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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: N.O.W.H.E.R.E. Soldier and Centerhall!

Greetings HeroClix Fans!

Welcome back as we take another look at the upcoming DC HeroClix: Teen Titans set.  Today, we go into the N.O.W.H.E.R.E. organization to take a brief look at being a minion for them.  And so, we bring you N.O.W.H.E.R.E. Soldier.

009-NOWHERE-Soldier

N.O.W.H.E.R.E. Soldier begins play using Charge to take the fight right to an opposing figure.  Making him more effective in close combat is a special power for his entire dial called Pile On, which allows N.O.W.H.E.R.E. Soldier to modify his attack value by +1 for a close combat attack for every other friendly N.O.W.H.E.R.E. Soldier that is adjacent to the target.   Using a swarm of N.O.W.H.E.R.E. Soldiers to charge the same figure can yield some solid damage.

Also on N.O.W.H.E.R.E. Soldier’s entire dial is a minion special power called Centerhall’s Leadership, allowing the N.O.W.H.E.R.E. Soldier to use Willpower if a friendly character named Centerhall is within 8 squares.  Defensively,   N.O.W.H.E.R.E. Soldier has Toughness to reduce damage on the front of his dial, and Combat Reflexes on the back half to raise his defense against close combat attacks, as he should be adjacent to opposing figures to get the most out of his special power.

Should the opportunity present itself, N.O.W.H.E.R.E. Soldier has a 4 range to attack opposing figures.  N.O.W.H.E.R.E. Soldier has the ability to use Outwit when adjacent to a friendly figure of equal or lesser point cost that can also use the Superman Enemy team ability.  And, N.O.W.H.E.R.E. Soldier can be played as part of a theme team using either word of their name, N.O.W.H.E.R.E. or Soldier, as their keyword.   At 37 points, N.O.W.H.E.R.E. Soldier shouldn’t be hard to fit on a team build, especially if you can afford the 74 points to use a pair of them to get the most out of their team ability and attack special power.

Now, let’s take a look at the man mentioned in N.O.W.H.E.R.E. Soldier’s damage special power, Centerhall!

027-Centerhall

Centerhall has a special power on the front half of his dial to lend support to a swarm of N.O.W.H.E.R.E. Soldier’s called Commanding Officer, which allows him to use Leadership, with the added benefit of success on a roll of 4 through 6 if another character on your force has the N.O.W.H.E.R.E. keyword.

Once Centerhall has issued order to his soldiers, he can provide cover fire while they charge into battle with his 6 range and Running Shot.  Penetrating Psychic Blast will ensure that damage reducers aren’t an issue.  And Toughness will provide some damage reduction on the front of his dial.

In his late dial, Centerhall uses Pulse wave to attack multiple targets at once, or do his printed damage to a single opposing figure.   Energy Shield Deflection will make him harder to hit with range combat attacks.  And Perplex will allow him to modify a combat value of a figure in his line of fire by + or – 1.  Centerhall has the Superman Enemy team ability, allowing him to use Outwit when adjacent to a friendly figure that can also use this team ability.  Centerhall can be played in theme with his soldiers on a N.O.W.H.E.R.E. keyword team.    At 82 points, there will be plenty of room for Centerhall to have troops to command.

That’s all we have for today, but be sure to check back later this week as we spotlight a certain Gamma-powered heroine with a penchant for red.  Until then, keep your Clix off their K.O.’s!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Warblade!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set. Today we are going to get tested by Warblade!

055-Warblade

Warblade possesses a trait called Shifting Body which lets him use Plasticity and Shape Change. When he uses Shape Change, he only succeeds on a result of 6. This makes him a big problem for adjacent opposing characters.  Warblade also has an Improved Movement ability to help him get next to his opponents called You Won’t Get Away which allows Warblade to ignore elevated terrain, hindering terrain, and other characters when he moves.

Warblade’s dial starts out with a speed of 10 with Charge and an attack of 11 with Blades/Claws/Fangs.  This mix of powers allows him to Charge up to five squares to slice-and-dice his enemies. Warblade also starts out with defense of 17 and Invulnerability. In his damage slot, Warblade has a special power called Grinning Mask which allows him to use Perplex. Warblade can either use it normally or use it to modify an opposing character’s defense by -2.

After his first click, Warblade gains Flurry and Toughness but keeps Blades/Claws/Fangs, allowing him slice up an opponent twice. Mid-dial, Warblade regains Charge but Blades/Claws/Fangs changes into Poison allowing him to possibly do an extra click of damage.

Warblade then gets Leap/Climb, Exploit Weakness, and a special power in his damage slot. This power is called Always Around, which lets him use Combat Reflexes and Regeneration. On his last click Warblade gets Stealth as well, to help him hide from ranged combat fighters as he heals. Warblade also has Indomitable so he can use all these awesome powers two turns in a row.

Warblade comes in at 151 points of terror and has the Calculator team ability. You will find Warblade a formidable ally on any Assassin, N.O.W.H.E.R.E., or Soldier teams.

Thanks for reading! Please join us next time for more exciting DC HeroClix: Teen Titans previews.  Until next time, keep on Charging!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Harvest!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we begin our look into the shadows of the N.O.W.H.E.R.E. organization, and who better to be first revealed than its leader, Harvest!

056-Harvest

First, we’ll look at Harvest’s two traits.  The first trait is called N.O.W.H.E.R.E.’s Controller.  This makes Harvest a wild card but he may only use the team abilities of friendly characters with the N.O.W.H.E.R.E. keyword.  Harvest may also begin the game with the Harvest’s Staff (#S102) special object assigned to him by paying its point cost.  This object does not count toward your object total and is scored and removed from the game when Harvest is KO’d.

Harvest’s weapon (appropriately called the “Harvest Staff“) is included in the DC HeroClix: Teen Titans Organized Play kit.  Under normal circumstances, it’s a relic that can only be picked up on a d6 result of 6; however if you pay the 15-point value Harvest may start with it already assigned.  The Harvest Staff allows Harvest to use Incapacitate and Outwit.  When you use Outwit and actions resolve, if Harvest targets the same opposing character with Incapacitate, modify Harvest’s attack value by +1.  If you give Harvest a power action you may choose a power; that power is countered on all characters within 5 squares.  If you give Harvest a double power action and choose a character within 10 squares and line of fire; deal that character 1 unavoidable damage and all of its powers and abilities are countered until your next turn.

S102-Harvest-Staff

Now let’s look at Harvest’s second trait called Offense or Defense.  At the beginning of your turn, when Harvest does not have 2 action tokens, he may modify his attack or defense value by +2 until your next turn.

In the next portion of the article we’ll look at Harvest’s dial and see that he has some impressive stats, which he should for 263 points, but on top of all that to be able to modify his attack or defense is just plan beast.

As we start on Harvest’s top click we see he can use Running Shot with a 10 movement and a 9 range with triple targets.  Harvest will have a 10-square swing in which he can use Pulse Wave via his special power called Take You All Down, wherein he can use Pulse Wave normally or be given a double power action and all hit targets are also given an action token.  Another option would be if you have the Harvest Staff object attached; Harvest could use Incapacitate with a swing of 15 squares utilizing his three targets.

Harvest has an 18 defense with Impervious on his top click, which could easily be modified to a 20 using his Offense or Defense trait.  Harvest damage slot has a special power called Null Field, allowing him to use Outwit.  When he does and counters a power on an opposing character within 5 squares, that power is countered on all opposing characters that share a keyword with the target character.

On Harvest’s second click he gains Phasing/Teleport for movement and Penetrating/Psychic Blast in his attack.  On click three the only change we see is that Harvest’s special damage power is replaced with Probability Control.  However, if you attached the Harvest’s Staff object he would still be able to use Outwit.

Now on click 4 Harvest’s Impervious is replaced with Invulnerability, still allowing him to reduce damage dealt by 2.  On click 5 both his attack and damage special powers return.  On click 6 Harvest loses Phasing/Teleport and gain Blades/Claws/Fangs into his attach slot.

On Click 7 Phasing/Teleport returns and Harvest gains a special defensive power called Never Stay Down.  This allows Harvest to use Regeneration and Toughness.  Having Indomitable gives him the use of Willpower and will surely come in handy during some Regeneration rolls.  On click 8 we see Harvest regains his Pulse Wave attack special power and Probability Control.  On Harvest’s final click he loses Phasing/Teleport to regain Running Shot and keeps his attack and defense special powers.  Nowhere on Harvest’s dial does his damage value fall below a 3.

With a trio of keywords (Future, N.O.W.H.E.R.E., and Ruler), Harvest is outfitted and ready for battle.  Good Luck!

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Until then, Shape Change for the Win!!