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Marvel HeroClix: Wolverine and the X-Men Preview

Marvel HeroClix Wolverine & the X-Men: Professor X and Magneto!

Greetings HeroClix Fans!

Today we continue our previews of the upcoming Marvel HeroClix: Wolverine and the X-Men set by taking a closer look at the two architects of the Mutants Rights movement in their earlier years.  We are pleased to present none other than Professor X and Magneto!

053-Professor-X_MagnetoThe first thing we notice about Professor X and Magneto is that they possess a trait that will definitely  impact your team-building strategies.  The Origin of the Split grants characters with either the Brotherhood of Mutants or the X-Men team abilities those same keywords and team abilities! Talk about options: adding free action move of ability to exchange health in the game at no additional cost to the affected figures can be quite beneficial in-game!

Professor X and Magneto begin play maneuvering into position thanks to healthy stretch of Running Shot early-dial, which pairs nicely with their 7 range and 3 damage value.  And once you’re happy with Professor X and Magneto ‘s positioning, Outwit allows you to counter an opposing character’s power or combat ability as well!

And if that weren’t aggressive enough, Professor X and Magneto also possess a special power titled You’re a Mutant, Too? which allows them to use both Penetrating/Psychic Blast (which works quite well with the aforementioned Running Shot and 7 range) as well as Mind Control! Even better, when you use one of these powers and hit your target, you can then use the other power as a free action! (once the original action has completed that is)

Mid-dial, Professor X and Magneto switch tactics slightly as they attempt to infiltrate none other than Baron Von Strucker’s hidden Hydra base.  While Professor X and Magneto are not sculpted in the co-opted Hydra uniforms they wore in Uncanny X-Men #161, two clicks of Stealth ought to help them sneak past the sentries and into the secret Hydra lair! At this point in their dial, Professor X and Magneto exchange their You’re a Mutant, Too? special power for Incapacitate and Outwit for Shape Change.  (hmmmm, perhaps they found a pair of Hydra uniforms after all!)

Toward the end of their dial, Professor X and Magneto also go on the offensive thanks to a run of Pulse Wave and Sidestep.   (which can be used either before or after their attack if you so choose!) At this point, we also encounter Professor X and Magneto’s second special power: Leaders of Two Movements allows Professor X and Magneto also to use Leadership.  However, instead of the normal effects of Leadership, this special power allows Professor X and Magneto also to remove action tokens form up to two adjacent figures with whom they share a keyword, and one figure may modify its attack value by +1 (but must then lower its defense value by -1), and the other figure may modify its defense value by +1 (and, you guessed it, then lower its attack value by -1).

Defensively,  Professor X and Magneto also possess Super Senses initially, which then gives way to Barrier and then Energy Shield/Deflection respectively.

At 133 points, Professor X and Magneto also will work on a variety of team builds while readily leaving enough room for other figures in a 300 point game.  The Brotherhood of Mutants, New Mutants, Scientist, and X-Men keywords also allow for some great thematic team builds as well!

We hope you’ve enjoyed this latest preview from the upcoming Wolverine and the X-Men set.  Stay tuned next week as we spotlight a young mutant who is considered Homo Superior’s last, greatest Hope! Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Cannonball, Wolfsbane, and Magma!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Wolverine and the X-Men set, specifically the last three figures from the New Mutants team base, all of which are packaged with it, allowing the team base to be playable right out of the box.   Today we have the first recruit to the team as well as two founding members.  First off, we go to Kentucky to meet the first member of the Guthrie family to venture out to Xavier’s School for Gifted Youngsters and who would eventually go on to be a co-leader of the team, Cannonball!

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Cannonball not only has am Improved Movement: Blocking/Burst ability, allowing him to ignore blocking terrain for movement, as well as destroying it on the way through, he also bestows this ability on the New Mutants team base when attached to it via their asset dial.

Cannonball has a full dial of move and attack, thanks to Charge.  The flight ability, as well as his Improved Movement ability will allow him to get to almost any target within half his movement.  Cannonball also has two special powers provided by different aspects of his mutant generated blast field.  The first, called Ignition, represents his early inability to fly in anything but a nearly straight line, and the devastation he caused when doing so.  When Cannonball moves at least 3 squares in a direct line due to his own action, he can use Impervious, as well as modify his damage by+1 until your next turn.

Cannonball’s second special power represents how he could protect his team mates with his blast shield, and is called Blast Shield Extension.  This allows Cannonball to use Toughness, and, he and adjacent friendly characters can use Energy Shield Deflection, if he has less than 2 action tokens.   On the back half of his dial, Cannonball switches to standard Energy Shield Deflection to make him harder to hit with range combat attacks.  Also, Exploit Weakness will allow him to ignore damage reducers.

Cannonball can be played on theme teams with his fellow New Mutants, the team they eventually became, X-Force, or his most recent team, the Avengers.  Coming in at 92 points, Cannonball makes a solid secondary attacker, while providing some additional protection to adjacent team mates with his special power.

Next up, we go to Scotland, where we find the member of the team, who, with no siblings of her own, adopted Cannonball as her big brother, Wolfsbane!

 072-Wolfsbane

As a mutant shape shifter, Rahne Sinclair starts out as a normal girl, with Shape Change to protect her.   A click into her dial is where the wolf inside her comes out to play.   Once off her activation click, Wolfsbane has a full dial of move and attack, thanks in part to a special power on her next two clicks, as well as her last, called I’ll Hunt Ye Down!  This special power allows her to use Charge and Flurry.  When this special power is not on her dial, standard Charge will be.  Combining very well with both Charge and Flurry, is full dial of Blades/Claws/Fangs, allowing you to attempt to do more than her printed 2 and 3 damage values.

Providing Wolfsbane a full dial of protection from, Mind Control and Incapacitate, as well as ignoring Shape Change, again, once past her activation click, is a full dial of Battle Fury.   Defensively, Wolfsbane can attempt to ignore attacks with Super Senses, and failing that, have some damage reduction due to Toughness, both thanks to a special power called Lupine Form.   A last click effort to save herself by changing forms is represented by a closing click of Regeneration.

When used on the New Mutants team base, Wolfsbane gives the ability to use Blades/Claws/Fangs when she is available the asset dial.   Clocking in at 63 points, with solid attack values and powers, Wolfsbane should have an easy time fitting on a theme team using any of her keywords, representing the extensive list of teams she has been a part of in her career, including Animal, Excalibur, New Mutants, X-Factor, and X-Force, or any other force build you choose to include her as part of.

Lastly, we go to the Amazon, to the hidden city of Nova Roma, to find the first mutant added to the team, able to control the earth itself, Magma!

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Magma begins play with a good run of being able to move two squares as a free action with Sidestep.  Once adjacent to opposing figures, her special power, Energized Form, allows her to bring a good bunch of hurt.   At the beginning of your turn, Magma can use Poison as a free action to deal one click of penetrating damage to each figure, then use Quake to deal them two clicks of penetrating damage, before knocking them back.  (Using Sidestep at this point can set up the free action Poison for next turn.)  Magma also has some decent damage reduction with Toughness.  Additionally, a special power called Absorb the Flame, allows Magma and adjacent friendly characters to ignore 1 click of penetrating damage each turn.

Around the middle of her dial, Magma begins to change up her power set as she powers down.  First Toughness and Absorb the Flame both are replaced with a higher defensive value and Energy Shield Deflection.  Another click in, Energized Form is replaced with standard Poison.  Also at this time, Magma gains Plasticity to lock opposing figures in place, or allow her a better chance to get away.   Getting away allows her to get to someone to heal her or give her some space to use Regeneration, which is on her two closing clicks.

When used on the New Mutants team base, Magma brings Poison via the asset dial.  Possessing a 3 range, Magma can surprise an unsuspecting foe from time to time.  Clocking in at 77 points, Magma can be played in theme with her fellow New Mutants. 

That’s all we have for now.  Thanks for joining us, and be sure to check back next week as we bring more previews from the upcoming Marvel HeroClix: Wolverine and the X-Men set!

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Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Mirage, Sunspot, Magik, and Warlock!

Greetings HeroClix Fans!

We continue our week-long look at the New Mutants team dial with a peek at four of the team members found in the Marvel HeroClix: Wolverine and the X-Men five-figure boosters.  First up is co-leader of the New Mutants who is also one of the Valkyrior.  Last seen in the Marvel HeroClix: Fantastic Forces set, please welcome Danielle Moonstar (aka Mirage)!

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As her code name suggests, Mirage can create illusions of whatever her opponents fear most.  This ability is represented by a special power on the front half of Mirage’s dial called Fearful Illusions.  This power helps protect Mirage from attacks by allowing her to use Shape Change.  Additionally, if the result of the d6 roll is 3 or 4, her defense value is modified by +1 for that attack.  Mirage’s defense slot starts with Willpower, then moves into a short run of Toughness.

On the back half of her dial, Mirage’s winged horse Brightwind is represented by a special power of the same name.  Brightwind allows Mirage to use Charge and gives her the Wing speed symbol.  Mirage’s Brightwind clicks are paired with Blades/Claws/Fangs in her attack slot and the two powers combine to allow Mirage to use Charge and potentially deal up to 6 clicks of damage.  Probability Control on those same three clicks will help make that Charge+Blades/Claws/Fangs combination stick if she misses her attack rolls.

Mirage comes into play at 75 and has an array of keywords that make it easy to add her to various teams.  She has a range of 7 squares, which makes her a threat when she uses Incapacitate at the start of her dial or the two clicks of Mind Control that are scattered in her speed slot.  Mirage’s Rogue’s Asset Dial ability allows New Mutants to use StealthNew Mutants can also use Smoke Cloud as a free action.

Next up, let’s take a look at the muscle of the New Mutants, Sunspot!

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Last seen in the Marvel HeroClix: Supernova set, Sunspot begins play with two clicks of the popular combination of Charge and Super Strength.  On those same two clicks Sunspot has Toughness to soak up some damage dealt to him.  Once Sunspot is past those first two clicks, he retains Super Strength but switches to Sidestep in order to reposition himself.  Defensively, Sunspot switches from Toughness to Combat Reflexes, making it tougher to land close combat attacks on him.

As we move to the back end of Sunspot’s dial, we see that he gains a special power in his damage slot that represents his secondary mutation.  This special power, also called Secondary Mutation, gives Sunspot the Wing speed symbol and a range of 6 squares.  Sunspot’s newly acquired range works well with a pair of powers that show up in his speed and attack slots:  Running Shot and Pulse Wave.

The often-impulsive Sunspot has a point value of 76 points and his Asset Dial ability allows New Mutants to use Energy Explosion.  His array of keywords (Fallen Angels, Hellfire Club, New Mutants, X-Corps, X-Force and X-Men) make him a viable choice for many teams.

We now come a New Mutant who is also the ruler of Limbo and the younger sister of Colossus, Illyana Rasputin (aka Magik)!

 034-Magik

Magik has a point value of 102 points and a range of six squares.  She begins play with a trait called Teleportation Discs which lets her use Phasing/Teleport and the Carry ability.  Magik may carry up to two characters if both have the New Mutants keyword, regardless of their combat symbols.

Teleportation Discs works with a special power in Magik’s speed slot called Travel Through Limbo.  To use Travel Through Limbo, give Magik a free action and double her speed value.  At the end of the turn, deal 1 unavoidable damage to Magik or one of the characters she carried this turn.  Sunspot makes a great candidate to take the 1 unavoidable damage, as his second click is nearly identical to his first.  The only change is he drops from speed value of 9 to 8.

On her Travel Through Limbo clicks, Magik also has Pulse Wave, Energy Shield/Deflection and Probability Control.  Mid-dial, Magik’s darker side begins to show as she drops Pulse Wave and gains a special power called SoulswordSoulsword allows Magik the use of Blades/Claws/Fangs and Exploit Weakness.  When she makes a close combat attack, she ignores the Mystics team ability.

Probability Control remains for Magik’s two Soulsword clicks but she replaces Energy Shield/Deflection with Invulnerability as her eldritch armor protects her.  Magik also gains Charge, which works with Blades/Claws/Fangs and Exploit Weakness from her Soulsword special power.

Magik’s Darkchilde persona has fully taken over on her last two clicks, which are highlighted by Blades/Claws/Fangs and Battle Fury.  When Magik’s face appears on the New Mutants Asset Dial, the team character can use Probability Control.

Unlike Mirage and Sunspot, Magik has a printed team ability on her dial:  MysticsMagik also has a quartet of keywords (Exiles, Mystical, New Mutants and Ruler) to aid in theme team building.

Finally, we come to the most unusual member of the New Mutants, the Technarch known as Warlock!

 046-Warlock

Warlock comes in at 164 points and a range of 4 squares.  He begins play with a pair of traits, Self or Self Friends? and Dune BuggySelf or Self Friends? allows Warlock to use Perplex.  If he uses it to target a friendly character with the New Mutants keyword, modify any combat value except damage by +2.  With Dune Buggy, once per game Warlock can be given a free action and for the remainder of the game he becomes an Autopiloted vehicle (he gains the Steering Wheel defense symbol) that can carry up to 4 friendly characters.  Warlock’s speed value is also modified by +3 and he can use the Ram ability, which reads:

Ram  Give this character a move action; it may only move along a direct path and it can’t change its orientation.  After actions resolve, make a close combat attack as a free action that targets all opposing characters that were moved through.  Each hit character is dealt this character’s damage value and deal this character 1 unavoidable damage for each 100 points of characters dealt damage during the movement.

Warlock’s dial begins with a long run of a special power in his attack slot called Any Shape For Any Occasion, which allows him to choose a standard attack power at the beginning of your turn and use that power.  On the same clicks as Any Shape For Any Occasion, Warlock has Shape ChangeWarlock ends his dial with Enhancement in his damage slot.

In Warlock’s defense slot, he cycles through various standard powers, starting with Toughness and ending with Regeneration.

Like his teammates above, Warlock has an array of keywords that make him a viable choice for several teams.  When removed from his SwitchClix base and placed on the New Mutants team dial, Warlock’s Asset Dial ability allows New Mutants to use Perplex.

Thanks for reading!  Please join us later this week when we look at the members of the New Mutants team dial who are found in the Marvel HeroClix: Wolverine and the X-Men super boosters.  Until then, may your Impervious rolls be ever in your favor!

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Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: the New Mutants Team Base!

Greetings Heroclix Fans!

Today we continue our preview of Marvel Heroclix: Wolverine and the X-Men with another team dial from this latest X-citing X-pansion.  We are pleased to present the junior class from the Xavier School for Gifted Children, the New Mutants!

T004-New-Mutants

The New Mutants team base can be played at three point values, 65, 115, or 165. This means with every team member attached it would cost 100, 150, and 200 points respectively allowing a lot of different team building options based around the team dial. New Mutants team dIal also has an improved movement power called We’re the Next X-Men which allows them to ignore hindering terrain for movement purposes.

T004-New-Mutants Character Card

The New Mutants also have two traits to take advantage of. The first one is called Embarrass the Hellions which says When New Mutants KO an opposing character with an attack, give each other opposing character an action token. This allows you to effectively lock down an opposing team, either dealing pushing damage to the opposing figures and stopping them from taking an action next turn or making them choose to push or just clear the next turn. The New Mutants also have Indomitable, allowing them to push to KO opposing figures for two turns of stacking tokens onto opposing figures if setup correctly. The second trait the New Mutants have is called Self-Sacrifice For My Friends which states that When a character that began the game attached to New Mutants would be KO’d, you may remove a character from this team base and remove it from the game. Turn the damaged character to its last non-KO click and heal if of 2 damage instead. This trait allows you to take a character that you don’t need anymore or is almost dead anyway and use them to save one that you do need.

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The New Mutants dial starts out with Running Shot and Psychic Blast at all starting lines. They each also have the same powers on their second and third clicks after each starting line, getting Sidestep, Incapacitate, Combat Reflexes, and Shape Change on the second clicks, and third clicks having Charge, Quake, Combat Reflexes, and Shape Change. It is a nice little pattern, allowing you to easily remember what powers are going to be coming up next for you to use.

T004-New-Mutants Asset Dial

The New Mutants asset dial also adds a lot the team as well. If Cannonball is attached to the team dial and his icon is showing, New Mutants can use Improved Movement ignores blocking terrain and destroys it when they move through it, while Magik lets the New Mutants use Probability Control and Magma gives the team Poison. When Mirage is attached and her icon is showing New Mutants can use Stealth. They can also use Smoke Cloud as a free action. Sunspot allows the New Mutants to use Energy Explosion, Warlock allows the use Perplex, and Wolfsbane allows New Mutants the use of Blades/Claws/Fangs.

Thanks for joining us today, please keep checking in later this week as we continue to preview the team members from New Mutants. Until then, avoid that Poison!

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Announcements FanVote Heroclix

2013 Marvel HeroClix Fan Vote Winner!

Greetings HeroClix Fans!

It’s been a wild ride and a great effort was put forth by all of our contestants but only one could win with the help of YOUR votes.  We are pleased to announce the winner of the 2013 Marvel HeroClix Fan Vote is none other than the teleporting mutant known as Blink!

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Winning with close 200 votes between herself and her closest competitor, Blink will appear as a HeroClix figure in an upcoming 2014 Marvel HeroClix set. Congratulations to all of you who voted for Blink and a big “Thank You” to everyone who participated!  We hope you enjoyed it as much as we did!

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Announcements Marvel HeroClix: Wolverine and the X-Men

WizKids is pleased to Announce Marvel HeroClix: Wolverine and the X-Men!

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Greetings HeroClix Fans!

Prepare yourselves for a truly x-cellent (see what we did there?) summer as Wolverine and the X-Men are coming your way! X-pand your HeroClix collection with the latest Marvel set to focus on the first-family of Mutants, their allies, and their adversaries!

First up, we have the Marvel HeroClix: Wolverine and the X-Men main set five-figure boosters and super boosters:

WAX Boosters Mock

Marvel HeroClix: Wolverine and the X-Men offer a whole new level of play and collectability with the introduction of  Team Bases to Marvel HeroClix! Utilizing SwitchClix technology, specific HeroClix figures can be exchanged from single base play, to their corresponding Team Base, and back again! Unlock a whole new arena of strategy with Team Bases!

With 91 figures to collect, popular sub-themes include X-Men new and old, Brotherhood of Mutants, the Shi’ar Imperial Guard, and more!  In this set, there are:

  • 15 Common Figures (plus one Prime figure!)
  • 15 Uncommon Figures (plus one Prime figure!)
  • 14 Rare Figures (plus one Prime figure!)
  • 12 Super-Rare Figures (plus one Prime figure!)
  • 5 Thematic Chase Figures
  • 7 Team Bases with MORE figures included!

The main release of Marvel HeroClix: Wolverine and the X-Men will utilize a 9 Ct. Booster brick model, with eight standard five-figure boosters, and one super booster per brick.

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Next up, let’s take a closer look at the Marvel HeroClix: Wolverine and the X-Men 24 Ct. Gravity Feed!

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Countdown to the full release of Marvel HeroClix: Wolverine and the X-Men with this 24-ct. Gravity Feed product.  Featuring 10 figures with all-new dial designs and an impulse friendly price point, the Wolverine and the X-Men Gravity Feed single-figure foil packs are an excellent product for new and established players.


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Marvel HeroClix: Wolverine and the X-Men will also have a standard Organized Play kit available upon the release of the main set as well.  This Organized Play kit will contain:

  • 6 Limited Edition figures. Three copies each of two different figures.
  • 10 3D special objects. 10 copies of one 3D Object.
  • 10 2-sided Maps (24” x 36”).
  • 1 Organized Play Instruction Sheet outlining suggested event formats.

As always, this Organized Play kit is marked not for re-sale and will be available while supplies last.

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All of the Marvel HeroClix: Wolverine and the X-Men sales solicitations are available for download and can be found on our Retailers Assets Page.

This summer will chock-full of X-Men goodness.  Be sure to let your friendly local game and comic stores know that you want Wolverine and the X-Men! And stay tuned for more exciting announcements soon.  Thank you all for your continued interest and support!

Categories
Marvel HeroClix 10th Anniversary Preview

The X-Men’s Mutant Master of Magnetism: Magneto!

Greetings HeroClix Fans!

The subject of today’s Marvel HeroClix: 10th Anniversary preview is a man who has been one of the X-Men’s oldest foes and has at times been one of the group’s strongest allies.  Please welcome the master of magnetism, Magneto!

 

First we’ll start with a version of Magneto that reflects his early appearances in HeroClix.  This Magneto (#015) starts with a range of 8 and a click of Running Shot to help him bring the fight to the Homo Sapiens.  Defensively, Magneto’s dial starts with a click of Impervious as his magnetic shields protect him from harm while Leadership shows in his damage slot.

Once Magneto is off his first click, he loses Running Shot but gains three clicks of Pulse Wave in his attack slot.  Defensively, he downgrades from Impervious to two clicks of Invulnerability.  On Magneto’s last Pulse Wave click his defensive power drops even further to Toughness, which he retains for two clicks.

On Magneto’s last two clicks, he stands his ground although there’s no guarantee his opponents will do the same: In his movement slot he gains Force Blast while Quake occupies his attack slot.  Outwit is in his damage slots, which represents the wisdom he’s gained through age.  Toughness makes way for Barrier on his last click.

This version of Magneto hits the map at 113 points and has the Brotherhood of Mutants team ability and keyword.  He also has the Acolytes, Ruler, and X-Men keywords.  Like other characters in the Marvel HeroClix: 10th Anniversary set, Magneto has a Battlefield Promotion trait that allows him to transform into his Modern Age version.  When #015 Magneto hits one or more opposing characters, you may place a Promotion Token on his character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on the character card.  If the result is 8 or higher, #015 Magneto may be replaced with #019 Magneto on the same click number!

 

This version of Magneto can be played at 250 or 125 points.  The figure also hits the battle map with a trait, Magnetic DebrisMagneto begins the game without the Magnetic Debris attached.  We’ll discuss how the Magnetic Debris attaches itself to Magneto shortly.  In the meantime, let’s talk about what Magneto gains when the Magnetic Debris is attached:  With the Magnetic Debris attached, Magneto modifies his defense and damage values by +1 and when he is hit b a close combat attack, the attacker is dealt 1 unavoidable damage after the attack is resolved.  The Magnetic Debris remains attached to Magneto until he takes damage from an opponent’s attack.

Magneto begins his dial with a range of eight and can target two characters.  He starts with Running Shot in his movement slot and a special power, Master of Magnetism, in his damage slot.  Master of Magnetism appears on all but Magneto’s last two clicks and allows him to use Pulse Wave and Quake.  When he uses either power and hits, you may attach the Magnetic Debris to him.  Running Shot appears on all but Magneto’s second and sixth clicks.

Telekinesis occupies Magneto’s attack slot and also appears on all but his last two clicks.  Defensively, Magneto starts with three clicks of Invulnerability, then follows up with three clicks of Toughness to show that he is naturally strong.  On Magneto’s last two clicks, Toughness makes way for Willpower as he keeps fighting for a cause which he feels is righteous.  In his attack slot he gains Ranged Combat Expert to remind others that he’s most dangerous when focused on one opponent.  However, he can deal with multiple adjacent opponents by using Quake on his last click.

The Modern Age Magneto has the same keywords as his #015 counterpart and also possesses the Hellfire Club and New Mutants keywords.  Instead of the Brotherhood of Mutants team ability, #019 Magneto has the X-Men team ability!

Thanks for reading!  Please join us for our next Marvel HeroClix: 10th Anniversary preview when we crash a closed poker party hosted by a palooka with a clever catchphrase.  Until then, keep your Clix off their KOs!