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DC HeroClix: Superman/Wonder Woman

DC HeroClix: Earth 2 Fast Forces Pack- Green Lantern, Hawkgirl & Doctor Fate

Greetings HeroClix fans, and welcome back to Earth-2! Today, we’re diving a bit deeper in with a few more Wonders of the World, looking at three more figures from the Earth 2 Fast Forces Pack for the DC HeroClix: Superman/Wonder Woman set!

DC HeroClix: Superman/Wonder Woman- Earth 2 Fast Forces Pack- Green Lantern

Up first is Earth 2’s Avatar of the Green, Alan Scott, the Green Lantern! Alan is a 95 point piece, and Indomitable with the Green Lantern team ability, as well as a natural range of 8 squares with 3 targets. He’s a character built to stick and move with Running Shot, Sidestep, and Energy Explosion, while at the same time being built to help his teammates, with Telekinesis and Support. To go along with those support powers is his special damage ability Avatar of the Green, which states that Green Lantern can use Leadership. If he uses it and succeeds, he may remove an action token from any adjacent friendly character, regardless of point value!

DC HeroClix: Superman/Wonder Woman- Earth 2 Fast Forces Pack- Hawkgirl

The second character we’re going to look at is Hawkgirl, who is built to never be in one spot for too long! Her trait, Always In Motion grants Hawkgirl the usage of Sidestep. When she does, and she has no action tokens, her speed value becomes 3 instead of 2 – and while that might seem like an insignificant increase, it can be the difference between being stuck in the open and getting behind cover – or getting next to Green Lantern to make use of his Support power! A flyer with a 4 range, Hawkgirl also possesses the standard powers Charge, Flurry, and Super Senses. On her final two clicks, she has a special power called Can’t Be Caught which grants her use of Combat Reflexes and Super Senses and, when she’s attacked, she may choose that the attack generates knock back and ignores any knock back damage from it— another great way to keep Hawkgirl just out of the reach of her opponents!

DC HeroClix: Superman/Wonder Woman- Earth 2 Fast Forces Pack- Doctor Fate

Finally, we come to the powerhouse of the Fast Forces pack, Doctor Fate. Playable at either 170 points with 9 clicks of life, or 95 points with 6 clicks of life, Doctor Fate brings both the Mystics team ability and a myriad of other abilities to the table that make him a formidable team member. First up is the fact that Doctor Fate has a trait called The Helmet of Nabu which makes use of the special 3D object The Helmet of Fate! Even better – if you do make use of this trait, you can add it to Doctor Fate without paying it’s cost, and it doesn’t count towards your force! In addition to that, when Doctor Fate clears action tokens, you’ll be able to remove a Host Token from that card. Alongside that trait are a series of beneficial standard powers like Phasing/Teleport, Energy Explosion, Toughness, Regeneration, and Enhancement. He also has two special powers, both of which appear on the first 4 clicks of his Defense and Damage powers. On defense is Clairvoyant Visions, which grants Doctor Fate the use of both Impervious and Willpower, as well as a nice little side effect that says during each opponent’s turn, when a friendly character within 3 squares rolls a single d6, you may reroll that die – makes Super SensesShape Change and even his own Impervious rolls a little more likely to land! Finally, his damage special power, Centuries of Magical Experience, makes the good Doctor a fantastic addition to any team—Doctor Fate can use both Enhancement and Empower, and when he does, all other friendly characters within 3 squares are considered adjacent!

Finally, all of the members of the DC HeroClix: Wonders of the World Fast Forces pack come with the Wonders of the World Additional Team Ability on their character cards. This ATA states that you will be able to give a character using this team ability a power action to heal an adjacent character of 1 click of damage. If the character you’re healing has the Wonders of the World keyword, you will instead heal that character of 2 clicks of damage. However, the character given the power action to heal is given 1 unavoidable damage.

Thanks for checking in today, ‘Clix fans, and we hope you’ve enjoyed this trip to a parallel Earth! The Wonders of the World are a fun team to play, and we think that their inclusion in this Fast Forces pack, as well as their presence in the main set of DC HeroClix: Superman/Wonder Woman will make for some interesting team configurations. Until next time, may your Blades rolls be sixes!

P.S. Keep a look out on the WizKids Facebook and Twitter pages to get a sneak peek at the final figure, Red Tornado, and the Helmet of Fate!

Categories
DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Green Lantern & Power Ring!

Greetings HeroClix Fans!

Welcome to another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set coming to a game store near you February 2015! Today we have two different Power Ring bearers from two different universes. Up first, Green Lantern!

DC16 previews2

Simon Baz was chosen by Hal Jordan’s and Thaal Sinestro’s fused rings and became an officer in the Green Lantern Corps. For less than 100 points, (96 to be exact), this rookie Green Lantern has the will to be worth even more. With the Flier symbol, a single target 7 range, the Justice League team ability, and the Green Lantern team ability which allows him to carry up to 8 characters out on the battlefield. Add his keywords Green Lantern Corps and Justice League of America and you’ll easily find a place for Simon on your team.

Green Lantern will be an excellent follow-up attacker and support piece as well. The beginning of his dial we see a good mixture of powers that signify what a corpsman can be. Use him to ferry your team out onto the map with his 11 movement, or use Telekinesis to put attackers out immediately to start attacking and push him next turn to Charge or move him to utilize Enhancement for your other characters ranged attacks. Be careful with his placement though, he can be seen as an enticing target for your opponent since he has no damage reducers anywhere on his dial.

On click 4, Green Lantern refines his strategy to ranged attack piece. He now has Running Shot, Ranged Combat Expert and two special powers. The first, Willpower Through My Gun, is a special attack power that allows Green Lantern to use Improved Targeting: Ignores hindering terrain, Ignores opposing characters, and may make a ranged combat attack targeting adjacent opposing characters. This will work really well with his Ranged Combat Expert, and against an opposing characters Combat Reflexes as well.

Green Lantern’s second special power is a defense power. Protecting My New Friends allows Green Lantern to use Barrier and Combat Reflexes. When he uses Barrier, he may place one additional blocking terrain marker adjacent to each friendly character within range and with the Justice League of America keyword. These additional markers don’t need to be adjacent to other markers. The utility in the special power cannot be overly emphasized. Use Barrier to create a protective shield that will allow you to use Pulse Wave targeting a single character. You can have 4 Barrier tokens plus however many have the keyword. You could box an opposing character in to allow your other characters to clear for a turn and then go for the attack! Or just make a fortress to rest your teammates to allow them to rally on their next turn.

Next up, a Green Lantern that’s not here to protect you…

DC16 previews

Power Ring is the nefarious counterpart of Hal Jordan of Earth-OneHal Jordan of Earth-3 was merely an aircraft cleaner when Abin Sur crash landed into Earth-3’s Coast City. Because he was weak-willed, he was chosen by the ring of Volthoom, and was easily tricked by into taking the ring. Wielding it now causes him to feel immense physical and psychological pain.

Power Ring has a point value of 70 you get a dial that is 6 clicks deep.. For this cost he gets the Flier and Sharpshooter combat symbols and a single target range of 6. He possesses the Crime Syndicate team ability and the keywords Cosmic, Crime Syndicate, and Herald. His trait The Ring Is Killing Me is a great representation of how Power Ring is hurt by his ring. It says when Power Ring is given a non-free action other than a move action, after actions resolve roll a d6. On a result of 1 or 2, deal him 1 unavoidable damage.

His top click starts with Telekinesis and Energy Shield/Deflection and two special powers, We’re Going Somewhere? and Power of Volthoom’s Ring. Let’s look at We’re Going Somewhere? first, it says Power Ring can use Phasing/Teleport. When Power Ring uses the Carry ability, he may carry up to 3 friendly characters that share a keyword with him regardless of their speed symbols. So this power allows him to get his team in place on the map without them having to make an action to do so, and this is great. However, he also can be in place for when his teammates attack, then carry them back behind defensive terrain!

Power of Volthoom’s Ring allows Power Ring to use Perplex. Opposing characters within 6 squares can’t use Perplex to target characters with a point value higher than their own. Having perplex to boost up combat values is always an appreciated power, but preventing your opponents characters from using it how they want, can only make it better.

On his second click Power Ring changes his entire power set. He now has Running Shot, Willpower, Enhancement, and the great equalizer, Pulse Wave. Characters that have a power that requires adjacency (Enhancement, Empower, Defend, etc.) typically don’t do well mixing it with Pulse Wave because your friendly characters would get caught in the blast. Power Ring has a 9 movement and 6 range so you should be able to use his Running Shot to get your team out of the Pulse Wave radius easily before or after friendly characters utilize his Enhancement.  His dial on clicks 3 and 4 are identical as far as powers go, but his combat values start to decline some due to the pain of using the ring. His last 2 clicks he just has Phasing/Teleport, Willpower, and his special power, Power of Volthoom’s Ring, so while not dishing out much damage as an attacker, he is still a good character for Perplex and ferrying teammates around to help finish the battle.

That’s another preview from the upcoming DC HeroClix: Justice League – Trinity War set. Make sure you catch the next preview, ouY t’now tnaw ot ssim ti!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Daxamite and Mon-El!

Greetings HeroClix Fans!

To celebrate the release of  DC HeroClix: Superman and the Legion of Super-Heroes  set, we are pleased to present a pair of powerful previews!  Today, we bring you a member of an alien race related to Kryptonians, and there greatest champion.  First up, Daxamite!

005a-Daxamite

Daxamite is the common figure in the set with a Prime figure associated with it. Daxamite #005a can be played in theme with other figures with the generic Cosmic keyword, or with other figures with the Servant of the Great Darkness keyword. Daxamite has the option to be played as a 122 point figure, or for only 100 points.

Daxamite has a trait called Under Darkseid’s Control, which says that if a friendly character named Darkseid is on the map, Daxamite modifies his attack by +1 and defense by -1.  He also has an improved targeting ability called X-Ray Vision allowing him to ignore hindering terrain for line of fire proposes.

On his 122 point starting line, Daxamite takes the battle to his opponent with his 6 range and Running Shot.  Energy Explosion will let him do damage to characters adjacent to his target.  And keeping him safe for nearly half his dial is Invulnerability.  A click into his dial and he will trade Running Shot for Hypersonic Speed. 

Click 3 is the 100 point starting line for Daxamite.  He will again start with Running Shot for a click before switching to Hypersonic Speed.  On these clicks he will be able to ignore damage reducers for range combat attacks as he now has Penetrating/Psychic Blast.  Also giving more power to his range combat attacks is the ability to modify his attack and damage by +1 each, or either one by +2 with Range Combat Expert.  And this section of dial sees Daxamite’s last click of Invulnerability before switching to Toughness for most of the rest of his dial.

The last bit of his dial sees Daxamite take things more up close and personal as he now has Charge to take the fight right to an opposing figure.  Helping him dish out more damage is the ability to grab an object on the way with Super Strength.  And once adjacent to an opposing figure, Daxamite can be given a power action to modify his attack and damage by +1 each, or either one by +2 with Close Combat Expert.  On his last click, Daxamite can attempt to go out swinging with Close Combat Expert or try to heal with his only click of Regeneration.

Next up, we have a look at a leader of the Legion of Super Heroes and future Green Lantern, Mon-El!

005b-Mon-El

Mon-El  #005b is the Prime version of Daximite.   Mon-El has a trait called Man of Valor, allowing him to share his defense value with adjacent friendly figures with Defend, as well as modify their defense by an additional +1.  Mon-El has the wildcard Legion of Super Heroes team ability, as well as the Superman Ally team ability, allowing him to draw lines of fire ignoring hindering terrain, making for not having the improved targeting ability of Daximite.   He can be played in theme using the Future, Past, and Legion of Super Heroes keywords.

Mon-El begins play with a good chunk of clicks of move and attack with Hypersonic Speed.  Aiding him in his attacks is a long 10 range, cut in half when hypersonic speeding, as well as Super Strength, allowing him to grab an object with which to pummel a foe, adding to his already solid printed 4 damage.  At 175 points, Mon-El’s Leadership will be able to pull a token off almost any figure he is teamed up with on a successful roll, as well as adding another token to your action pool.  Keeping him safe from harm, Impervious let him reduce damage if not avoid it altogether.

A few clicks into his dial, Mon-El begins to switch things up a bit.  As he sees his last click each of Super Strength and Hypersonic Speed, Range Combat Expert will let him modify his attack and damage by +1 each, or either one by +2 with for his range combat attacks.  A good stretch of Invincible will allow him to ignore half of the damage dealt to him.  After Super Strength leaves the dial, Quake will lock his damage value at 2 and hit all adjacent opposing figures.

At the end of his dial, Mon-El goes down swinging as he has the ability to make two close combat attacks with Flurry.  Or, he can choose to increase his attack and damage by +1 each, or either one by +2 with Close Combat Expert.  And protecting him from a good bit of damage is Invulnerability. 

That’s all we have for now.  Be sure to check back as we bring you more previews from the upcoming DC HeroClix: Superman and the Legion of Super-Heroes  set!

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Announcements DC HeroClix: War of Light organized play

WizKids Games Announces DC HeroClix: War of Light!

WOLLogo

 Checklist of all DC HeroClix: War of Light product (link)
DC HeroClix: War of Light Webpage (link)

Greetings HeroClix Retailers and Fans!

Today we’re going to talk about the next exciting Storyline Organized Play program, DC HeroClix: War of Light.  We’re making some changes this time around with the express purpose of making things more flexible for everyone, and we want to highlight those changes for everyone’s benefit.

War of Light will be the next DC HeroClix Storyline Organized Play program, and will span six months beginning in June 2014. Like Fear Itself, War of Light will kick off with the release of a Scenario Pack in May 2014.  The DC HeroClix: War of Light “The Sinestro Corps War” Scenario Pack (click here for the solicit) will include the following exclusive content:

  • Two DC HeroClix figures unique to this Scenario Pack; Green Lantern (Hal Jordan) and Sinestro
  • Dice with custom Green Lantern logo
  • Two 3D special objects found only in this Scenario Pack; the Green Lantern Ring and Shield Construct
  • 48 Horde Tokens, 2 Maps and more!

All of the above content can only be found in the DC HeroClix: War of Light “The Sinestro Corps War” Scenario Pack and will not be available anywhere else.  This Scenario Pack is a “For-Sale” product for stores to use in order to build excitement and awareness for their in-store War of Light Organized Play programs.

Brother Warth

(Still with us after all that text? Here’s Blue Lantern Brother Warth to encourage you further!)

Coming back to the War of Light Organized Play program, another similarity to Fear Itself is that War of Light will also feature five-figure tournament boosters with content exclusive to this Organized Play series. However, unlike Fear Itself, War of Light five-figure tournament boosters and the OP Kit materials will be packed separately in order to create more flexibility in the program for retailers.

Additionally, the War of Light Organized Play kits will now only support up to 10 players each, meaning that there are only enough participation prizes for 10 players (plus an eleventh prize for the event Judge or tournament organizer).  This is different from previous Storyline Organized Play Kits, which supported up to 20 players each.

This new 10-player Organized Play kit model will be reflected in all of our storyline Organized Play programs for the foreseeable future, There are still four copies of the competitive prize in the new 10-player kits, so for stores ordering more than one kit (to accommodate larger play groups), they will have even more prizes to give out for their Organized Play events!

There is yet another important change worth noting as well: War of Light is a much larger set than Fear Itself was.  The War of Light tournament set includes 96 figures that can be pulled from the War of Light five-figure tournament boosters.

Now, we’re aware that 96 figures is a lot of content so what we’ve done is create two waves of tournament boosters, aptly named “Wave One” and “Wave Two”.  The Wave One tournament boosters are tied to War of Light Month One and Two events, while the Wave Two tournament boosters are tied to War of Light Month Three and Four events.

Additionally, since War of Light monthly events will be sealed play with two HeroClix boosters, stores will have the following options for their War of Light events:

  • Stores can host their War of Light events utilizing one War of Light booster and another HeroClix booster of the store’s choice, OR
  • Stores can host their War of Light event utilizing two War of Light boosters.

Dex-Star(Okay, that was a LOT more text, so here’s a picture of Red Lantern Dex-Star to break things up a bit)

Now, with greater content and flexibility comes greater responsibility; stores will need to be certain to order both their monthly War of Light Organized Play kits and their tournament boosters separately.  The War of Light boosters will be in high demand and in short supply.  However, because we have split the boosters and Organized Play kits in War of Light, the Organized Play kits should be more widely available.

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For example, let’s say a store has 8 players (and one Judge) who regularly attend storyline Organized Play events and this store wants to plan for its War of Light events. Well, let’s start with Month One as an example:

Firstly, that store will need to be certain to order one War of Light Organized Play Month One kit (click here for the solicit); that will support its anticipated player base.  Since each kit will support up to 10 players, and this store has never hosted more than 8 players for its storyline events (plus their Judge), one kit should be enough.

Now, the store needs to decide how many War of Light boosters it will offer its players for sealed play.  Since War of Light is a larger set than Fear Itself and thus more challenging to collect, and since it there is a limited window for each wave of tournament boosters, the store decides to offer two War of Light tournament boosters for each player for each of its War of Light monthly events.  This means that the store will need to order two bricks of the Wave One tournament boosters (click here for the solicit) for its month One War of Light event (two bricks equals 20 boosters, which is enough for 8 players at two War of Light boosters each).

As the store plans its Month Two events, it chooses to do the same thing, which means ordering one War of Light Month Two Organized Play kit (click here for the solicit) and another two bricks of Wave One tournament boosters (71193).

The store does likewise for each of its War of Light Months Three and Four events as well.  For each month’s event, it orders the following:

This brings us right up to War of Light Months Five and Six.  For the final two months of the War of Light program we have one last change to announce and that is that there is no specific wave of War of Light tournament boosters tied to Months Five and Six.

What this means for stores is that they are free to use any combination of leftover War of Light tournament boosters (either Wave One or Wave Two, or a combination of Waves One and Two) and other HeroClix boosters they have to support their Months Five and Six War of Light sealed events.

Stores can attempt to order additional Wave One and/or Two tournament boosters, but inventory will likely be non-existent by the time Months Five and Six roll around, so plan ahead!

Therefore, for Months Five and Six, stores will need to order the following:

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So, to recap the changes in War of Light:

  • War of Light five-figure tournament boosters and War of Light monthly Organized Play kits will be packed separately, and are separate SKUs to be ordered.
  • War of Light Organized Play kits will support up to 10 players, unlike previous kits that supported up to 20 players
  • War of Light is a much larger tournament set than Fear Itself, with almost three times the figural content in tournament boosters
  • There are two waves of War of Light tournament boosters:
    • Wave One tournament boosters are tied to War of Light months One and Two
    • Wave Two tournament boosters are tied to War of Light months Three and Four
  • Stores have the option of offering War of Light sealed play with one War of Light tournament booster (plus another HeroClix booster of the store’s choice), OR two War of Light tournament boosters.
  • War of Light Months Five and Six do not have any specific wave of tournament boosters tied to them.  Instead stores are free to use whatever Wave One and/or Wave Two tournament boosters they still have, and/or other HeroClix boosters, in order to support sealed play for those months.

Hal Jordan and Sinestro

(Great job! You made it to the end!)

In conclusion, DC HeroClix: War of Light is going to be a big-big-BIG event in 2014 and we want it to be as fun as possible.  We hope this deep dive into the program will enable stores to get most of the heavy lifting out of the way now, so that when June 2014 rolls around, everyone can concentrate on having a fun time!  We have grown the War of Light Organized Play program due to the incredible response to similar programs, specifically Fear Itself, and ordered accordingly.  Nonetheless, we anticipate that War of Light will be even more popular and could go crazy.

In parting, we’d like to thank you all for your continued support of HeroClix, and we leave you with this FAQ (below) that will hopefully answer any lingering questions you may have about War of Light.

Best,
-The WK Team

 

DC HeroClix: War of Light Frequently Asked Questions (FAQ):

Q: What is DC HeroClix: War of Light?
A: DC HeroClix: War of Light is a six-month storyline Organized Play program beginning in June 2014.  War of Light features exclusive content found only in War of Light five-figure tournament boosters and limited edition prizes found only in Organized Play kits.

Q: How often will DC HeroClix: War of Light events take place?
A: Each DC HeroClix: War of Light Organized Play kit will support one monthly event for up to 10 players each.

Q: What are the requirements to participate in DC HeroClix: War of Light?
A: Stores must be registered in the WizKids Event System (WES), and must have signed off on the WizKids Promotional Product Licensing Agreement.  Lastly, stores must schedule their monthly DC HeroClix: War of Light events in the WES as well.

Q: How do I order DC HeroClix: War of Light Organized Play materials and five-figure boosters?
A: Contact your HeroClix distributor’s sales rep to order today!

Q: What if my distributor runs out of DC HeroClix: War of Light Wave One or Wave Two boosters? Can I still run the events?
A: Make no mistake, DC HeroClix: War of Light is going to be hot and the boosters will only be available while supplies last.  If your distributor runs out of boosters for any particular month, you can still order your War of Light Organized Play kits separately, and run the sealed events with any two other HeroClix boosters from your inventory.

Q: Can I set aside extra War of Light boosters from my Wave One and Two booster bricks for use in Months Five and Six? 
A: Absolutely.  This is an excellent plan as we do not believe there will be much, if any, booster product available directly from us by the time months Five and Six roll around.  Caching extra boosters like this for later use will allow greater flexibility for stores’ events later in the program.  Any product leftover from War of Light months One-Four can be used in months Five and Six.

Q: What if I need three or more War of Light Organized Play kits to support my store’s monthly War of Light events?
A: Talk to your Sales Rep; every request for additional kits will be reviewed on a case-by-case basis.

Q: What if, after speaking with my sales rep, I still cannot get enough War of Light Organized Play kits? 
A: This is actually part of the reason we’re allowing for more Booster Bricks to be purchased per Organized Play kit.  While not perfect, it will allow stores flexibility to accommodate additional players than their War of Light Organized Play kit allotment would normally allow.

Q: Where can I find more information about DC HeroClix: War of Light?
A: In the coming weeks, more information about DC HeroClix: War of Light will soon be available at http://heroclix.com/WarOfLight.

 

Categories
DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Universo!

Greeting HeroClix Fans!

Today’s preview from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set is Universo! Let’s see why he is sure to mesmerize you.  

041-Universo

At 71 points, Universo will enthrall you with his abilities. His special power Hypnosis states Universo can use Mind Control as if he had 3 targets. When he does, increase his attack value by the number of targets and, after actions resolve, heal him of 1 damage for each character with the Legion of Super Heroes keyword he hit with that attack. With a 7 range he should be able to stay out of most 6 range attackers.

Univero’s top 2 clicks of defense should be enough to repel attackers to look for easier targets. His special dense power Master of Misdirection Universo can use Energy Shield/ Deflection and Super Senses. Along with his Shape Change, he has a good chance of shrugging off any attacks. Clicks 3 and 4 he changes to Energy Shield/Deflection and Outwit. Clicks 5 and 6 he has Stealth, Super Senses and Shape Change.  In fact it’s so difficult to hit him for most of his dial it’s stupefying!

On click 4, Universo obtains the special attack power I’ve Learned a Few Things that allows Universo to use Incapacitate. When he does, after actions resolve he can use Smoke Cloud as a free action. So while Universo’s damage is low for most of his dial, you can always Incapacitate an opponent with 2 tokens to do damage and use your free action Smoke Cloud to help hide him in hindering terrain.

Universo has the Calculator team ability so make sure to put that to good use.  He also has the keywords Cosmic, Future, and Legion of Super Villains. If you have a team that is all wild cards you could use the Legion Lost Additional Team Ability (ATA) that states once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card team ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already. So you could use the Batman Ally team ability to help hide your team or the Superman Ally team ability if you’re going up against a Stealth-heavy team.

Thanks for joining us for another hypnotizing preview! We command you to read next weeks preview of DC HeroClix: Superman and the Legion of Super Heroes, we’re not toying around!

Categories
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!

015-Aquaman

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.

 025-Cyborg

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.

 033-Green-Lantern

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!

T002-Justice-League

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!

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DC HeroClix 10th Anniversary Preview

The New Color of Heroism: The Green Lantern!

Greetings HeroClix Fans!

Today’s preview from DC HeroClix: DC 10th Anniversary examines the power of Willpower in the DCU.  We are happy to showcase two heroes who have gone by the name Green Lantern!

 

The Alan Scott version of Green Lantern, and figure #011 in the set, begins play with multiple ways to be of use to his team.  Telekinesis will allow Green Lantern to manipulate figures and objects on the map, providing important board control.  Running Shot and his 7 range lets Green Lantern get into position while attacking an opposing figure.  Once in a useful position, Range Combat Expert will allow him to unleash the full power of his energy at a target of your choice.   Green Lantern has little fear of taking pushing damage as Willpower is on the first half of his dial.

In the middle of his dial, his powers begin to shift as Running Shot is gone, and Telekinesis leaves shortly thereafter.  Willpower is replaced by a couple of clicks of Barrier, as Green Lantern uses his ring to protect his allies.  Range Combat Expert continues through this part of Green Lantern’s dial.

End-dial, the ability to move and attack returns to Green Lantern’s dial as he uses Charge to take the fight up close and personal.  Once there, he keeps the blows coming with Close Combat Expert on his last 2 clicks.  Barrier is replaced with a closing click of Willpower.

Green Lantern has the All-Star Squadron, Gotham City, Justice Society, and Mystical keywords, giving him plenty of named theme team options.  The JSA team ability will allow him to share defense values with other friendly figures using this team ability.   At 93 points, Green Lantern will be useful on any force you include him on.

As do all pairs in this set, the early version of Green Lantern possesses the Battlefield Promotion trait.  Pass the Torch reads: “When Green Lantern hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC 10th  #004 Green Lantern on the same click number.”

First off, the Hal Jordan version of Green Lantern has a trait that gives him something never before seen on a DC HeroClix; a removable element called Construct, which he begins the game without.  Construct allows Green Lantern to use Barrier, and after actions resolve, attach the Construct, and as a free action, make a close combat attack targeting a character adjacent to a square with a barrier marker in it.  As long as the Construct is attached, Green Lantern can use Energy Shield/Deflection and Close Combat Expert. When Green Lantern takes damage or uses Close Combat Expert, remove the Construct.

The Green Lantern begins play with some similar tactics.  Running shot will allow Green Lantern to move and attack, while Telekinesis will allow him some opportunities for board control.   The Indomitable combat ability will allow Green Lantern to act without fear of pushing damage.  Leadership allows Green Lantern the potential to add an extra action to you action pool, as well as remove an action token from an adjacent friendly character of a lesser point value.  Also on his opening click is his only click of Invulnerability.  On his second click, Green Lantern gains the use of Penetrating/Psychic Blast for a couple of clicks.  Toughness becomes his damage reducer of choice for a good chunk of his dial.

Mid-dial, Running Shot skips a click, and Green Lantern replaces Penetrating/Psychic Blast with Energy Explosion.  Green Lantern also picks up a special power that will be on most of the rest of his dial, inspired by his oath, In Brightest Day.  This special power allows hindering terrain within 6 squares of Green Lantern to be considered clear terrain for line of fire purposes for your turn.

At the end of his dial, Green Lantern loses all of his powers previously on his dial except for In Brightest Day.   Phasing/Teleport will allow Green Lantern to move about with ease, where ever his special power and trait will be of the most use to his force.

Green Lantern has plenty of named and generic theme team option with the Coast City, Green Lantern Corps, Justice League, Pilot, and Soldier keywords.  Green Lantern also has the Green Lantern team ability, allowing him to carry his own support crew with him, and at 145 points, there is plenty of room for them.  An 8 range will provide Green Lantern to make range attacks from a good distance from his enemies.

That’s all we have for today, but be sure to join us next week as we start our previews off with a winged warrior with a penchant for upsetting emerald archers.  Until then, keep your dials off their K.O.’s!