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

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

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set we shall all bow before the true High Lord of the Daemonites. Helspont and the Daemonites crash landed on Earth thousands of years ago. Hiding in plan site by possessing the other lesser earthling beings; it is now time to move against humanity and Helspont’s sworn enemy the WildC.A.T.s.

042-Helspont

Helspont has a trait that proves he is High Lord of all Daemonites. This will allow him to use Leadership and when he does, treat all characters named Daemonite within 5 squares as if they were adjacent. With the SLOSH #04 Daemonites at just 50 points each teaming Helspont with multiples of them should make it easy to take advantage of his trait.

Helsponts other trait called Immortal Power allows him to use Shape Change. When Helspont makes a successful Shape Change roll, immediately heal him of 1 damage.

Helspont can start the game on 2 different starting lines; the first brings him into the game at 200 points. Helspont opens with Phasing/Teleport, Telekinesis, Impervious, and a special power called Smarter Than Lord Emp. This will allow Helspont to use Outwit and Perplex. When he uses either power and targets a character with the WildC.A.T.s keyword, he can use that power a second time this turn.

Helsponts other special power is revealed on click 2 and is called I Infiltrated You Long Ago. You may give Helspont a double power action and select an opposing character of a lower point value. Place Helspont and the chosen character in each other’s squares, and after actions resolve, Helspont may be given a close or ranged combat attack as a free action. Helspont also gains some Penetrating/Psychic Blast on this click as well. On click 3 Helspont regains Phasing/Teleport and can now also use Invulnerability and Exploit Weakness.

Click 4 is also Helsponts 125 point starting line and resembles click 1 with a slightly lower attack value. Even at this point value Helspont can still use I Infiltrated You Long Age on click 6. Helspont ends his dial with Phasing/Teleport and the ability to use Pulse Wave or Exploit Weakness.

Helspont should prove to be a beast on the battle field between his traits with an ability to heal or just cutting through defensive reducers with Penetrating/Psychic Blast or Exploit Weakness. This guy has is one powerful bag of tricks.

In all Helspont has a 9 click dial with a 7 square range and the Indomitable combat ability allowing him to use Willpower to ignore pushing damage. This will come in handy when Helspont uses his double power action special power. Helspont has the Daemonite, Past, Ruler, and The Cabal keywords.

Thanks for reading and be sure to continue to check back as we look at more figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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

DC Comics Superman and the Legion of Super-Heroes: Validus!

Greeting HeroClix Fans!

Today we preview another character from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, Validus! Let’s see if he’s a validating experience!

 055-Validus

Validus is another villain from the 30th century who plagues the Legion of Super Heroes with fellow members of the Fatal Five and the Legion of Super Villains. Validus has two point values, 249 and 175 respectively; we’ll start at his 249-point value.

Validus has the trait Monstrous Body that states Validus can use Super Strength and can’t be targeted by Penetrating/Psychic Blast. At the beginning of your turn, roll a d6, and on a result of 4-6, Validus can immediately use Pulse Wave as a free action with a locked damage value of 2, ignoring friendly characters.  That’s an amazing trait, the only thing missing is free parking validation! If Validus does roll the 4-6, with his 8 range halved to 4, that gives him a 9 x 9 area to deal 2 damage from Pulse Wave to opposing characters.

Validus starts with Charge, Quake, and Impervious on his top click. With the Giant combat symbol, he can Charge up to 6 squares, and make a close combat action within another 2 squares using Quake or an object using Super Strength.  He has just the one click of Charge at his top 3 clicks at 249 points, and doesn’t gain it again until clicks 7 and 8. He transitions to Flurry for clicks 2 and 3.

Click 4, or Validus’ starting 175-point click, shows he is not tied down for options as he is dangerous for close or range attacks. He starts this click with Running Shot, Invulnerable, and the special power Brain Bolts that says Validus can use Penetrating/Psychic Blast. When an opposing character with an action token takes damage from Validus’s attack, give that character an action token. Notice the second part of that power, it says from his attack. If you roll a 4-6 for his trait and attack with Pulse Wave, give those characters an action token if they have one already, and any close or ranged attack as well.

Validus has Indomitable, so don’t worry about pushing him, and once again, with his trait, he may potentially attack with Pulse Wave as a free action even with 2 tokens on him. He has the Calculator team ability as well, so make sure you have some other characters to copy team abilities from. Alternatively, you can use the Legion Lost Additional Team Ability (ATA) that allows 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.

We hope it was a validating experience for you, and we hope you’re around for next week’s preview of DC HeroClix: Superman and the Legion of Super Heroes!

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

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

Greetings HeroClix fans!

The subject of today’s DC HeroClix: Superman and the Legion of Super-Heroes preview is a villain who has committed a host of heinous acts against Aquaman, such as killing the sea king’s infant son!  Please welcome the enigmatic Black Manta!

038-Black-Manta

Black Manta comes into play at 97 points and hits the battle map with a trait called Technology and Patience, which allows him to use the Carry ability.  Additionally, lines of fire drawn to Black Manta by opposing characters are blocked if they cross water terrain.

In Golden Age play, consider adding to your force the Bucket of Water special object (from the DC HeroClix: DC 75th Anniversary OP kit) for some somewhat portable water terrain.  You may also want to try out an unconventional team-up of Black Manta and Tempest from the DC HeroClix: Crisis set.  Tempest’s Summon the Elements special power transforms clear grounded terrain within three squares into water terrain.

Moving on, Black Manta has the Swimmer speed symbol, which lets him use the Swim ability.  Black Manta also has the Indomitable combat ability, which lets him use Willpower, and has a range of 5 squares and two targets for his ranged attacks.  Black Manta has worked with other villains in the past so he has the Calculator team ability, which makes him a wild card.

Black Manta starts his dial with Sidestep in his speed slot, allowing him to use a free action to move with a with locked speed value of 2.  He then switches to Running Shot for a click.  In his attack slot Black Manta begins with a pair of Penetrating/Psychic Blast clicks to deal penetrating damage with his ranged attacks.  Defensively, he’s supported by Toughness to reduce damage dealt to him by 1.

Mid-dial, Black Manta changes from a ranged attacker to a close combatant as he picks up Charge in his speed slot and Blades/Claws/Fangs in his attack slot.  If that’s not enough, Black Manta can fall back on Close Combat Expert to increase his attack value or damage value by +2 (or both by +1).  In his defense slot, Black Manta gains Combat Reflexes to ignore knock back and gain a +2 modifier to his defense value against close combat attacks.

On his last two clicks, Black Manta reverts back to making ranged attacks.  Running Shot and Sidestep return, respectively.  Close Combat Expert makes way for Ranged Combat ExpertIncapacitate replaces Blades/Claws/Fangs.

Finally, Black Manta has the Injustice League and Legion of Doom keywords to offer options when including him on themed teams.

At 97 points, Black Manta leaves plenty of room for other attackers and support characters.  His attack and damage values make him a viable choice as a secondary attacker, and the Carry ability (from the Technology and Patience trait) make him an excellent choice as a taxi for the other characters on your force.  On a map with an adequate amount of water terrain, Black Manta could help lead you to victory!

Thanks for reading!  Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!  Just keep asking yourself if it truly is safe to go into the water…

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

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

Greetings HeroClix fans!

Welcome back as we continue previews from Superman and the Legion of Super-Heroes, our next DC HeroClix set!  The holidays may be over but that hasn’t stopped the subject of today’s preview from dishing out new playthings for his campaign of crime!  We are pleased to welcome a villain who has clashed with Superman numerous times, Toyman!

050-Toyman

Toyman comes into play at 81 points and has an array of keywords to help you build a themed team around him:  Injustice League, Legion of Doom, Superman Revenge Squad, and Scientist.  Additionally, Toyman has the Calculator team ability, which makes him a Wild Card.  Toyman also begins play with a trait appropriately titled, I Love My Toys!, and reads:

Characters with the Bear Icon icon are Toys.  Toyman may begin the game with 1 Toy attached to his base at no additional cost.  Toyman increases his defense value by 1 for each Toy attached.  Toyman can have up to 2 Toys attached.

We’ll discuss the various Toys that can be attached to Toyman momentarily.  In the meantime, let’s take a look at Toyman’s dial!

Toyman has Stealth on all but one of his clicks to prevent lines of fire from being drawn to him if they cross hindering terrain.  Defensively, Toyman has Mastermind on all but his last click as he transfers damage dealt to him onto a single adjacent friendly character with a lower point value.  On Toyman’s last click he has Regeneration, which allows him to potentially heal back to the top of his dial.

In the first three clicks of his damage slot, Toyman has the popular Outwit power, which allows him to use a free action to counter a power or combat ability on an opposing character.  On Toyman’s last two clicks is another popular power, Probability Control, which allows him to reroll a single die roll and ignore the original result.

At the heart of Toyman’s dial is a special power in his attack slot called Power Boost, which lets him use Perplex normally as a free action.  Additionally, Toyman can also use Perplex as a power action to modify the same combat value (except damage) of all friendly Toys on the map.

Now that we’ve seen what Toyman can do, let’s take a look at the single-click dials of some of his wonderful (yet deadly) Toys!

First up is the Airplane, which comes in at 15 points!099a-AirplaneAirplane, along with the rest of Toyman’s Toys, has the Toy keyword.  You’ll notice that Toyman doesn’t have the Toy keyword, which could be troublesome when trying to build a themed team around one of Toyman’s keywords.  This is addressed by the Mobile Toys trait, which is possessed by all the Toys.

Let’s break down the Mobile Toys trait.  The first sentence reads:

When you build your force, Airplane has all keywords possessed by a friendly character named Toyman.

Toyman doesn’t have the Toy keyword?  No problem!  Mobile Toys give Airplane the Injustice League, Legion of Doom, Superman Revenge Squad, and Scientist keywords when you build your force.  Moving on to the next two sentences:

Give Airplane a free action and attach it to an adjacent friendly #050 ToymanWhen attached, you may give Airplane a move action to detach and move on the map.

Nothing fancy here: Use a free action to attach Airplane to an adjacent friendly Toyman.  Use a move action to detach Airplane from Toyman and move it on the map.  The next sentence reads:

When on the map, you may give Airplane a move action as a free action if it is within and remains within 3 squares of #050 Toyman.

Once you’ve detached Airplane from Toyman, you can move it as a free action if is within and stays within 3 squares of Toyman.  The final sentence of Mobile Toys is unique to Airplane:

Airplane can’t use the Carry ability.

No rides on Toyman Airlines, unfortunately, as Airplane can’t Carry other characters!

Airplane also begins play with the Buzzing Blitzkrieg trait, which decreases the attack value by 1 of opposing characters for each Airplane that is attached to Toyman.  Got two Airplanes attached to ToymanToyman’s defense will increase by 2 because of the I Love My Toys! trait and opposing characters will see their attack values decrease by 2 when they target him with an attack, thanks to the Buzzing Blitzkrieg trait.

Moving on to Airplane’s dial, it naturally has the Flyer speed symbol and the Tiny Size damage symbol, which increases Airplane’s defense by +1 against ranged combat attacks and allows it to be carried by larger adjacent characters.  Each of Toyman’s Toys has the Tiny Size damage symbol.  Airplane also has a range of 4 squares and can target two characters when it makes ranged attacks.  Defensively, Airplane has Super Senses to potentially evade attacks on a d6 result of 5 or 6.

Finally, in Airplane’s attack slot is a special power called Mounted Machine Gun, which lets it use Energy Explosion to spread out damage to multiple characters.  Additionally, when Airplane is within 3 squares of a friendly character named Toyman, modify its attack value by +1.  Finally, when Airplane is KO’d, roll a d6.  On a result of 1 or 2, give all friendly characters named Toyman an action token.  This condition appears on each Toy’s special power.

Next up in Toyman’s arsenal is the Race Car!

099b-Race-Car

Race Car is 22 points and has a trait called They Double as Roller Skates.  When Race Car is attached to Toyman, he can use Improved Movement to ignore characters when he moves.  Toyman’s speed value is also modified by +1 for each attached Race Car.

Energy Shield/Deflection occupies Race Car’s defense slot, giving it a +2 bonus to its defensive value against ranged attacks.  In Race Car’s speed slot is a special power called This Thing is FAST! which lets it use the Move and Attack ability.  However, if Race Car is within 3 squares of a friendly Toyman, it can use the Hypersonic Speed power instead.

Coming in at 17 points is the Cymbal-Banging Monkey!

099c-Cymbal-Banging-Monkey

Cymbal-Banging Monkey hits the battlefield with a trait called Distraction, which lets Toyman use Super Senses when Cymbal-Banging Monkey is attached.  This use of Super Senses only succeeds on a result of 6.  However, add 1 to your result for each attached Cymbal-Banging Monkey.

Combat Reflexes appears in Cymbal-Banging Monkey’s defense slot, giving it a +2 bonus to its defensive value against close combat attacks.  In Cymbal-Banging Monkey’s attack slot is a special power called Thunderclap.  If Cymbal-Banging Monkey ends a move action adjacent to an opposing character, it can use Quake as a free action.

Our next Toy is the cuddly (yet destructive) Teddy Bear!

099d-Teddy-Bear

Teddy Bear has a value of 14 points and a trait called Extra Stuffing.  This trait reduces damage dealt to Toyman by 1 for each attached Teddy Bear.  In the damage slot Teddy Bear has Shape Change, which potentially allows it to avoid being the target of an attack.

Finally, Teddy Bear has a special power in its attack slot called Hidden Explosives.  When you give Teddy Bear a move action and it is adjacent to an opposing character after actions resolve, Teddy Bear can use the Pulse Wave power as a free action with a range value of 6.  Teddy Bear is then KO’d after actions resolve. Last and certainly not least, the Teddy Bear is packed with Toyman in DC HeroClix: Superman and the Legion of Super-Heroes five-figure boosters!

There’s one more toy in Toyman’s diabolical toychest found in the DC HeroClix: Superman and the Legion of Super-Heroes Organized Play kit.  Stay tuned for details on that last Toy (and more) soon!

Thanks for reading!  Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!  Don’t forget to put your toys away when you’re done playing with them!

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

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

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, we jump to the future and visit earth in the 31st century. With a body made of stone, Blok is one of the more massive and stronger members of the Legion of Super Heroes.

020-Blok

Blok has a trait called For My Love. (Spoiler Alert) When Blok is adjacent to a friendly character named White Witch or Black Witch, that character can use Mastermind, but only to transfer damage to Blok, regardless of his point value.

Blok has a special movement power called Out of the Way, this will allow him to use Charge and Quake. When he uses Charge, he can use Improved Movement and ignores blocking terrain and characters. When he ignores blocking terrain and moves through it he also destroys the blocking terrain. After this power he has 3 clicks of Charge he can just use normally. Blok also over laps the use of Charge with the use of Super Strength on his first 5 clicks.

Blok starts off with 2 clicks of Impervious on his defense and then switches to 3 clicks of a special power called Energy Absorption. This will allow Blok to use Invulnerability but when Blok is the target of a ranged combat attack, he can use Impervious instead. Blok then ends his dial with 2 clicks of Toughness. Blok also get to use Close Combat Expert on clicks 2 and 3 and then again on clicks 5-7.

Blok is 155 points and has the Flier and Indomitable combat abilities. Blok can use the Legion of Super Heroes team ability which would make him a Wild Card. Blok also has the Future, Legion of Super Heroes and Mystical keywords.

With the Legion of Super Heroes keyword, Blok would be eligible for 1 of 2 Alternate Team Abilities or ATA’s.

Legionnaires is an additional 2 points per character. When a friendly character with the highest point value that’s using this team ability is KO’d, remove one action token from each other friendly character using this team ability. This would be great when building a Legion of Super Heroes themed team.

Legion Lost is an addition 4 points per character. 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 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.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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

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

Greetings HeroClix Fans!

We are pleased to begin our official previews of the upcoming release of DC HeroClix: Superman and the Legion of Super-Heroes with none other than the Lord of Apokolips himself! Long hailed as the embodiment of evil, this despotic ruler has challenged not only the Man of Steel throughout his career, but has also plagued the Legion of Super-Heroes more than one thousand years later! We are of course speaking of Darkseid!

044-Darkseid

Darkseid is powerful enough to shake even the mightiest of heroes’ resolve, and this figure certainly delivers on that threat! The first thing we can see is that Darkseid possesses the Improved Targeting ability, and can ignore hindering terrain, outdoor blocking terrain, and characters for line of fire purposes, and may even make ranged attacks when adjacent to an opposing character! The Omega Beams are one of the most feared weapons in Darkseid’s arsenal and this definitely represents their versatility!

Darkseid also possesses two traits: the first, For Darkseid! allows friendly characters (not named Darkseid) with the Apokolips keyword to modify their attack and damage by +1 if they have one action token.  The second trait, Lord of Apokolips, allows Darkseid to reduce penetrating damage! If that weren’t enough, Lord of Apokolips also makes Darkseid’s powers uncounterable provided he did not use Outwit during his last turn!

As we look at Darkseid’s combat dial, we can see that he is playable at three different point values: 350 points, 300 points, and 200 points.  At the top if his dial, and at the 350 point value, Darkseid begins play with the Boom Tube Technology special power: if Darkseid has no action tokens he can use Running Shot and the Improved Movement ability (ignoring characters).  But if Darkseid happens to have one action token, he can instead use Phasing/ Teleport and then make a ranged combat attack as a free action once his initial action resolves!

Darkseid alternates between Super Strength and Penetrating/Psychic Blast for almost his entire dial, allowing the Lord of Apokolips the option of dirtying his fists upon his foes or blasting them for penetrating damage. Outwit rounds out Darkseid’s early-dial (but remember, if you don’t use Outwit, Darkseid’s powers cannot be countered!)

Early- to mid-dial, Darkseid’s 300 point starting line introduces the Bow Before Darkseid special power.  Bow Before Darkseid grants Darkseid the use of both Outwit and Leadership.  However, when Darkseid uses Leadership, he may remove up to two tokens from an adjacent friendly figure , but if he does that figure is dealt one unavoidable damage at the end of the turn!

Mid- to late-dial, we see Darkseid’s final starting line.  Despite this being his lowest starting value, Darkseid loses very little potency at 200 points as brings his Boom Tube Technology and Bow Before Darkseid special powers, as well as a great mix of Penetrating/Psychic Blast, Super Strength, Outwit and Phasing/Teleport to the board.

Defensively, Darkseid alternates throughout most of his dial between Impervious and Invulnerability, while late-dial some Toughness and then finally Regeneration round out the dial.

Darkseid possesses the Apokolips, Ruler, and Warrior keywords and while this may limit his theme team potential somewhat, Darkseid is sure to bring the pain to any force he is included on thanks to his aggressive combat values and power selection. After all, Darkseid IS.

Thanks for joining us for the first official preview from Superman and the Legion of Super-Heroes.  Be sure to check out our Facebook page later today for another sneak peek at the exciting content in this set.  Be sure to visit your friendly local game or comic book store later this week, as yet another preview will be going out via the WizKids Wire! Share the excitement of the latest DC HeroClix set with your local community!

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

WizKids Games is Pleased to Announce DC HeroClix: Superman and the Legion of Super-Heroes!

logo

 

Greetings HeroClix Fans!

Activate your McCauley Omnicoms and adjust your chronometers for the 31st Century as we journey to an era of heroism and adventure! This winter, WizKids Games brings you back to the future with the latest DC HeroClix release, Superman and the Legion of Super-Heroes!

Brick Mock copy

A long-time fan-favorite, the Legion of Super-Heroes take center-stage in this latest DC HeroClix set, with sub-themes focusing on the Legion Espionage Squad and the Legion Lost!

Cosmic BoyBlokWhite WitchShrinking Violet

 

If that weren’t enough to delight DC HeroClix fans, other sub-themes in the set include Jack Kirby’s New Gods, the Legion of Doom, the Fatal Five and Jim Lee’s WildC.A.T.s!

LightrayKalibakPersuaderHelspont

 

With 69 figures to collect, the DC HeroClix: Superman and the Legion of Super-Heroes five-figure booster set includes:

  • 16 Common figures (plus one Prime)
  • 16 Uncommon figures (plus one Prime)
  • 13 Rare figures (plus one Prime)
  • 11 Super Rare figures (plus one Prime)
  • 5 thematic Chase figures
  • 4 Toyman “Toy Drone” figures

The Toy Drone figures are similar to the Flock of Bat figures found in last year’s DC HeroClix: Batman release.  However, rather than connecting to a heroic figure, the Toy Drones instead assist the Toyman in his evil schemes!

Toyman and Toys

 

Toyman can utilize up to two Toy Drone figures connected to his base at any given time, each with its own special ability! What other nefarious toys does the Toyman have in his arsenal?

Next up, we switch the spotlight slightly to the DC HeroClix: Superman and the Legion of Super-Heroes 24 Ct. Gravity Feed display!

Superman and LOSH GRAVITY FEED_Mock

 

As with previous displays attached to a large release, the Superman and Legion of Super-Heroes Gravity Feed includes 24 foil packs and 10 different characters, each with a new dial-design found only in this product.  The DC HeroClix: Superman and the Legion of Super-Heroes Gravity Feed display will release two weeks earlier than the main set, and offers stores and players a taste of the exciting action to come with the main set release.

Lightning LadScience PoliceUltra BoyAmethyst

 

 

Not to be outdone by the so-called “super-heroes”, the Legion of Doom are back and badder than ever with their own six-figure Fast Forces Pack!

Legoin of Doom FF Pack mock

Celebrate bad deeds and evil plans with this special all-villain Fast Forces pack! Lex Luthor is joined by fellow Legion of Doom’ers Bizarro, Black Manta, the Cheetah, Giganta and Solomon Grundy to create a Fast Forces pack unlike ever seen before! Featuring six figures with all-new dial designs unique to this product, the Legion of Doom Fast Forces pack also includes two maps and a code to unlock exclusive online content!

Lex LuthorCheetahBizarroBlackManta

Last but certainly not least, the DC HeroClix: Superman and the Legion of Super-Heroes Organized Play (OP) Kit includes everything stores need to host multiple HeroClix events.  Each Superman and the Legion of Super-Heroes Organized Play kit includes the following:

  • Nine (9) Limited Edition figures (three copies each of three different figures)
  • 30 Limited Edition 3D special objects (10 copies each of three different 3D special objects)
  • 10 double-sided maps
  • One Organized Play Addendum/Instruction sheet with suggestions on how to run Organized Play

As with prior Organized Play kits, this OP kit is marked “Not For Resale” and is available while supplies last.

Mon-El

Mother Box

Lastly, as a special parting Halloween treat, here’s a bonus preview from Superman and the Legion of Super-Heroes, Solomon Grundy!

049-Solomon-Grundy

Be sure to pre-order your DC HeroClix: Superman and the Legion of Super-Heroes at your friendly local game and comic stores today! DC HeroClix: Superman and the Legion of Super-Heroes flies into stores everywhere February 2014!  LONG LIVE THE LEGION!

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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!

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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!

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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!