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DC HeroClix: Teen Titans Preview Team Bases

DC HeroClix Teen TItans: Cinder, Cheshire, and Tattooed Man!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we look at the remaining trio from the Villains for Hire team base: Cinder, Cheshire and Tattooed Man. These three will be found with their Team base inside one of the DC HeroClix: Teen Titans Super Boosters.

069-Cinder

Available for the first time ever in DC HeroClix, lets take a look at one hot lady, Cinder. Cinder’s top dial starts out with her two special powers. On movement we have Burn Through Anything. This will allow Cinder to use Phasing/Teleport and when she does the active player will place special terrain markers on any wall or square of blocking terrain that she moved through. For the rest of the game those areas marked with a special terrain marker will be considered clear terrain. With a starting movement of 9 Cinder could easily change the face of almost any map.

Cinder’s second special power is located in her attack slot and is called Molten Lava. This will allow Cinder to use Poison, which she can use normally or choose to deal 1 penetrating damage to a single adjacent opposing character. Cinder has a 5 click dial and keeps this special power for the first 4 clicks. On her fifth and final click she switches to Pulse Wave causing a fiery explosion with-in the 4 squares around her.

On defense Cinder can use Barrier to enact a fire shield with-in her 8 range. On clicks 3 and 4, Barrier is replaced with Energy Shield/Deflection, making it harder to hit Cinder  with ranged attacks and on click 5 Barrier returns. On clicks 2 and 3 you can utilize her 8 range with some Ranged Combat Expert.

When Cinder is attached to her Team Base, T-003 Titans: Villains for Hire, and her image is displayed on the Asset Dial, you may choose to use Phasing/Teleport. In addition when lines of fire are drawn by this team character to The Mark you ignore blocking terrain.

 070-Cheshire

Our next femme fatale is a skilled hand-to-hand combatant and a trained Martial Artist and has the keyword to prove it, I give you Cheshire. Cheshire’s trait proves that she is a master of the Deadliest Poisons. This will allow Cheshire to use Poison but when she does the characters that take damage from this have to modify their defense values by -1 until your next turn.

Cheshire opens up her top 3 clicks with Stealth which will allow her to utilize hindering terrain to hide in the shadows.  In her attack slots Cheshire has a special power called Toxic. When you give Cheshire a power action you will deal 1 penetrating damage to an adjacent opposing character. In her defense slot, the martial artist in her is captured with the use of Combat Reflexes, which will modify her defense by +2 when targeted by a close combat attack.

To wrap up Cheshire’s top click we have Stealth, traited Poison, an 11 attack with 3 damage, power action for 1 penetrating damage and Combat Reflexes. Who is even going to want to stand next to this deadly lady?

Coming off Cheshire’s top click in her damage slot we see that she is an expert fighter and gains some Close Combat Expert for the next 3 clicks. On click 4 Stealth turns into Charge, and now she can strike from the shadows using the many knives she carries as Blades/Claws/Fangs.

Cheshire keeps Blades/Claws/Fangs for her last 3 clicks but in her movement slot is now Leap/Climb and she maneuvers from rooftop to rooftop.  On defense Cheshire picks up some Super Senses with a side step and ends her dial with Shape Change.

When Cheshire is attached to her Team Base, T-003 Titans: Villains for Hire, and her image is displayed on the Asset Dial, this team character can use Poison.  When they do, the damage dealt to The Mark is penetrating damage.

071-Tattooed-Man

Lastly in our Trio of villainy we have Tattooed Man. Firstly, lets look at his attack special power called Sin Grafting, which will allow Tattooed Man to use Blades/Claws/Fangs, Incapacitate, Quake, and Telekinesis. Tattooed Man keeps this special power all the way down his 6 click dial. Tattooed Man’s other special power, which he keeps on his top 4 clicks, is found in his damage slot and is called Tattoos Come to Life. This specifically states at the beginning of your turn, choose one: Close Combat Expert, Exploit Weakness, Perplex, or Shape Change. Tattooed Man can use the chosen power until your next turn. Between both of these two special powers Tattooed Man has a wide variety of options both offensively and defensively.

Tattooed Man opens up with the ability to use Leap/Climb and Super Senses on his top two clicks, making him very agile with the potential to evade attacks. On clicks 3 and 4 Super Senses is replaced with Combat Reflexes helping him to defend himself from close combat attacks by modifying his defense value by +2. Tattooed Man’s last two clicks have Phasing/Teleport and Barrier.

When Tattooed Man is attached to his Team Base, T-003 Titans: Villains for Hire, and his image is displayed on the Asset Dial, this team character can use Shape Change. When this team character is attacked by The Mark, they succeed for Shape Change on a result of 4 – 6.

As far as these three working together, they will all fit nicely on a 300 point team. Cinder is 61 points, Cheshire is 97 points, and Tattooed Man is 133 points wrapping them all up for a total of 291 points. Being they each share at least two keywords, Titans and Villains for Hire, they will easily make this team themed. Cheshire and Tattooed Man also have the Calculator Team Ability making them a wild card with the ability to use other friendly characters team abilities.

Thanks for reading and although that is all for today be sure to come back Next Time as we continue to look at figures from the upcoming DC HeroClix: Teen Titans. Until then, be sure to keep your Clix off their K.O.’s!

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DC HeroClix: Teen Titans Preview Team Bases

DC HeroClix Teen Titans: Deathstroke and Osiris Villains for Hire!

Greetings Heroclix fans!

Today we continue our preview of the Titans: Villains for Hire Team Base from the upcoming DC Heroclix: Teen Titans set. We will start off today with the Titans: Villains for Hire’s highly feared leader, Deathstroke!

37a_Deathstroke

The first thing you notice about Deathstroke is his Improved Movement combat abilitycalled Trained Assassin. This power allows Deathstroke to ignore hindering terrain and other characters for movement purposes.  Deathstroke also has the Sharpshooter combat ability as well as the Indomitable combat ability.

Deathstroke also starts out with a special defensive power called Counter Attack, that he keeps most of his dial, which says “Deathstroke can use Super Senses and Toughness. Each time Deathstroke evades an attack with Super Senses, modify his attack and damage values by +1 during your next turn if he targets the attacking character with an attack.”  This power is helpful with his 10 movement Running Shot, which later turns into Stealth, and 11 attack Penetrating/Psychic Blast.

Deathstroke has a helpful special damage power as well called Leading by Fear, which states “Deathstroke can use Leadership. When he succeeds, be can remove an action token normally or he can remove 2 tokens from any adjacent friendly characters that share a keyword with him if he deals one of them 1 unavoidable damage.”  This allows him to free up his teammates to do more attacks on the battlefield. Deathstroke’s dial ends with runs Phasing/Teleport, to get to where he will be most useful on the battlefield, or attempt to use his Regeneration, found on his last two clicks.  Blades/Claws/Fangs will allow him to try for big damage, while Battle Fury will remove his range attack ability, as well as offer protection from Mind Control and Incapacitate.

Deathstroke can be played in theme on teams using the Assassin, Martial Artist, Society, Soldier, Titans and Villains for Hire keywords.       The Calculator team ability will allow Deathstroke to use friendly figures team abilitiesAt only 148, Deathstroke puts the hurting on your opponent.

Deathstroke also brings Outwit to his team when attached to the T-003 Villains for Hire team dial. He also modifies attack and damage values by +1 when the team character attacks The Mark.

Next up is the one time Teen Titan, Osiris!

 014-Osiris

Osiris comes flying in at just 121 points to help out his friends in the Titans: Villains for Hire. Osiris has a trait called Courage of Mehen which says “Osiris can’t be targeted by Incapacitate or Mind Control. “  Osiris also has the Calculator team ability that allows him to copy other team member’s team abilities.

Osiris’ dial starts out with a 10 movement with Charge. Osiris also has Super Strength with a 10 attack and a printed 3 damage. Osiris has Probability Control to on these clicks as well to help with ensure rolls go in his favor. Osiris also has Impervious to protect him from hits.

Osiris’ middle dial has Hypersonic Speed with a 9 speed value. Osiris also has a special attack power called Call the Lightning. This special power says “Osiris has a range of 4. When he makes a range combat attack and hits, choose: increase damage dealt by 1, or after actions resolve, heal Osiris of 1 damage.”  Osiris has this special power from his fourth click onwards, allowing him to possibly heal back up to his third click. Osiris also ends his dial with Willpower, to act without fear of pushing, and Close Combat Expert, to allow him to relentlessly pummel a foe.

While on the T-003 Titans: Villains for Hire team dial, Osiris gives the team base Charge. Also, after the team base resolves a move action, if they are adjacent to The Mark, you may give them a close combat attack as a free action.

That wraps up the preview for today.  Be sure to come back Friday as conclude our look at the Titans: Villains for Hire Team Base from the upcoming  DC Heroclix: Teen Titans set, and until next time keep those dials turning.

 

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DC HeroClix: Teen Titans Preview Team Bases

DC HeroClix Teen Titans: Villains for Hire Team Base!

Greetings HeroClix Fans!

Welcome back as we preview another figure from the upcoming DC HeroClix: Teen Titans set!  As recently previewed, team bases are a cornerstone of this set, and the new mechanic was introduced in our inaugural Team Base article.  Today we are going to look at another Team Base, this time a group of Titans less intent on helping people, lead by the assassin Deathstroke.  We are pleased to present the Titans: Villains for Hire!

 T003-Villainsfor-Hire

First off, Titans: Villains for Hire can be played at 3 point values, 475, 325 and 175, and only can be played on a theme team with the Titans: Villains for Hire keyword, though including figures whose team abilities can be shared will be of benefit due to the Calculator wildcard team ability.  Titans: Villains for Hire have a trait called The Contract.  This trait allows Titans: Villains for Hire to use the Sharpshooter combat ability.  It also allows you to choose an opposing character to name as The Mark, who will yield you double the victory points if you KO him with a figure with the Titans: Villains for Hire keyword.

Titans: Villains for Hire begin play able to get to a safe position with Stealth, and once ready, spring forth for action with Running Shot, both due to a special power called Striking from the Shadows.  Their trait granted Sharpshooter combat ability pairs well with Penetrating/ Psychic Blast to make sure damage sticks, and Combat Reflexes will make them harder to hit in close combat.  Titans: Villains for Hire also have Perplex to modify a combat value to best suit them.   And the Indomitable combat ability will allow them to act two turns in a row without fear of pushing damage.

A couple clicks in, Titans: Villains for Hire change tactics a bit as Flurry will give them two close combat attacks for on action.  A choice will have to be made between using a printed 4 then 3, or, gambling on a roll for Blades/Claws/Fangs.  After this, Perplex will be paired up with Blades/Claws/Fangs.  The Asset Dial with Osiris showing will be very useful at this point.  A good stretch of Super Senses will allow Titans: Villains for Hire to attempt to avoid attacks altogether.

At this point in the dial, Titans: Villains for Hire have their 325 point starting line.  It again starts with Striking from the Shadows, allowing them to use both Stealth and Running Shot.  Energy Explosion works well with 2 targets at 7 range.   Or, to focus on a single target, Range Combat Expert will allow damage to be modified by +2.  Titans: Villains for Hire will have increased protection from range attacks with Energy Shield Deflection.

After the first couple of clicks, normal Stealth will allow Titans: Villains for Hire to hide in hindering terrain for the rest of this section.  And for the last couple of clicks, Toughness will allow Titans: Villains for Hire to reduce damage.  And Close Combat Expert will allow them to pummel a foe into submission.

This is where the 175 point starting line is on the dial.  Once again, Titans: Villains for Hire start this area of the dial with Striking from the Shadows, and again with Penetrating/ Psychic Blast to deal penetrating damage to opposing figures.   For the first time on the dial, Invulnerability will reduce damage for the Titans: Villains for Hire.   On the next couple of clicks Flurry will again provide two attacks for one action, or you can choose to pack more punch with one shot using Close Combat Expert.  And before reaching the end of the dial, one click of regular Toughness will provide some protection before switching to a special power called Always Return for the Kill, which allows the use of both Toughness and Regeneration.  Stealth will allow Titans: Villains for Hire to hide in the shadows to provide some cover to use Regeneration.  And if opposing figures move adjacent to Titans: Villains for Hire, Exploit Weakness and raising damage values will allow them to do some solid damage.

The Asset Dial on the Titans: Villains for Hire will provide useful powers to take on any opposition, but most are geared to give extra support in going after your chosen Mark.  And with double points available for KOing The Mark, utilizing these powers will pay off big.

Cheshire allows Titans: Villains for Hire to use Poison, and it is penetrating when dealt to The Mark.

Cinder lets Titans: Villains for Hire use Phasing/ Teleport, and lines of fire drawn by Titans: Villains for Hire to The Mark ignore blocking terrain.

Deathstroke allows Titans: Villains for Hire to use Outwit, and when Titans: Villains for Hire attack The Mark, modify their attack and damage values by +1.

Osiris will allow Titans: Villains for Hire to use Charge, and after Titans: Villains for Hire resolve a move action, if they are adjacent to The Mark, you may give them a close combat action as a free action.

Tattooed Man lets Titans: Villains for Hire use Shape Change.  When Titans: Villains for Hire are attacked by The Mark, they succeed for Shape Change on a result of 4-6.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team member abilities, and makes you roll a d6 to click the Asset Dial at the end of your turn.

That is all for this preview from the upcoming DC HeroClix: Teen Titans set.  Be sure to come back later in the week as we take a look at the individual characters from the Titans: Villains for Hire team base, starting with the two figures found in the Teen Titans boosters.