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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Attuma and Nerkkod!

Greetings Heroclix Fans!

Today we continue our previews of the Marvel HeroClix: Fear Itself set by looking toward the seas at Attuma and his identity as one of The Worthy, Nerkkod (Breaker of Oceans)!

015 Attuma

Attuma has a trait called Atlantean Vision which says once per game, give Attuma a free action and place up to six water terrain markers on the map in squares of clear terrain and at least six squares from any opposing character; these squares are water terrain this game. Attuma can use Super Senses when occupying water terrain. This allows Attuma to take advantage of his Swim movement ability as well as his special damage power Lord of the Murky Depths. Lord of the Murky Depths says that opposing characters within 6 squares and occupying water terrain can’t be given power actions. Combined with the trait, this allows Attuma to slightly lock down characters on an opposing team for a turn if he is within the 6 squares.

Attuma also starts out with Charge, which he has for his half his dial. Attuma starts out defensively with Invulnerability to lower damage dealt to him by 2. Mid-dial he also has Blades/Claws/Fangs, allowing him to possibly charge in and do 6 damage. Attuma also ends his dial with Toughness and Close Combat Expert.

At only 109 points, Attuma is a real terror of the sea and is welcome on any Atlantis, Lethal Legion, Ruler, or Warrior teams.

022 Nerkkod

Nerkkod (Breaker of the Oceans) comes in at 215 points, is Indomitable, and has the trait Hammer of Nerkkod. Hammer of Nerkkod says that Nerkkod can use Running Shot. When Nerkkod is KO’d, you may place #S105 Nerkkod’s Hammer in an adjacent square and friendly characters modify their relic roll by +1 this game. Nerkkod has a range of 4 with two targets and has a special damage power called Undersea, which increases his damage value by 1 and makes his range 10 if he occupies water terrain. Nerkkod also starts his dial out with an 11 movement and Force Blast, allowing him to either knock someone back off of him or move 6 squares and make a ranged attack with his trait Running Shot which he can use Pulse Wave as well if he sees fit, which can hit up to 5 squares worth of targets if he runs into water terrain.

Nerkkod also has a special movement power called Revert: Attuma which allows him to be given a free action to be replaced with a figure named Attuma on the same click number as the one Nerkkod is on when he reverts and you may assign #S105 Nerkkod’s Hammer to that character and it can’t be given an action this turn. Nerkkod also ends his dial with Energy Explosion, allowing him to keep damaging multiple characters if he needs to.

Nerkkod is ready to take on the masses with any characters with the Asgardian, Atlantis, Brute, Deity, Ruler, or The Worthy keywords.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

This concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, avoid that water terrain!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Dracula!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we walk with the Lord of Death himself, Dracula.

 028 Dracula

Dracula has the wild dial mechanic and has a trait called “Vampiric Hunter”, so Dracula will begin the game on click #4. Dracula can use Steal Energy and when he does, he may heal past his starting line.

So let us start on click #4 and Dracula has a special power called “Vampiric Assault”, this will allow Dracula to use Charge, Flurry and Stealth. For defense he has Impervious and he also possesses Leadership. At 220 points Dracula should not find a shortage of lower point friendly characters to remove an action token from.

Now let’s look at Dracula’s first attack, from 5 squares out he uses Charge and becomes adjacent to an opposing character for a close combat action. Dracula should choose a square of hindering terrain to end his movement in, to take full advantage of his use of Stealth. He then uses Flurry and with his 11 attack would deal damage with the first attack to trigger Steal Energy and heal up to click #3. Using the second attack that Flurry grants, let’s say he deals damage again and would heal up to click #2.

At this point in his dial Dracula now gains his special defensive power called “Blood Armor”. This will allow Dracula to use Impervious but if an opposing character took damage from his attack since its last turn, this power can’t be countered and reduces the damage to 0 on a result of a 4 – 6.

Dracula is a Flier and can use the Flight and Carry combat abilities. When he uses Flight he will be able to ignore elevated, hindering and outdoor blocking terrain, as well as characters that he did not start out his movement adjacent to. Dracula also has Indomitable which will allow him to use Willpower.

In the next round Dracula, if not already adjacent to an opposing character, could use Flight to ignore the appropriate terrain and Charge 6 squares. Dracula has a 12 movement on click #2 and Charge has you half the characters speed value for the action. Dracula still can use Flurry and on his first attack, with a 12 attack value, let’s say he misses. On the second attack Dracula hits and deals damage, Dracula would heal to click #1 because of his Steal Energy trait. On click #1 Dracula has a 13 movement with his special “Vampiric Assault” power, a 13 attack, a 19 defense with his special “Blood Armor” power, and deals 5 damage with Exploit Weakness. We can see the reason this guy is not only “Unique” but also a “Super Rare”.

Now let’s go back to click #4 and look at the other side of Dracula’s dial. Dracula will have the use of Charge for 4 clicks. He has Blades/Claws/Fangs on clicks #5 and #7. For defense Dracula has Impervious for 2 clicks and then Invulnerability for 2 clicks. On click #6 Dracula picks up the use of Outwit and keeps it for 3 clicks. Dracula has a 0 range so his target for Outwit would need to be within “Line of Fire” and the 6 minimum range provided by the power.

Dracula gains Earthbound/Neutralized on clicks number 9 and 10, so would no longer be able to use the Flier or Indomitable combat abilities. For defense Dracula now has Toughness.

Dracula’s keywords are Legion of Monsters, Monster, Mystical, Ruler, and Warrior. At 220 points you would have to get creative to find a fun 300 point team, but could you imagine the friendship Dracula and say someone who can use Mind Control on friendly “Monsters” could have?

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

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Iron Fist!

Greetings Heroclix Fans!

Today we will continue our previews of the Marvel Heroclix : Fear Itself set with a double dose of Iron Fist!

007 Iron Fist

Iron Fist has an improved movement power called Master of K’un Lun which allows him to ignore elevated, hindering terrain, and other characters for movement purposes. Iron Fist has a special defensive power called Immortal Weapon of Agamotto which lets Iron Fist use Combat Reflexes and Super Senses. Iron Fist also had a special damage power called The Iron Fist which says Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack is at least 2 greater than his target’s defense value, modify his damage value by an additional +1.

Iron Fist’s dial starts with these two special powers as well as Charge. Iron Fist has Charge most of his dial though at the middle of his dial he loses the special powers and gains Willpower and Exploit Weakness instead. Iron Fist’s last two clicks have Regeneration, allowing him to possibly heal back up to his second click. Iron Fist is an 80 point close combat beast.

018 Iron Fist

We also have The Mighty version of Iron Fist. One of the first differences you will notice between The Mighty version of Iron Fist and the normal Iron Fist is that The Mighty version has Flight, Indomitable, and a range value of 4. Also The Mighty Version of Iron Fist is 94 points, which is 14 points more.  Iron Fist’s dial also starts out with a special attack power called Mighty Hammer and Chain which says Give Iron Fist a power action, choose an opposing character within range and line of fire, and roll a d6. If the d6 result is higher than the number of squares to that character, you may place that character in a square adjacent to Iron Fist. On any result, you may then make a close combat attack. This allows Iron Fist to move character in closer before he hits them, which will be helpful if you can’t move Iron Fist close enough with Telekinesis or if you just want to place a character where another friendly character can blast away at them.

Iron Fist’s dial also starts out with Charge, Combat Reflexes, and Close Combat Expert. Mid Dial Iron Fist gets Super Senses and Quake. Also on click 5 Iron Fist has a special damage power called Mighty Revert: Iron Fist which, when it is shown, has you stop clicking the dial. It also allows you to give Iron Fist a free action to replace him with a figure with the same name and a lesser point value on the same click. It also gives the new character +1 attack and damage for the rest of the game, and the power cannot be ignored.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

That concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, keep Charging on in!

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Marvel HeroClix: Fear Itself organized play Preview

Marvel HeroClix Fear Itself: The Serpent!

Greetings, HeroClix Fans!

For today’s Marvel HeroClix: Fear Itself preview, we take a break from looking at those chosen to be The Mighty or The Worthy and turn the spotlight to The Serpent himself!

 027 The Serpent

This version of The Serpent depicts Cul Borson as the frail old man freed from captivity by the Red Skull’s daughter, Sin.  The Serpent comes into play at 100 points and has the Power Cosmic team ability, which means he can use Willpower and his powers can’t be countered.  The Serpent also has a range of seven squares and has one target for his ranged attacks.

The first three clicks of The Serpent’s dial are nearly identical, both in terms of his power set and combat values.  The only difference is The Serpent’s speed value dips to a 6 on his third click.  In his speed slot he starts with Phasing/Teleport as he spreads terror and fear across the Earth.  The Serpent also has three clicks of Penetrating/Psychic Blast as he cuts through even the sturdiest Asgardian armor.  Super Senses occupies his defense slot and allows him to evade attacks altogether on a d6 result of 5 or 6.

A special power called I Am Your All-Father, Now appears in The Serpent’s damage slot and allows him to use Enhancement and Leadership.  When The Serpent succeeds on a roll for Leadership, he may also remove an action token from any adjacent character with the Asgardian keyword.

The last three clicks of The Serpent’s dial are also nearly identical, with some slight differences.  I Am Your All-Father, Now remains for one more click before making way for Probability Control.  His attack slot features Pulse Wave over Penetrating/Psychic Blast.  Defensively, The Serpent switches from Super Senses to Toughness.

In his speed slot, The Serpent drops Phasing/Teleport and gains a special power called Summon the Worthy to Defend Me.  To use this special power, give The Serpent a power action then place up to two friendly characters with The Worthy keyword adjacent to him.  Those characters can’t be given an action this turn.

Naturally, The Serpent has the Asgardian, Deity, and The Worthy for keywords.  For additional thematic team building, he also has the Brute keyword.  In Golden Age play, assign the Immortal Contempt feat to The Serpent and for 10 points his attack value gets a +1 bump when he attacks a character with the Deity or Cosmic keywords that is also a lower point value.

The Serpent works best when he strikes behind the scenes, attacking when a prime opportunity presents itself but mainly allowing other characters with The Worthy and Asgardian keywords to play off his I Am Your All-Father, Now and Summon the Worthy to Defend Me special powers.  Some appropriate allies for The Serpent include Mokk (Breaker of Faith), Kuurth (Breaker of Stone) and Greithoth (Breaker of Wills).  All three characters have both the The Worthy and Asgardian keywords.

Thanks for reading!  Join us next time as we reveal more secrets from the Marvel HeroClix: Fear Itself Organized Play set!  Until then, may all your Impervious rolls be successful!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Titania and Skirn-Breaker of Men!

Greetings HeroClix fans!

Today we continue our Marvel HeroClix: Fear Itself previews with Titania and her identity as one of The Worthy, Skirn (Breaker of Men)!

008 Titania

Titania has a trait called Prove I’m the Strongest Woman (Or Man) There is which states: “Titania can use Super Strength. Titania modifies her attack by +2 when attacking a character that can use Super Strength.Titania also starts out her first two clicks with Charge and a speed value of 9. Titania also starts out with Invulnerability.

Mid-dial, Titania gets Flurry and her Invulnerability turns into Toughness. At the end of her dial Titania gets Charge back and gains Quake and Battle Fury. These powers plus her Indomitable combat ability make Titania a 105-point beat-stick that fits well into any Frightful Four, Masters of Evil, Femizons, or Brute teams.

025 Skirn

Skirn has an Improved Movement ability called No Other Man Touches Me, which allows her to ignore hindering terrain and other characters when she moves. Skirn has Indomitable as well as two traits, Hammer of Skirn and Hammer Collision. Hammer of Skirn says that Skirn can use Charge. When Skirn is KOed, you may place #S103 Skirn’s Hammer in an adjacent square and friendly characters modify their relic rolls by +1 this game. Hammer Collision says if Skirn is adjacent to a friendly character with the keyword The Worthy, she can use Pulse Wave as if she had a range of 8. If that character is named Greithoth, her Pulse Wave does 3 damage instead of 1 when targeting more than one character. Adjacent friendly characters with The Worthy keyword ignore this use of Pulse Wave.

Skirn starts her dial out with Plasticity, Super Strength, and Invulnerability. Skirn also gets Close Combat Expert and Outwit later in her dial. Skirn also has a special movement power called Revert: Titania which allows her to revert back to a character named Titania as a free action on the same number of clicks from its starting line. It also assigns to Titania the #S103 Skirn’s Hammer.

Skirn is a formidable foe for 150 points that your opponent will fear seeing on the map.

Thank you for joining us as we preview more of the Marvel HeroClix: Fear Itself set. Keep checking as we preview more. Until then, keep those clix off those KOs!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Hawkeye!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we set our mark on Hawkeye.

019 Hawkeye

As we start our look at the top of Hawkeye’s combat dial, we see he possesses three combat abilities. He is a Flier, a Sharpshooter, and he is Indomitable. Hawkeye also has a range of 8 squares with a single target. All for a starting cost of just 135 points.

Hawkeye’s dial is exactly what one should expect: A couple of clicks of Running Shot in his speed slot. Some Toughness and Energy Shield/Deflection on defense, and his damage is mainly covered by Enhancement and Ranged Combat Expert.

Now let’s get to the fun with Hawkeye’s special attack power, Mighty Bow. Hawkeye can use Incapacitate as if he had three targets. When he does and after actions resolve, roll a d6. On a result of 4-6, each hit character is dealt damage equal to the number of action tokens they have.

On click number 5 Hawkeye has the Mighty Revert: Hawkeye special power, which reads: “When turning the dial, if this click is revealed due to damage taken from an opponent’s attack, stop turning the dial. Give Hawkeye a free action and replace him with a figure with the same name and less points that’s the same number of clicks from its starting line. That character can’t be given an action this turn and modifies its attack and damage values by +1 for the rest of the game. This power can’t be ignored.”

Hawkeye has four keywords, and each will make it possible for him to use Additional Team Abilities (or “ATA’s”).

With the keyword “Avengers” he would have access to four ATAs, including ATA 056 Avengers (Heroic Age). For an extra 2 points you could make it so that after Hawkeye is given a move action, you would roll a d6 and on the result of a 6 remove an action token from him.

Next, Hawkeye has “Great Lakes Avengers”, this ATA will make it so during an attack made by Hawkeye, any opposing character can’t use Probability Control unless a friendly character has already used Probability Control during this attack.

The Mighty ATA

Third is the Marvel HeroClix: Fear Itself ATA, The Mighty. When Hawkeye is using this team ability and hits an opposing character and the attack roll is doubles, place a Mighty token on this card for each 100 points of the game’s build total. Before any attack roll you may remove one Mighty token from this card and modify the attacking character’s attack value by -1 for this attack. It also states that when Hawkeye is using this ATA that he would modify his attack value by +1 when attacking a character using The Worthy ATA or possessing The Worthy keyword.

Hawkeye’s fourth and last keyword is Thunderbolts and that ATA allows Hawkeye to at the beginning of the game, choose any Marvel team ability other than an ATA, a wild card team ability, or a team ability that can’t  be used by wildcards. Hawkeye can now use the chosen team ability if he couldn’t already.

When using Hawkeye in your sealed Marvel HeroClix: Fear Itself tournaments you would be limited to only using The Mighty ATA, but after Fear Itself is where the fun begins. Some team building could start with Hawkeye on a Thunderbolts theme team and adding CW #041 Baron Zemo. Then, with Baron Zemo’s The Thunderbolts Gambit trait, add in the rookie version of FI #024 Greithoth. Since Greithoth has the Masters of Evil keyword he would gain the Thunderbolts keyword and ATA.

Let’s see where our cost is: Hawkeye is 135 points and CW #041 Baron Zemo is 100 points. Add FI #024r Greithoth at 150 and 8 points for each character assigned the ATA, and you’ve got a 409-point force! This is just a start; where would you take it from here?

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

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Marvel HeroClix: Fear Itself organized play Preview Special

Marvel HeroClix Fear Itself: Kuurth of the Worthy!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Fear Itself storyline Organized Play series! Earlier this week, Figures.Com spotlighted the Blitzkrieg U.S.A. scenario pack in an advanced review where fans got to see the first of the Worthy, Skadi, and her nemesis Captain America.

Next, we brought you a preview of The Book of the Skull resource dial which will be one of two participation prizes from the Marvel HeroClix: Fear Itself month one Organized Play kit.  (Stay tuned for details on the second participation prize soon!) The Book of the Skull will fuel your quest for the eight Hammers of the Worthy over six months’ worth of play in Fear Itself, and will become more powerful with each event!

Today, we bring you one of Skadi’s Worthy; an unstoppable warrior empowered by the crimson energies of Cytorrak and now granted one of the eight mystic Hammers of the Worthy by the Serpent.  He is Kuurth, Breaker of Stone!

026 Kuurth

The first thing we notice about Kuurth (Breaker of Stone) is that he has the Improved Movement ability, specifically in regards to hindering and blocking terrain (the latter being destroyed as Kuurth rampages through it).  Plan 4 :Unstoppable ensures that Kuurth will not be stymied by map environment once he’s set his eyes on his prey!

Next up we see that Kuurth (Breaker of Stone) possesses a trait appropriately entitled the Hammer of Kuurth.  Hammer of Kuurth allows him to use Charge for his entire dial, meaning that Kuurth will be able to really take advantage of his Plan 4: Unstoppable trait as he redecorates whatever map he happens to find himself on.  Additionally, Hammer of Kuurth states that if Kuurth is KOed, you may place his Hammer special object  (Fear Itself #s101 Kuurth Hammer) in an adjacent square.  If a friendly figure attempts to pick it up, they get a +1 to their relic roll for it!  Talk about keeping your toys for your team!

Early-dial, we see that Kuurth has Super Strength, allowing him to dish out more damage with objects, which is saying something considering he begins play with an opening 11 attack and 5 damage!  In addition to these already impressive capabilities, Kuurth possesses a special power (first on his opening click, and then sprinkled throughout his dial) called Grab and Smash. Grab and Smash not only allows Kuurth to break away automatically, but he can use the Carry ability to take an opposing character along for the ride! And as if re-positioning an opposing figure wasn’t good enough, if Kuurth happens to carry his enemy through walls or blocking terrain, that figure is going to take damage equal to the number of walls and/or squares of blocking terrain they travelled through! (Maximum of 4 damage) Talk about adding injury to insult!

Grab and Smash alternates throughout Kuurth’s dial with Exploit Weakness, meaning when Kuurth isn’t playing taxi to his foes, he’s rending their defense with penetrating damage!   Mid-dial, we see the first appearance of Kuurth’s Revert: Juggernaut special power, allowing you to give Kuurth a free action and replace him with a figure named Juggernaut of an equal or lesser point value, the same number of clicks from it’s starting line. As an added bonus, you may assign the Fear Itself #s101 Kuurth Hammer special object to that figure (but it can’t be given an action this turn).

Invulnerability replaces Impervious as Kuurth’s damage reducer of choice at this point as well.

Finally, toward the end-dial, Kuurth picks up Quake, allowing him to attack multiple targets with the same attack,  and Toughness helps prevent some late-game damage to Kuurth on his final two clicks.

Kuurth can be played on theme teams built with the Asgardian, Brute, Deity, The Worthy, and Thunderbolts keywords.  The Indomitable combat ability will let him act two turns in a row with no fear of pushing damage.  At 199 points, Kuurth brings outstanding damage output, along with an attack value that will all but ensure he can get the job done, while allowing for easy substitution with a Juggernaut figure if you elect to use the Revert special power.

We hope you’ve enjoyed this close look at Kuurth (Breaker of Stone).  Please join us next week when we continue our look at Marvel HeroClix Fear Itself with another villain-turned-Worthy who served the Serpent as his “Breaker of Wills“.  Until then, keep your clix off their K.O.s and do not give in to fear!