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BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Slate!

Greetings HeroClix Fans!

Welcome to our final preview from the upcoming Bioshock Infinite HeroClixset, which releases today! As we prepare to say farewell to Columbia, we look at a true soldier and a man who served in the United States military, Captain Cornelius Slate.

 013 Slate

Slate has a trait called We Honor Our Fallen which allows him to use Poison. In addition, each time a friendly character is KO’d, Slate may immediately be placed in a square that character occupied when they were removed from the game.

Slate starts out with Willpower and Exploit Weakness on his top three clicks. He also has a special power that lets him use Barrier. When Slate does, after the action resolves he may use Pulse Wave as a free action as if he occupied the same square as one of the placed markers. With his 6 range this could make it very easy for him to protect friendlies from his use of Pulse Wave or separate an opposing character to try and pull off a single-target Pulse Wave.

On the second half of Slate’s dial he gains the use of Charge and Blades/Claws/Fangs. His attack values spike to an 11 and he now possesses Battle Fury. Although Slate will no longer be able to use his 6 range to make range combat attacks, he will be able to ignore Shape Change and cannot be targeted by Incapacitate or Mind Control.

Slate is a 75-point unique character with the Founders, Monster, Soldier and Vox keywords.

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

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BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Shock Jockey and Siren!

Greetings HeroClix Fans!

And welcome back as we bring you another preview for the upcoming Bioshock Infinite HeroClix set!  Today we “Harness the power of electricity and keep your enemies on their toes” with the Shock Jockey!

 007-Shock-Jockey

Shock Jockey begins play with a couple of special powers.  First up are a couple clicks of Throwing Sparks.  Similar to its video game name sake, using this ability will stun an opponent.  This special power allows Shock Jockey to place an action token on opposing characters adjacent to characters that he hits with an attack.   Shock Jockey’s other special power is called Salt the Earth, which allows Shock Jockey to use Barrier as if he had a range of 7, instead of his printed 4 range.  At the end of your turn, you can choose 1 square of placed blocking terrain and deal 1 damage to each opposing adjacent to that square.

A couple of clicks into his dial, Shock Jockey loses the ability to use his range as Battle Fury will be on the rest of his dial.  As he loses the ability to make range attacks, he gains a couple of powers that will help him now that he should be in close combat, should you choose not to rely on his Salt the Earth special power.  First, Poison will allow Shock Jockey to deal passive damage to adjacent opposing figures at the beginning of your turn.  He will also be able to make two close combat attacks as he now has Flurry on his dial.

Coming in at 60 points, Shock Jockey can be played on theme teams with the Founders, Monster, and Vox keywords.

Next up, we check out the former First Lady of Columbia, resurrected as the fearsome Siren!

 009-Siren

As she is not of this world, Siren has the ability to get where ever she is needed for the entire length of her dial with Phasing/ Teleport.  This will come in very handy to set up the use of her special power, which we will get too momentarily.  Defensively, Siren is seen gliding among the chaos as she comes to help.  She will alternate being harder to hit from range with Energy Shield Deflection, and attempting to avoid attacks altogether with Super Senses.

And now for her special power, called Inspiring Song.  This special power allows Siren to use Support.  This use of Support has the added benefitting of allowing the successfully healed target to use Charge or Running Shot as a free action after actions resolve.  Note that the target character does not have to have Charge or Running Shot for this to work.

Siren can be played on theme teams utilizing the Founders, Herald, and Vox keywords.  At 50 points, the unique ringed Siren is sure to find a home on most min/max teams as the go to Support figure of choice, as the ability to be given a free action move and attack will always be useful.

Thanks for joining us today.  Be sure to check back later in the week for more exciting HeroClix previews! Until then, keep your Clix off their K.O.’s!

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BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Zachary Hale Comstock!

Greetings Heroclix Fans!

Today we continue our previews of the Bioshock Infinite HeroClix set with Zachary Hale Comstock!

012-Zachary-Hale

Zachary Hale Comstock is a 70 point figure with the Celebrity, Founders, Politician and Ruler keywords. The main draw to Zachary Hale Comstock is his special damage power that he has on his first two clicks called Hero of Wounded Knee. Hero of Wounded Knee says that Zachary Hale Comstock can use Leadership and Outwit. When he uses Leadership and rolls a 6, standard powers of friendly characters within 4 squares can’t be countered until your next turn. We all know how much of a pain Outwit can be, so if you can get Zachery Hale Comstock within the 4 squares you can possibly stop characters, like Daimion Hellstrom from the Marvel Heroclix Amazing Spiderman Set who also has the Ruler keyword, from losing an important power like Psychic Blast or Shape Change.

Zachary Hale Comstock also possesses Outwit his entire dial (either from his special power or standard Outwit) which we all know can be a pretty powerful gam-changer.  Outwit is also a power lacking from a lot of figures with the Founder Keyword.  Luckily Zachary Hale Comstock has the Founder Keyword as well as the Founder Team Ability meaning he plays well with characters from the Bioshock Infinite HeroClix set.  Zachary Hale Comstock would fit nicely on a team with Booker Dewitt, Elizabeth, Boy of Silence, and a Machine Gun Turret for a 300 point Founders team. This also allows you to take advantage of the split/merge ability with the Booker and Elizabeth duo figure. You can just have Zachary Hale Comstock sit in hindering terrain or use Elizabeth’s trait Pieces of Another World to create hindering terrain so he can take advantage of his Stealth on his first three clicks while he Outwits opposing characters and protects his friendly characters from being Outwitted.

Zachary Hale Comstock also has Mastermind on all but his last click, which you can use to keep him alive a bit longer to get more usage out of his Outwit if you need to. Just be careful as you can’t use Mastermind on the Machine Gun Turret though you can take off a token with his Leadership. Zachary Hale Comstock really does pull his weight on any team he is on, being a low cost support piece. Only issues you might find is his versatility may paint a rather big target on this figure!

That concludes our preview today of Bioshock Infinite HeroClix. Please keep checking for more previews from this and other upcoming sets but until next time, keep swinging up those objects!

 

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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.

002-Machine-GunTurret

006-Rocket-Turret

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.

014-Motorized-Patriot

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.