignore elevated terrain, hindering terrain, and characters while moving.

Batman has a range of six and can target a single character with his ranged attacks.  However, Gotham City’s protector starts his dial by taking the fight up close with three clicks of Charge in his movement slot.  His attack values stay consistent throughout his dial, never dipping below a 10. Mid-dial, Batman gains two clicks of Quake to let his foes know that he will never be outnumbered! Defensively, Batman has the Indomitable combat ability and starts with four clicks of Combat Reflexes.

Batman’s damage slot starts with two clicks of Outwit to show that he’s smarter than Gotham’s criminal element. He then gains two clicks of Perplex to represent his preparedness in fighting crime.  Finally, Batman ends his dial with two clicks of Close Combat Expert to show his superior fighting skills.

This version of Batman has the Batman Ally team ability and only one keyword (Batman Family) but is an excellent addition to any force.

What’s this?  A black bat has just flown through the window!  A creature of the night! It must be part of the Flock of Bats (Black) that can attach to BatmanFlock of Bats (Black) costs 13 points and has a trait, Small, But Annoying, which prevents it from using the Carry ability.  The Flock of Bats (Black) has Plasticity in its movement slot and a special power in its damage slot, Shadow of the Bats.  When Flock of Bats (Black) is given a power action to use Shadow of the Bats, until the beginning of your next turn, squares that are adjacent to this Flock of Bats are hindering terrain for line of fire purposes.  When this special power is used, at the beginning of your next turn place this Flock of Bats in your starting area.

Whew!  That was interesting! We’ll take a look at another Flock of Bats later but now let’s turn our attention to The Caped Crusader!

The Caped Crusader is a Prime character, as noted by the green ring around his base and the green background on his character card.  Prime characters take the Unique game mechanic to another level in that you may only field ONE Prime character per force regardless of the build total.

Weighing in at 139 points, The Caped Crusader has an Improved Movement ability, My Surroundings Can Be Advantageous, which allows him to ignore elevated terrain, hindering terrain, and characters while moving.  The Caped Crusader also has a pair of traits.  The first trait, Allies in Darkness, allows The Caped Crusader to begin the game with a Flock of Bats attached to his base at no additional cost.  While at least one Flock of Bats is attached to The Caped Crusader, he can use Super Senses.  You may give an attached Flock of Bats a move action to detach from The Caped Crusader and move on the map.  When The Caped Crusader has less than three Flocks of Bats attached, the Flock of Bats may end its move in the same square as The Caped Crusader; if it does, the Flock of Bats attaches to The Caped Crusader.

The second trait, I Shall Become A Bat, allows The Caped Crusader to take a free action and switch places with any unattached Flock of Bats on the map, even if the Flock of Bats didn’t start the game attached to The Caped Crusader.

The Caped Crusader starts his dial with Charge and an attack value of 12. He has a range of five and can target two characters with his ranged attacks.  Defensively, The Caped Crusader has the Indomitable combat ability and a full run of Toughness on his dial to represent his Kevlar, Titanium weave body armor.  In his damage slot, The Caped Crusader starts with two clicks of Exploit Weakness.

On The Caped Crusader’s second click, he loses Charge but gains a special power in his attack slot, The Bats Obey Me.  To use this special power, give The Caped Crusader a power action then give up to three unattached Flock of Bats move actions as free actions.  The Bats Obey Me appears on The Caped Crusader’s second, fourth, and sixth clicks.

Mid-dial, The Caped Crusader gains Running Shot and drops Exploit Weakness in favor of Probability Control. On his next click, Probability Control is replaced by Close Combat Expert to show that The Caped Crusader has other ways to hurt you aside from utilizing pressure points.

As we reach the back end of The Caped Crusader’s dial, we see that he retains Close Combat Expert and regains Charge.  On his last click, Probability Control returns and Charge makes way for Flurry as The Caped Crusader uses everything he has to vanquish his foes!

The Caped Crusader naturally has the Batman Ally team ability and an array of useful keywords to make his inclusion on any force that much easier.

But what have we here? A brown bat and a grey bat flying together!  It’s an omen!  These must be members of the Flock of Bats (Brown) and Flock of Bats (Grey)!  Both Flock of Bats (Brown) and Flock of Bats (Grey) have the Small, But Annoying trait, which prevents them from using the Carry ability.  Flock of Bats (Brown) comes in at 15 points while Flock of Bats (Grey) costs 18 points. (click on images below to enlarge)

 

 

 

 

 

Flock of Bats (Brown) has Super Senses in its defense slot and a special power, I Shall Become…, which comes into play when the Flock of Bats is given a power action.  Until the beginning of your next turn, characters adjacent to this Flock of Bats who can use Stealth modify their attack value by +1.  Flock of Bats (Grey) has Poison in its attack slot and its special power, Cowardly and Superstitious, activates when the Flock of Bats is given a power action.  Until the beginning of your next turn, before any opposing character adjacent to the Flock of Bats may be given a power action, roll a d6.  On a result of 1-3 place an action token on that character.  If the character may still be given a non-free action, it must continue to be given it.

Like Flock of Bats (Black), when Flock of Bats (Brown) and Flock of Bats (Grey) use their special power, they’re placed in your starting area at the beginning of your next turn.

That’s all we have for today!  Please join us next time as we reveal more secrets from upcoming HeroClix released.  Until then, keep your Clix guano-free and off their K.O.’s!

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DC HeroClix: Batman Preview

DC HeroClix: Batman – Bruce Wayne and Batman!

Greetings, HeroClix fans!

We are pleased to continue our series of exclusive previews for the DC HeroClix: Batman set by spotlighting Gotham City’s Dark Knight himself, Batman!  First, however, let’s take a look at Batman’s secret identity, Bruce Wayne!

Bruce Wayne comes into play at 60 points, and has a range of six with one target.  He also possesses the Indomitable combat ability.  Bruce Wayne starts his dial with three clicks of Smoke Cloud in his attack slot, which is handy if other figures on your force have Stealth or the Batman Ally team ability.  On those same three clicks but in his damage slot, Bruce Wayne has a special power, CEO, Batman Incorporated, which allows him to use Leadership, Perplex, and Shape Change.  However, when Bruce Wayne uses Perplex, he can only target friendly characters.

As we move off Bruce Wayne’s top click, we see him incorporate his training as the Caped Crusader into his public persona as a rich playboy:  Just Like When I Climbed Rainier (Leap/Climb) appears in his movement slot for two clicks and explains his agility and speed.  In his defense slot, I Try to Spend Some Time in the Gym Every Day (Combat Reflexes) appears for three clicks and explains his acrobatic and self-defense skills.

Perplex appears on Bruce Wayne’s last two clicks while Smoke Cloud makes way for two clicks of a special power, Alter Ego: Batman.  To use this special power, give Bruce Wayne a power action that deals no pushing damage and replaced him with #001 Batman, #001 Batman, or #053A Batman on its orange starting line.  This power can’t be countered.

Bruce Wayne has several keywords (Batman Family, Batman Inc, Celebrity, and Gotham City) that make it easy to add him to many forces.  In addition, CEO, Batman Incorporated makes him an appealing choice as a support character while Alter Ego: Batman allows him to transform into another attacker.

Speaking of Bruce Wayne’s alter ego, let’s take a look at Batman!

 

One of the first things you’ll notice on Batman’s base is the “Plus symbol” to the left of the stat slot that designates him as an Improved character.  On Batman’s character card, the Improved symbol clarifies that he has an Improved Movement (denoted by the running figure) combat ability titled Swingline.  This ability allows Batman to ignore elevated terrain (denoted by the red box), hindering terrain (denoted by the green box), outdoor blocking terrain (denoted by the brown box with the “O”), and characters (denoted by the character base symbol) while moving.  When Batman ignores characters for movement, he doesn’t need to break away and can move into a square adjacent to an opposing character without having to stop.  He also can move through a square occupied by an opposing character.

Batman has the Batman Ally team ability and can be played at 200 and 100 points.  Batman also has a 60-point starting line that is only used when he is brought into play through Bruce Wayne’s Alter Ego: Batman special power.  This Alter Ego starting point is on Batman’s eighth click.  When played at 100 points, Batman begins his dial on click five.  At his 200-point level, Batman hits the battle map with a trait, Team Leader.  At the beginning of the game, choose a keyword possessed by Batman.  All friendly characters with that keyword and a lower point value can use the Batman Ally team ability while Batman is on the map.

With a range of six and one target, Batman begins play by alternating between Charge and Flurry on his first three clicks.  On his fourth click, he sticks to Flurry for all but two clicks on the remainder of his dial.  Charge returns on the two non-Flurry clicks.  In Batman’s attack slot, he starts with a high attack value of 12 but doesn’t utilize any special powers.  Once Batman moves off his top click he gains a special power in that slot, I Will Not Fail Gotham, which modifies his attack value by +1 when he’s marked with one action token.  I Will Not Fail Gotham appears for the remainder of Batman’s dial.

Defensively, Batman possesses the Indomitable combat ability and starts with a click of Toughness to represent his reinforced costume.  He then switches to Combat Reflexes for three clicks before Toughness returns for one more click.  Two clicks of Combat Reflexes highlight the back half of Batman’s dial; he then takes his chances with naked defense values on his last three clicks.  In his damage slot, Batman alternates between Perplex and Outwit for his first six clicks.  Both powers then disappear for two clicks.  Outwit and Perplex return respectively on Batman’s last two damage slots.

Batman’s variable point value, his mix of powers, and his combat values all make him an appealing choice for any force in which you choose to use him.  He also has an array of named keywords that make team building a snap.

Thanks for reading!  Please join us next time as we explore more secrets from the DC HeroClix: Batman set.  Until then, keep your Clix off their KOs!

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DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Batmobile!

Greetings HeroClix Fans!

Today we are very pleased to begin a week of special sneak-peeks into the next DC HeroClix set, Batman! Arriving in stores everywhere this fall, and coinciding with the release of  the next HeroClix Storyline event, DC HeroClix: No Man’s Land, DC HeroClix: Batman introduces the next big game mechanic for HeroClix: Vehicles. 

We know fans are very excited about Vehicles in HeroClix, and these special pieces are definitely going to be the driving (ha! get it?) force behind  some special strategies, tricks, and tactics in the months to come after release.   However, before we take a look at a vehicle from the set, let’s take a moment and familiarize ourselves with the game play mechanics of Vehicles so that we have a better idea of what they will bring to your HeroClix game.

So, what exactly is a Vehicle? 

Vehicles

A Vehicle is a HeroClix character marked with the <Steering Wheel> defense symbol.   Vehicles can be played in one of two modes, Autopilot and Piloted (defined below), each with its own point value.   As with figures with multiple starting lines and/or point values, you must choose which mode the vehicle will be played in when building your force.   

A Vehicle can use the Carry ability, but does not modify its speed value by -2 and can carry up to the maximum number of friendly characters indicated on the vehicle’s base next to the <Standing Man> symbol.  When using the Carry ability, Vehicles ignore the combat symbols of friendly characters.  (Pretty much any friendly character can ride in a Vehicle.) 

Vehicles can use Improved Movement: Hindering Terrain and Characters.  (Easy enough, Vehicles run over terrain that would slow down a character, as well as characters. Vehicles can make ranged combat attacks against opposing characters to whom it can draw a line of fire, even when it is adjacent to an opposing character.  (Much like a colossal figure, Vehicles can shoot out of adjacency.)  A Vehicle can’t be dealt damage through the Mastermind power.

Now let’s have a look at the two ways to play a Vehicle: Autopiloted and Piloted.

Autopiloted Vehicles

When a vehicle in Autopilot mode is given an action, after actions resolve, if the vehicle made an attack during that action, deal it 1 unavoidable damage.  (Pretty simple, if a vehicle makes an attack, it takes a of click damage.  In this mode, a Vehicle acts as an independent character on your force, just like any other figure.)

Piloted Vehicles

A friendly character adjacent to a Vehicle in Piloted mode can be given a free action to become the Vehicle’s Pilot, that is unless the character is another Vehicle or can use Battle Fury (which makes sense: a Vehicle can’t drive a Vehicle, no Battle Fury helps prevent “road rage”.  Beyond that, any adjacent friendly character can be the pilot.)  A Vehicle in Piloted mode may only have one Pilot at a time. A character who becomes a vehicle’s Pilot is removed from the battlefield and placed on the vehicle’s character card; all of a pilot’s powers and abilities are ignored, unless a game effect specifies it activates when the character is a Pilot.  (As per normal HeroClix rules, a character off the battlefield can’t affect the battlefield.  However, there are some Vehicle effects that will allow a Pilot to use its abilities.  More on that in a bit.) 

When a character becomes its Pilot, the Vehicle may not be given an action until your next turn.  (Safety first; the Pilot has to buckle up.)  A Vehicle may also possess additional traits called Pilot Abilities.  When a Pilot matches any prerequisite listed for a pilot ability, the vehicle possesses that trait.  (This is the bit that will allow a Vehicle to use a Pilot’s powers and abilities.  We will look at one of these traits when we look at a Vehicle below.  It is important to note that if there are multiple prerequisites, and the Pilot meets them all, the Vehicle can use them all.)

A vehicle’s pilot can eject from the vehicle and return to the battlefield by giving the vehicle a free action, as long as the character did not become the vehicle’s pilot during the same turn.  When a pilot ejects, place the character in a square adjacent to the vehicle (or the closest unoccupied square it can legally occupy); the character may not be given a non-free action this turn and it may not be given an action to become this vehicle’s pilot again this turn.

The time between a character becoming a Pilot and being ejected is called a Trip.  During a game, different characters may take a trip in a given vehicle.  The same character might take multiple trips with a Vehicle.  Once per Trip, the Vehicle may be given a free action to replace its combat values with any or all of the combat values of its pilot.  (Need a higher attack, defense or damage that the Pilot has? This will help out your Vehicle a bit.)  When you do, the Pilot is dealt 1 unavoidable damage at the beginning of your next turn even if it is no longer the Pilot of that Vehicle.  (This is the price that must be paid for using this ability.)  If the pilot can use Battle Fury, it immediately ejects.  (Again,road Rage is unacceptable.  Even in HeroClix.)

When a vehicle in Piloted mode does not have a Pilot and is given a non-free action, after actions resolve, deal it 1 unavoidable damage.  (As with an Unpiloted Vehicle, there is only so much a Vehicle can do with remote control.  However, it is important to note that while an Unpiloted Vehicle takes damage after an action that results in an attack, a Piloted Vehicle without a Pilot takes damage after any non-free action.)

So what happens to a Vehicle that is K.O.’ed?  It becomes a Wrecked Vehicle, which has its own game effects.  Let’s have a look:

Wrecked Vehicles

When a Vehicle is knocked out, it is Wrecked.  A Wrecked Vehicle is defeated but its figure remains on the battlefield; all of its powers, abilities, and values are ignored and it is considered an Ultra Heavy Object until the end of the game.  (As you can imagine, a destroyed Vehicle doesn’t just disappear.  So it becomes an object that can only be lifted by figures with Super Strength and are over 100 points, and modifies damage by +3.)  If a Vehicle has a Pilot when it is wrecked, the Pilot immediately ejects into a square of its controller’s choosing and is dealt 1 unavoidable damage.  (Getting thrown out of a blowing up Vehicle probably smarts after all.)

So what about the bit where a Vehicle ignores characters for movement?  What kind of extra benefit is there for this on a Vehicle?

Ram

Some vehicles have the Ram combat ability:

Give this character a move action; it may only move along a straight horizontal or vertical path and it can’t change its orientation.  (Easy enough: go straight in the direction the vehicle is pointing and it can’t turn.)  After actions resolve, make a close combat action as a free action that targets all opposing characters that were moved through.  (Some people can dodge an oncoming Vehicle, some can’t.)  Each hit character is dealt this character’s damage value and deal this character 1 unavoidable damage for each 100 points of characters dealt damage during the movement.  (For example: the vehicle we will look at starts with a printed 3 damage.  So each hit character is dealt 3 damage.  And this Vehicle takes 1 unavoidable damage for each 100 points of characters hit.  Hitting a lot of characters or a really big one is bound to dent a fender.)

Now we have an idea of the rules of a Vehicle, let’s take a look at one of them, shall we?  Let’s start with perhaps the most iconic vehicle in the DC Universe, the Batmobile! (click on image to enlarge)

 

Batmobile, like all vehicles, can be played two ways: in Autopiloted mode, which will cost 64 points to add to your force, or Piloted at 119 points.  Both versions have the Batman Family, Gotham City, or Vehicle keywords.  Being able to avoid hindering terrain for movement, as per the vehicle rules, will allow the Batmobile to utilize its Batman Ally team ability to block line of fire to it, without worrying about modifying its speed value.

The Autopiloted Batmobile begins play with a special power called Bat-Tracer that allows the Batmobile to modify its attack by +1 for each time the target character has taken damage from an attack this turn.  Protecting the Batmobile from counter attack is its holocromatic camouflage (Shape Change) allowing it the potential to avoid attacks, and its armored body (Toughness) providing some damage reduction.  On its second click, Batmobile gains a long run of Flurry, allowing it to make two close combat actions for one action.

MId-dial, both Shape Change and Toughness leave the dial as the Batmobile picks up a small run of Energy Shield/Deflection.  Next we see some special powers alternating on the dial as Bat-Tracer departs for now and Targeted EMP shows up.  The Targeted EMP special power allows the Batmobile to use Outwit, but only targeting characters with the Armor, Robot or Vehicle keyword.

End-dial Targeted EMP is replaced by Bat-Tracer, which can be a large asset on this part of the dial, as the Batmobile has reached the lowest attack values on its dial.  As the Batmobile has a 0 range, Combat Reflexes will be a welcome addition to the rest of its dial.

The Autopiloted Batmobile possesses the <Standing Man> 4 symbol, allowing it to transport up to four of your figures around the map, all without the normal -2 penalty to movement from a normal character’s Carry ability.

The Piloted version of the Batmobile, at 119 points, brings something a little different to your force.  The Batmobile begins play with a special power called Look Out! It’s Batman! which allows the Batmobile to use Charge and the Ram ability.  When it uses the Ram ability, modify the attack value of up to three hit characters by -1 until the beginning of your next turn.  This power will give the Batmobile some move and attack options for nearly half of its dial.  A few opening clicks of the Targeted EMP again allows the use of Outwit against characters with the Armor, Robot and Vehicle keywords, and Toughness will provide a bit of damage reduction for the first third of its dial.

Mid-dial, Toughness is replaced by Shape Change,  and the Batmobile trades its move-and-attack special power for Flurry. Near the end of its dial, the Batmobile gives up Shape Change for Combat Reflexes for the rest of its dial.

The Batmobile has a 4 range, as well as the keywords and Batman Ally team ability mentioned above.  The Batmobile possesses consistent combat values, but again a Pilot can be given a free action to let the Batmobile use some or all of its combat values, for a click of unavoidable damage.

We mentioned Piloted Abilities in the description of what a Vehicle can do, and the Batmobile has two:

The first is called Familiar Controls.  It has the following prerequisites to use it: the Pilot must have the Batman Ally team ability or Batman Family keyword.  When the Batmobile replaces its combat values with the combat values of its pilot, modify any replaced combat value by +1.  This can go a long way to improve the already decent values of the Batmobile.

The second Piloted Ability is called Batcomputer Link.  The prerequisites for its use are: the Pilot must be named Alfred Pennyworth, Batman, Red Robin, Robin, or Nightwing.  For one of these figures as the Pilot, the Batmobile can use any standard damage power possessed by its pilot.

Keep in mind that any friendly figure can be made the Pilot of the Batmobile, you just get the greatest “Batmobile for your buck” when you use #001 Batman or #017 Robin.

As you can see, Vehicles are going to add a whole new level of strategic and tactical play to your HeroClix games, and introduces a mechanic long-awaited by fans! That is all for today, but be sure to come back later this week as we continue our special sneak-peeks into DC HeroClix: Batman.   We continue by turning a spotlight on Gotham City’s most eligible bachelor, and then even later in the week we follow up with a new game mechanic introduced in the 2012 rulebook– Wait, what’s that?  It sounds like…Bats?