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Chaos War Conventions Preview

Mite-y Avengers Part 3 – Giant-Man, the Wasp, and Ant-Man!

Greetings HeroClix Fans!

Once again, we are back to reveal more of the Marvel HeroClix: Chaos War set with another BONUS preview! This time we’re exploring a few different identities Avenger Hank Pym has donned over the years!  Let’s start with his most recent nom-de-guerre, Wasp!

Wasp begins play using his 6 range and Running Shot to take the fight to your opponent!  Toughness provides some damage reduction for Wasp.  Also, Leadership has the potential to add an action and remove a token from a friendly figure.  On his second click, Wasp gains a special power in his attack slot with the same name as the power used by his ex-wife, Janet van Dyne.  The power, Bio Electric Blasts, allows Wasp to use Incapacitate.  If he uses it and hits, deal the target 1 penetrating damage after actions resolve.  This power switches in and out over the course of his dial.

Wasp also has a damage power that replaces Leadership called Cybernetic Wasp Goggles that lets him and friendly characters within 3 squares and line of fire that he shares a keyword with use Exploit Weakness if their printed damage value is 2 or less.  Mid-dial, as Bio Electric Blasts continues to cycle on and off, Wasp switches damage reduction for damage avoidance as Super Senses is on his dial for one click before he switches back to Toughness. 

End-dial, Wasp switches to Super Senses for two more clicks.  Perplex also is in his damage slot on those same clicks.  On his last click, Wasp loses all damage reduction and avoidance to gain Willpower, and Bio Electric Blasts makes a final appearance.

Wasp possesses the Avengers and Scientist keywords, as well as the Avengers team ability.  Wasp also costs 75 points and has the Morph: Hank Pym trait, which allows him to change into his original secret identity, Ant-Man!

Ant-Man possesses a trait called Pym Particles, Shrink, which says, “Once per game, the first action Ant-Man may be given must be a free action to choose a friendly character of 75 points or less with the Avengers keyword.  That character possesses [Tiny Size] combat ability as long as this Ant-Man is on the map”.  Whether you choose to start the game with Ant-Man as part of your force, or use the Morph mechanic to bring him in, this figure has the potential to make a friendly figure better.

Ant-Man begins play with Stealth to hide himself as he moves to where he will do your force the most good.  On any click he has Stealth, he also has a special power called Ant-Swarm that lets Ant-Man use Poison.  When he does, opposing characters that occupy hindering terrain are dealt 2 damage instead.

On his second click, Ant-Man switches things up as he trades his special power and Stealth for Leap/Climb in his movement slot to make getting around easier.  Super Senses allows Ant-Man to potentially avoid attacks.  He also gains Outwit, which will be on all of his even-numbered clicks.  On his third click, Ant-Man switches back to Stealth and his Ant-Swarm special power.  Ant-Man gets two new powers at this point, Combat Reflexes, to make him harder to hit in close combat, as well as Perplex to help himself or his teammates.

Click four of Ant-Man is the same as click number two with Leap/Climb, Super Senses and Outwit.  Click five is again a close-combat click with Stealth, Ant-Swarm, Combat Reflexes and Perplex.  Ant-Man’s sixth click is the same as all even-numbered clicks with Leap/Climb, Super Senses and Outwit.  On his last click, Ant-Man is the same as his first click with Stealth and his Ant-Swarm special power.

Ant-Man, like the other forms of Hank Pym in the Chaos War set, has the Avengers and Scientist keywords, as well as the Avengers team ability.  However, Ant-Man is the only version to have the Tiny Size combat ability.  But like the rest, Ant-Man costs 75 points.  Like all forms of Hank Pym, he has the Morph: Hank Pym trait.  Well, Hank Pym was standard sized, then Tiny Sized.  Where does he go from here?  How about Giant Size?  Here is Giant-Man!

 

At his 75 point line, Giant-Man begins play with two traits.  Like the other Hank’s versions, Giant-Man possesses the Morph: Hank Pym trait.  This trait is only playable on his 75-point line and functions identically as it does on Pym’s other figures.  The next trait is called “Medium” Size which states “Giant-Man possesses [Standard Defense] and [Giant Size] instead of [Indomitable] and [Colossal]” combat abilities, but again, only on his 75-point line.

At the 75 point Morph: Hank Pym line, Giant-Man begins play with Super Strength to allow extra damage when an object is handy.  Toughness will provide some damage reduction from the inevitable counter attack.  On his second click, Giant-Man adds Charge to his dial to be able to move and attack.

Mid-dial, Giant-Man has another click of Charge, this time coupled with Quake to try and disperse groups of opposing figures.  Invulnerability offers more damage reduction to Giant-Man for two clicks.  Quake sticks around for one more click.

Late-Dial, Giant-Man gets one more click of Charge.  Exploit Weakness shows up on Giant-Man’s dial for two clicks, and his damage reducer goes back to Toughness.  On his last click, Giant-Man sees the return of Quake.  Willpower allows Giant-Man to push without fear of taking pushing damage.

As all versions before him did, Giant-Man has the Avengers and Scientist keywords, as well as the Avengers team ability.

This takes us through all versions of Hank Pym’s Morph trait.  But, as hinted at on the character card, there is still a lot more Giant-Man to see! Let’s take another look at him:

At 300 points, Giant-Man’s Pym Particles, Grow is similar to the trait on Ant-Man (#015).  Pym Particles, Grow says “Once per game, give Giant-Man a free action to choose a friendly character of 75 points or less with the Avengers keyword.  That character possesses [Giant Size] combat ability as long as Giant-Man is on the map”.  Need a huge helping hand on the battlefield? Giant-Man is here to make it happen!

Giant-Man begins play at his 300 point line using the always useful combo of Charge and Super Strength with his printed 5 damage.  The Indomitable and Colossal combat abilities will help him use these powers again on his next turn.  Giant-Man has Invulnerability to protect him from some return damage.  He also has a special power to start his dial, Building Shove, in which Giant-Man can be given a power action if he is adjacent to elevated terrain.  All characters occupying that level of elevated terrain within that same continuous border are dealt 1 penetrating damage and knocked back 1 square.  On his second click, Giant-Man trades Charge and Building Shove for some Outwit, which will be very useful from his colossal view of the map.

Click three of Giant-Man’s dial sees the return of ChargeExploit Weakness will make sure close combat damage sticks for his next three clicks, and Giant-Man replaces his damage reducer with Toughness for a couple of clicks.  His next two-click section sees Plasticity show up in his movement slot, and Giant-Man’s damage reducer of choice becomes Impervious.  Perplex makes a single appearance at this point in his dial.  Giant-Man also gains an attack special power called Swat, that says when given a close combat action, Giant-Man may target all opposing characters within two squares and then divide the damage between them.  This power can’t be countered by characters 100 points or less.

Mid-dial, Giant-Man switches back to Charge, Super Strength and Outwit for a click, then back to Plasticity, Swat, and Building Shove for a three more.  Giant-Man switches from two clicks of Toughness to two clicks of Invulnerability for damage reduction in this stretch of dial.  After this, Giant-Man switches back to Charge and Super Strength for the last time.  This click also sees Building Shove for the last time, and the return of two clicks of Impervious. 

End-dial, Plasticity and Swat are on the next two clicks and Giant-Man sees the last of his standard power damage reducers as Impervious is replaced with a click of Toughness.  Perplex returns to his dial at this point for a few clicks.  Giant-Man’s last three clicks are mostly bare, but the special power in his damage slot will be a benefit to whatever force he is on.  Avengers, Behind Me! allows Giant-Man to use Defend and Toughness.  Two defense values of 18, one having Perplex as well, and a 19 defense can provide a colossal help to his force!

Convention season is right around the corner and Giant-Man will initially be available at the NECA booth during San Diego Comic-Con, then later at Gen Con Indy.

And as it is the 10th anniversary of HeroClix, we have included with Giant-Man a special figure that pays homage all the way back to the first HeroClix set, Marvel HeroClix: Infinity Challenge, and one of the first convention exclusive figures ever, Ant-Man!

 

Ant-Man has the Morph: Hank Pym trait that all 75 point versions of Hank Pym in this set have, allowing him to swap versions as needs change.  Also added is the Tiny Size combat ability to represent his shrinking ability.  Ant-Man still has the Avengers and Scientist keywords, as well as the Avengers team ability.

To increase the original 43 point version of Ant-Man to the modern 75 point version, in addition to his trait and Tiny Size ability, two clicks of life were added, as well as the ability to do a printed 1 damage on every click!  (The original Ant-Man had printed 0 in all damage slots!)  Beyond these major changes to make him playable in a modern environment, the design concept is the same.  Ant-Man has Stealth the entire length of his dial to reflect how tiny he is.  He also has Incapacitate for his entire dial, as his ability to sting people with a 4 range is annoying, and not very lethal.  Also, Ant-Man still begins play with a 20 defense, and sees this number regress by 1 for every click of his dial.  Another noticeable change to make this new Ant-Man more playable than the original is a small boost to his attack values.  While the Infinity Challenge version had attack values starting at 8 and ending with 5, this version starts with a 9 attack and ends with 7!  And finally, Ant-Man may have the Chaos War set symbol, as this is the current set, but he still has the same collector number as the Infinity Challenge original, #173!

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue with a Kree-empowered Avenger!

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Chaos War Preview

Master of Evil and Avengers Foe – Black Knight!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview takes us to a deceased member of the Masters of Evil. Denied the hereditary right to wield his family’s fabled Ebony Blade, Nathan Garrett used technology to become the original (and villainous!) Black Knight!

Black Knight begins play maneuvering onto the battlefield with Running Shot and the Flight ability (thanks to his genetically-modified flying horse).  Two opening clicks of  Penetrating/Psychic Blast enable the Black Knight to strike at his opponents’ weak spots with penetrating damage, and then on his second click Black Knight shows off his intellect as a former professor in the form of Outwit. 

Mid-dial, Black Knight demonstrates the more common use for a lance as he and his winged horse use Charge to engage his foes in close combat.  Blades/Claws/Fangs makes Black Knight all the deadlier in melee, while Outwit makes a second appearance on his dial enabling him to penetrate his enemies’ defenses, or counter a more a vital power or ability.  However, mid- to late-dial the Black Knight has been knocked from his steed, represented by Earthbound for the rest of his dial.

At the end of his dial, Black Knight maintains both Earthbound and Toughness, and gains a couple of clicks of Energy Explosion. Black Knight’s armor is represented by nearly a full dial of Toughness, but onn his last click, Black Knight trades damage reduction for force of will as he has Willpower. 

Black Knight possesses the Armor, Masters of Evil, and Scientist keywords, providing him with some solid theme team building options.  Black Knight also has the Masters of Evil team ability, providing him the ability to act every turn as long as you wish to push him.  For 95 points, Black Knight will be a solid investment on whatever force you wish to include him on.

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue with a Kree-empowered Avenger!

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Chaos War Preview

Mite-y Avengers Part 2 – The Wasp, Hank Pym, and Ant-Man!

Greetings HeroClix fans!

Welcome back! As promised, we’re continuing our bonus previews with three more figures from the Marvel HeroClix: Chaos War set that Ant-Man and Wasp can Split into.  Let’s start with the winsome Wasp!

 

Wasp begins play using Running Shot to start off the battle.  She can opt to use her 6 range with 2 targets to divide her printed 3 damage, or she can combine it with her attack special power, Bio Electric Blasts, which allow Wasp to use Incapacitate with the additional benefit that if she uses it and hits, the target is dealt 1 penetrating damage after actions resolve.  Wasp has the new Tiny combat ability, which increases her defense by +1 if a ranged attack is made against her and makes it so any friendly character can get her into battle.  Super Senses will allow Wasp a chance to avoid attacks, while an opening click of Leadership potentially adds an extra action to her force.  Her second click sees Leadership swapped out for Enhancement as Wasp finds another way to help her teammates.

Mid-dial, not much changes on Wasp as Enhancement, Running Shot and her special power are all still there.  She does swap Super Senses for a click of Combat Reflexes, before she switches back to Super Senses.  On her last click, Wasp gets Earthbound in her movement slot, which negates her Tiny and Flight combat abilities.  Defensively, she goes back to Combat Reflexes and does get a bit of added protection in the form of Shape Change.

Wasp possesses the Avengers and Lady Liberators keywords, which gives her a couple of choices for theme-team building.  At 77 points, Wasp makes a great secondary attacker on any force she’s on.

Next, let’s take a look at another Qualifying Name character Ant-Man and Wasp can Split into.  Here is Eric O’Grady, the Irredeemable Ant-Man!

 

Ant-Man begins play with two special powers on the front half of his dial.  In his movement slot, he has a power called OK, I’m a Voyeur, So What? that says when an adjacent character moves due to its own action, once per turn you may place Ant-Man in a square adjacent to that character after the action resolves.  Mobility should never be an issue for Ant-Man!  On his damage slot, Ant-Man has a special power called Irredeemable Liar that says Ant-Man can use Outwit, but only to counter an opposing character’s Outwit or Perplex or a special power that specifically allows the use of those two powers.

Mid-dial, Ant-Man picks up two clicks of Energy Explosion to go with his 3 range.  (Hey, he’s tiny, what do you want?) These overlap with his special powers, and the powers that replace them for the rest of his dial.  In his movement slot, Ant-Man switches to Stealth as he tries to keep himself out of harm’s way.  In is damage slot, Ant-Man gets Exploit Weakness to make sure any close combat damage sticks.  On his last click, Ant-Man picks up Blades/Claws/Fangs, which pairs nicely with his Exploit Weakness.

Ant-Man possesses the Avengers, S.H.I.E.L.D., and Thunderbolts keywords, giving him a good selection of named theme teams on which to use him.  He also brings the Avengers and S.H.I.E.L.D. team abilities, as well as the Flight and Tiny combat abilities.  At 43 points, Ant-Man will be an inexpensive annoyance piece on whatever force he is included!

Not the Ant-Man you were expecting?  Well, we’ll get to him.  In the meantime, let’s take a look at the other side of the chart for Split, the Qualifying Real Name side, and take a look at Hank Pym!

 

Hank Pym begins play with a special power in his attack slot for the first half of his dial called Tinkerer Supreme, which allows him to be given a free action if he occupies a square with a light or heavy object, and then choose a standard attack power.  He can use the chosen power this turn.  This could be utilized well with his 5 range.  Hank Pym also begins play with Outwit, a power that will be on all of his odd-numbered damage slots. On his second click, Hank Pym trades Outwit for Perplex, and gains Willpower in his defensive slot.  Perplex and Willpower will be on every even-numbered click.

End-dial, Hank Pym keeps alternating clicks of Outwit with Perplex and Willpower.  On his last three clicks, Hank Pym loses his attack special power.  In his movement slot he gains Flurry.  Hank Pym possesses the Avengers, Defenders, and Scientist keywords, as well as the Avengers team ability.  For 75 points, Hank Pym is a useful support figure.

But, that’s not all Hank Pym is good for.  He also has a trait called Morph: Hank Pym.  Give Hank Pym a move or close combat action that deals no pushing damage.  After the action resolves, replace him with any character with this trait on the same click number.

What other figure has this trait?  Be sure to come back on Friday as we  take a look at a few different heroic identities Hank Pym has worn in his career from the Marvel HeroClix: Chaos War set, including a Colossal reveal! Until then, keep your Clix off their K.O.’s!

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Chaos War Preview

“Mite-y” Avengers Part 1- Ant-Man and Wasp!

Greetings HeroClix Fans!

Today we have the first of three bonus previews from the Marvel HeroClix: Chaos War! Get set as we explore some new and updated abilities in the game.  To showcase these changes, let’s take a look at a duo well-known to Avengers fans, #053 Ant-Man and Wasp!

There’s a lot going on with Ant-Man and Wasp.  First, they’ve got a new combat ability on their dial, Tiny Size.  This ability is on the damage slot, as are all combat abilities that affect a character’s size.  Tiny Size modifies this character’s defense by +1 against ranged combat attacks.  If a figure is tiny, they should be harder to shoot.  A friendly character that is both adjacent and larger can use the Carry ability to carry 1 Tiny Size character, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally.  So, anyone that is not Tiny Size can carry a figure that is; the Carry ability is not required.  And, unlike the Carry ability, there is no -2 modifier to movement.  Also, if a figure already has the Carry ability, they can carry a Tiny Size figure and a normal-sized figure as well, with the normal sized character causing the -2 modifier to movement to kick in.  This ability can’t be countered.  Tiny Size can’t be outwitted, easy enough.

Now, let’s take a look at Ant-Man and Wasp.  First off, they possess a trait called Buzzing Right In Your Ear.  When an adjacent opposing character attacks Ant-Man and Wasp and misses, deal the attacking character 1 unavoidable damage after actions resolve.  When a non-adjacent opposing character attacks Ant-Man and Wasp and misses, deal each opposing character adjacent to Ant-Man and Wasp 1 unavoidable damage after actions resolve.  With their high printed defense, Super Senses on the first half of their dial, and the Tiny Size ability, Ant-Man and Wasp are sure to get a lot of use from this trait!

Ant-Man and Wasp begin play using Charge to get into battle.  They make sure damage will stick with the use of Exploit Weakness.  Once in place, Super Senses helps them avoid attacks for the front half of their dial.  When placed correctly, Ant-Man and Wasp will also be able to take advantage of Poison, another representation of their insect swarms.  On their second click, Ant-Man and Wasp swap Charge for Plasticity, making opponents have a harder time getting away, or themselves an easier time!

Mid-dial, Ant-Man and Wasp switch things up as they gain Stealth to keep themselves hidden.  On these two clicks, Outwit is in their damage slot, making Ant-Man and Wasp a good support figure.  Super Senses is traded for Toughness in this section of the dial.

End-dial, Ant-Man and Wasp have Plasticity and Poison back on their dial.  Toughness keeps them safe from some damage for the rest of their dial.  Ant-Man and Wasp also see Exploit Weakness return to make sure damage goes through.  On their final click, Ant-Man and Wasp also have Charge return as they make one last-ditch run at your opponent!

Ant-Man and Wasp possess the Avengers and Scientist keywords, as well as a 5 range.  At 168 points, Ant-Man and Wasp will be a solid investment on most forces.  Ant-Man and Wasp also possess the Duo combat ability, which now has a new ability added to it.

As before, the Duo combat ability grants a figure the Duo Attack ability, which allows it to make a second attack with a -1 modifier to damage.  It now also allows the possessor of the Duo combat ability to use Split.  Let’s take a look at Split. 

Split   Give this character a power action if it has no action tokens.  Simple enough.  Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card.  Pick one or more names off the list; for example, “Ant-Man” or “Wasp.”  The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value  In this case the point value is 168 points, and any figure named “Ant-Man” and “Wasp” that total 168 points or less would qualify. (unless those characters previously used the Merge ability to be replaced by this character).  You can Merge 2 characters that cost more than the Duo figure you are Merging into, see below.  It doesn’t come into play with Ant-Man and Wasp, but it will with other figures. Replacement character(s) are assigned an action token and can’t be given an action this turn.  Pretty simple, since they took a power action to split.  Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line.  For example, if the Duo is on click number 5 then the figures that are Split from it must come in on click number 5, or five clicks from the starting line if it does not have a numbered dial.  Also, if a figure has multiple starting lines, you can choose to use any one that fits and count clicks from that line.  If you choose to use an older Duo figure, like #060 Cap and Bucky from the Avengers set, just count your clicks.  This ability can’t be countered.  Again, simple enough.  Something that may not be obvious is that you can use the Split ability to split a duo figure into only one figure, points permitting, but that lone figure won’t be able to use the Merge ability.  Also, points permitting, you can Split into more than two figures.

For reference:

Qualifying Name      orQualifying Real Name
Ant-ManHank Pym
WaspJanet Van Dyne

 

The standard attack symbol also has a new addition to it, called the Merge ability.

Merge  When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character.  Not too complicated.  If any combination of the characters listed above are adjacent, and none have action tokens, they may combine to form a Duo figure.  Pick the figure you are giving a free action to and this Duo begins play on the same number of clicks from the starting line.  Note that you can give any figure the free action to pick the click the Duo is on.  The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character.  So it has to be either an even swap or you have to give up some points to make the Duo. (Unless that Duo character previously used the Split ability to be replaced by these same characters). If Ant-Man and Wasp had Split earlier, they can Merge.  The Duo character can’t use the Split ability this turn.  This is so you can’t Merge to heal a figure, and then Split right away. This ability can’t be countered.  Again, easy enough.

All three of these new abilities, Tiny size, Split and Merge will be on this year’s new Powers and Abilities Card.  In the 2012 Core Rulebook, replacement characters are a defined portion of your force.  They are revealed at the beginning of the game and possibly will be limited to a specific number per force.  There will be a Duo-Guide released around the same time as Chaos War that will provide the character/real names for all pre-existing Duos, to make these figures in your collection easier to use.

That is all for today.  Be sure to come back on Wednesday as we continue to explore the Marvel HeroClix: Chaos War set when we take a look at three figures from the chart above that Ant-Man and Wasp can Split into! Until then, keep your clix off their K.O.’s!