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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix Amazing Spider-Man: Johnny Blaze and Ghost Rider!

Greetings HeroClix Fans!

Welcome as we bring you our penultimate preview from the upcoming Marvel HeroClix: Amazing Spider-Man set!  Today we bring you a man whose inner demon manifests its self to individuals who would bring pain to the innocent.  Before we get to that demon, here is Johnny Blaze!

007-Johnny-Blaze 

Johnny Blaze has a trait called The Blood of Innocents, that lets Johnny Blaze be replaced with Amazing Spider-Man #046 Ghost Rider on his orange starting line if a friendly charter is KOed within Johnny Blaze’s line of fire.  Johnny Blaze begins play with his motorcycle and leather jacket, using Running Shot to take the fight to your opponent, while Toughness will protect him from counter attack.  He also has a couple of clicks of a special power representing his Hellfire Shotgun, with a 4 range and the Sharpshooter combat ability to use it.  This special power allows Johnny Blaze to make a range combat attack with a damage value of 4 minus the number of squares to the target and lock it. If the target has two action tokens, the damage from the attack is penetrating damage.

After the opening click his dial, Johnny Blaze spends the rest of his dial hiding in Stealth.  And on his last two clicks, Johnny Blaze has his Alter Ego: Ghost Rider special power, which allows Johnny Blaze to be given a power action that deals no pushing damage and replaces him with Amazing Spider-Man #046 Ghost Rider on its orange starting line. And like most Alter Ego powers, this power can’t be countered.

Johnny Blaze can be played in theme on Champions, Heroes for Hire, Legion of Monsters, and Midnight Sons force builds due to his keywords.  At 50 points, Johnny Blaze won’t break the bank and is an economical way to bring Ghost Rider to your game.

046-Ghost-Rider 

Ghost Rider possesses an Improved Movement combat ability called Ride Up Walls, that allows him to ignore Hindering and Elevated terrain for movement purposes.   Ghost Rider also has the Grounded Transporter combat ability , allowing him to use the Carry ability, as well as the Move and Attack ability, which gives him accesses to Hypersonic Speed, if he is not adjacent to an opposing figure, and with -2 to his attack.  A printed 3 damage isn’t much, but with proper placement, can surprise an unsuspecting opponent.

On his first two clicks, Ghost Rider is able to take the fight right to an opposing figure with Charge.  Exploit Weakness will make sure the damage dealt in close combat will stick.  Invulnerability will offer some protection from the inevitable counter attack.   The Indomitable combat ability will allow Ghost Rider to act two consecutive turns without fear of pushing damage.  This sets him up nicely to use his first special power, Living Hellfire Chain, which allows him to take a free action and deal 1 penetrating damage to a single opposing figure within 3 squares, as long as Ghost Rider has two action tokens.  On his next couple of clicks, Ghost Rider changes close combat tactics as Poison will allow him to deal a click of damage to any adjacent opposing figures.  On his peanut base, and against the right opposition, this power can deal a lot of free damage.  Helping boost this, and any attacks he makes, is a special power called Penance Stare, which makes damage Ghost Rider deals to opposing figures penetrating, if that figure damaged a friendly figure since your last turn.  Flurry will allow Ghost Rider to make two close combat attacks, while Toughness will provide a bit of damage reduction.

At this point in the dial is Ghost Rider’s 50 point Alter Ego line.  On this click, Ghost Rider again has Charge to give him some short range move and attack, again paired with damage reducer ignoring Exploit Weakness.  Also on his dial again is his Living Hellfire Chain special power.  Toughness will still protect him for a couple more clicks.  His next click brings back Flurry, Poison, and his Penance Stare special power.  On his last click, Ghost Rider only has Regeneration to try to bring him back to a better state.

Ghost Rider has some ability to deter attacks, as the fear of taking 1 click of penetrating damage for damaging Ghost Rider due to his Mystics team ability will make a lot of figures seek safer targets.   Ghost Rider will be about half of your force on a Champions, Heroes for Hire, Legion of Monsters, Midnight Sons, or Mystical theme team, coming in at 145 points.   No matter what force you choose to include him on, Ghost Rider brings an aggressive close combat power set to your team.

That is all for today.  Come back tomorrow celebrate the release of Marvel HeroClix: Amazing Spider-Man with our final preview!  Until then, keep your CLix off their K.O.’s!

 

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix The Amazing Spider-Man: Werewolf By Night and Werewolf!

Greetings HeroClix Fans!

The subjects of today’s Marvel HeroClix: Amazing Spider-Man preview are not very fun to be around during a full Moon : Werewolf by Night and the Werewolf!  Both characters feature “Wild Dials,” which do not behave the same way as standard HeroClix dials!

We’ll go into detail regarding the Wild Dials for these characters soon but first let’s take a look at a member of the Legion of Monsters, Werewolf by Night!

 015-Werewolf-By-Night

Werewolf by Night begins play at 81 points.  He also has a trait called Full Moon.  This trait is also found on the Werewolf and one other character in the Marvel HeroClix: Amazing Spider-Man set.  (We won’t say who the third character is yet but stay tuned in the weeks to come as we reveal more Spider-Man goodness!)

With Full Moon, at the beginning of your turn roll a d6 once for all friendly characters with this trait.  You’ll note that there’s only one die roll regardless of how many characters on your force have the Full Moon trait.  On a roll of 1-3, Werewolf by Night can use Shape Change.  Remember those Wild Dials we mentioned earlier?  Here’s where they come into play on the Full Moon trait!  On a roll of 4-6, click Werewolf by Night to either click #9 or click #11.  Click him to click #3 at the end of the turn or before he takes any damage, whichever comes first.

On click #9, Werewolf by Night has the popular combination of Charge and Blades/Claws/Fangs to move into position and possibly deal more than his base damage of 3.  He also has Willpower to take a second swing at an opponent without fear of taking pushing damage and Perplex to modify the combat values of friendly or opposing characters.  On click #11, Werewolf by Night has Willpower, Flurry to make two furious assaults against his foes, and Battle Fury as the animal within takes over!

Werewolf by Night also has a second trait called Curse of the Werewolf!  When an opposing character takes damage from Werewolf by Night’s attack, that character possesses Battle Fury as long as Werewolf by Night is on the map.

Werewolf by Night begins his dial with a pair of clicks of Stealth as he stalks the night.  He also has Super Senses as his heightened senses help him evade attacks.  Once Werewolf by Night reaches his third click, he drops Stealth in favor of ChargeSuper Senses remains but he now picks up Exploit Weakness as his lupine hunger takes over.  This same set of powers also appears on Werewolf by Night’s fourth click.

On Werewolf by Night’s fifth click, he retains Charge and Exploit Weakness.  However, Super Senses is dropped in favor of Regeneration as his opponents find out that they should have used silver to put him down permanently.  He also gains Blades/Claws/FangsCharge makes way for Stealth on Werewolf by Night’s last click while the rest of his power set remains the same.

Naturally, Werewolf by Night has the generic Animal and Monster keywords to aid in team building.  He also has the Legion of Monsters, Midnight Sons, and Night Shift keywords if you choose to include him on teams that utilize those keywords.

Werewolf by Night has a set of attack values that stays consistent but spikes upward on his last two clicks or when you click him to click #9 or #11 via the Full Moon trait.  Defensively, his combat values never fall below 16.  Werewolf by Night makes a great secondary attacker and his Curse of the Werewolf trait may be helpful if your opponent relies too much on ranged attacks or the Shape Change, Mind Control and Incapacitate powers.

Werewolf by Night may be the alpha of the pack but the Werewolf is not to be underestimated either!

014-Werewolf

Coming into play at 31 points, Werewolf also has the Full Moon trait.  Like Werewolf by Night, on a roll of 1-3 Werewolf can use Shape Change.  On a roll of 4-6, click Werewolf to click #11.  Click him to click #2 at the end of the turn or before he takes any damage, whichever comes first.  On click #11, Werewolf has the combination of Charge and Blades/Claws/Fangs.  He also has Willpower and Battle Fury.

Like Werewolf by Night, Werewolf also has a second trait.  The trait is called The Scent of Blood and modifies the Werewolf’s attack, speed, and damage values by +1 if an opposing character has taken damage this turn.

The Werewolf begins its dial with Stealth as it howls at the moon unseen.  Defensively, it also has Super Senses on its first two clicks as it evades attacks from those that smell like prey to the Werewolf.  On its last two clicks, Werewolf switches from Super Senses to Combat Reflexes as its lupine reflexes make it tougher to hit.  It also has Battle Fury on those same two clicks to show opponents what happens when you’re facing a cornered wolf!  Finally, Werewolf unleashes its claws on its last click via Blades/Claws/Fangs.

The Werewolf has the Animal and Monster keywords to focus team building and makes a great addition to any team utilizing those two keywords.

Thanks for reading!  Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix The Amazing Spider-Man: The Vampire and Dracula!

Greetings HeroClix Fans!

Welcome back as we take another look at a couple of figures from the upcoming Marvel HeroClix: Amazing Spider-Man set.  As previously revealed, this set includes a sub theme of Marvel monsters and today’s preview takes a look at one of the darkest of monsters, their master, and introduces the first kind of “Wild Dial” new to HeroClix, figure #012: the Vampire!

 

012-Vampire

The Vampire has two traits, the first of which introduces the new “Wild Dial” ability called Vampiric Hunger. This trait causes the Vampire to begin the game on click #2.  It also allows the Vampire to use Steal Energy, and when it does, it may heal past its starting line on click #2, up to click #1.  As you can see, a Vampire gets better combat values and Super Strength, a power not found elsewhere on its dial.  The Vampire’s second trait is (appropriately) titled The Scent of Blood, and it allows a player to modify the speed, attack, and damage values of the Vampire by +1 if an opposing figure has taken damage this turn.  

As indicated above, the Vampire begins his dial on click #2 with the ability to hide from opposing figures with Stealth.  Toughness allows the Vampire to shrug off some damage from a counter attack, while the potent combination of Steal Energy (thanks to the Vampiric Hunger Trait) and Exploit Weakness ensure that the Vampire remains a dangerous adversary on the battlefield.

The end of the Vampire’s dial allows him to pursue opposing figures with Charge, while Combat Reflexes demonstrates the Vampire’s ability to avoid close combat attacks.  The Vampire picks up some immunities and draw thanks to some late-dial Battle Fury as well.  At 43 points, the Vampire can fit on most teams with ease, and can be added to Monster and Mystical theme teams.

The next figure today is one of the most powerful vampire lords ever, Dracula!

 016-Dracula

Like the generic Vampire before him, Dracula possesses two traits; Vampiric Hunger makes click #4 his starting line, and like the Vampire, Dracula can use Steal Energy to heal past this starting line up to click #1, where he gets access to his most powerful portion of his dial.

Dracula’s second trait is called Hypnotize My Victims, and it allows him to use Stealth.  Hypnotize My Victims also gives him the ability to use a special variant of Mind Control that allows him to target characters with the Animal or Monster keywordsor when Dracula damages an opposing figure, they are marked with a Mesmerize token and he can later target them with Mind Control (regardless of their keywords).  In any case, he takes a maximum of 1 damage from this use of Mind Control.

As indicated above, Dracula begins on click #4 and Invulnerability will reduce damage for his first two clicks while he brings the fight to an opposing figure with Charge. Exploit Weakness will make sure he gets to use his Steal Energy, healing him into his most powerful clicks.   As Dracula heals toward his top click, he is still able to use Charge, and now he possesses Super Strength.   Impervious is now his damage reducer up to the top his dial.  On his top two clicks, Dracula gains the ability to manipulate dice rolls with Probability Control, and on his top click Dracula enjoys his highest combat values and he can use Hypersonic Speed. 

Late-dial, Dracula has a run of Blades/Claws/Fangs while a few clicks of Shape Change grants him another layer of protection as he demonstrates his ability to change forms.  Mid-dial, Dracula gains a couple clicks of Flurry to be able to make an extra close combat attack.

Near the end of his dial, Dracula possesses a couple of clicks of Outwit which will allow him to deprive an opposing figure of a key power.  And for the final few clicks of his dial, Dracula has a special power called Mistform.  This special power allows Dracula to use Regeneration as a free action, and as an additional free action, Dracula can choose to use Combat Reflexes or Energy Shield Deflection until your next turn, regardless of whether or not the Mistform power is showing on his dial or lost somehow.

Dracula comes in at 214 points and the Indomitable combat ability will allow him to act without fear of pushing.   Dracula  can be played in theme teams built around the Legion of Monsters, Monster, Mystical, Past, and Ruler keywords.   Dracula will be a significant portion of your force in a 300 point game, but has a strong power set that can pay off by giving you a more powerful figure.

That’s all for today.  Be sure to come back as we continue to explore the Marvel HeroClix: Amazing Spider-Man set! Have a great weekend and keep your Clix off their K.O.’s!