BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Machine Gun and Rocket Turrets and Motorized Patriot!

Greetings Heroclix fans!

Today we will continue our previews of the Bioshock Infinite HeroClix set with a look at some of Columbia’s mechanized troops.



First off, we have not one but TWO turrets: the Machine Gun Turret and the Rocket Turret. Both the Machine Gun Turret and the Rocket Turret have the traits Let’s Move Into Position and Sentry. Let’s Move Into Position says any friendly character adjacent to the turret can use the Carry ability if they can’t already, but only to carry the turret. The turrets also can’t be targeted with Mind Control and can’t be dealt damage through Mastermind.

The Sentry trait says each time an opposing character within 6 squares makes an attack and hits, place one Alert token on the turret’s character card (to a maximum of four Alert tokens). When the turrets make an attack, you may remove any number of Alert tokens from their character card. For each token you remove, modify the turrets attack or damage value by +1.

Let’s Move Into Position allows you to more easily position the turrets, whether it is just using a damaged character that you are moving away or a character that you are going to use Running Shot or Charge in with. Positioning is going to be a key element to using the turrets, but they can be rather effective with the Machine Gun Turret’s 5 range and the Rocket Turret’s 8 range.

The Rocket Turret also has a special attack power called Halo Rockets which lets it use Energy Explosion and when it does the damage dealt to the target is penetrating damage. This makes effective use of the Alert tokens you have on the Rocket Turret’s character card to cut through opposing characters.

The Rocket Turret comes in at 45 points while the Machine Gun Turret comes in at 25 points, which are good for filling in points on your team when you are running a bit short.


Our final mechanized troop is the Motorized Patriot. Motorized Patriot has a trait called Relentless which allows him to use Running Shot if he has no action tokens. Motorized Patriot is pretty relentless with that trait combined with the Penetrating/Psychic Blast he has on his first three clicks. Motorized Patriot is also Indomitable so on turn one you can use Running Shot to get into position with his 6 range and two targets, then shoot again from that position next turn. Later down his dial he also gets Ranged Combat Expert, allowing him to boost up his damage by +2, attack by +2 or both values by +1 when making ranged attacks. Motorized Patriot is a 140-point ranged terror for your opponents.

Thank you for reading, please stay tuned while we show more previews from the Bioshock Infinite HeroClix set. Until next time, keep rolling those sixes.

BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: the Vox Populi and Daisy Fitzroy!

Greetings HeroClix fans!

Today’s BioShock Infinite HeroClix preview brings is to a group of resistance fighters who have gathered to overturn the rule of The Founders.  We are pleased to present Vox Populi and the revolution’s leader, the brutal Daisy Fitzroy!

First, let’s hear from the Vox Populi!


Vox Populi come into play at 45 points and has its own team ability.  The Vox Populi team ability reads: “When a character using this team ability is marked with an action token and makes an attack, any attack roll of doubles (other than a critical miss) is considered a hit.” If you have to push your figure with a second action, at least the odds of a successful attack are a little better!

Running Shot starts off Vox Populi’s dial and is paired with a special power in the attack slot called Hidden Gunpowder Bomb.  This special power, which appears on the first two clicks, lets Vox Populi use Pulse Wave.  However, the Pulse Wave’s lines of fire are drawn and the range is counted from an unheld object within Vox Populi’s range and line of fire.  The object is removed from the game after actions are resolved.  Vox Populi has a range of 5 squares.

Once Vox Populi is off its top click, it switches from Running Shot to Stealth for its next two clicks. The second click of Stealth overlaps with a three-click run of Combat Reflexes as Vox Populi gains a defensive boost against close combat attacks.  On Vox Populi’s last two clicks, it drops Stealth in favor of Flurry.  Finally, on the last click, Flurry and Combat Reflexes are paired with Exploit Weakness in the damage slot.


Daisy Fitzroy, the Vox Populi’s leader, comes into play at 75 points and also has the Vox Populi team ability.  She begins her dial with three clicks of Leap/Climb, allowing her to easily get into position for attacks.  To protect her from ranged attacks, Daisy Fitzroy has Energy Shield/Deflection on her first click.

On Daisy Fitzroy’s first four clicks she has a special power called Barnstormer RPG that makes her a ranged threat.  Barnstormer RPG modifies Daisy Fitzroy’s damage value by +1 when she’s given a ranged combat action.  On her last two clicks, Daisy Fitzroy picks up Penetrating/Psychic Blast, making her a fearsome opponent from range on each of her clicks.  The last two clicks also see the return of Energy Shield/Deflection.

Finally, Daisy Fitzroy has a trait called Rocket Strike which lets her use Outwit, but only if she hasn’t made and does not make a ranged combat attack this turn.  Additionally, when Daisy Fitzroy destroys and object or square of blocking terrain, all adjacent objects and squares of blocking terrain are destroyed.

Team building should be a snap with Daisy Fitzroy and Vox Populi as they both possess the Soldier and Vox keywords. For example, an even 300-point force can be made using Daisy Fitzroy and five Vox Populi.

While the Vox Populi use Hidden Gunpowder Bomb to damage groups of opposing characters, Daisy Fitzroy can stand back and use Outwit to counter any abilities as needed.  In Golden Age play, you may also want to consider using the Debris battlefield condition (Found under the Print and Play section)  to add more standard objects to the battlefield for Vox Populi to use.

Daisy Fitzroy’s Indomitable combat ability allows her to use Willpower, meaning she can ignore pushing damage.  When she’s marked with an action token, she’ll benefit from the Vox Populi team ability when she rolls doubles on her attacks!

Daisy Fitzroy can also get into the thick of combat and use her Barnstormer RPG special power to blast away at opponents from up to seven squares away.  Additionally, Barnstormer RPG is useful in creating extra hindering terrain for Vox Populi once they get onto their Stealth clicks.

Thanks for reading!  Join us again when we reveal more secrets from Columbia in the BioShock Infinite HeroClix set due in stores this June!  Until then, may all your Impervious rolls be successful!