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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Crime Syndicate Fast Forces Pack Pt 2!

Greetings HeroClix Fans!

Welcome back as we look at the other three figures and a bonus in the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

First up, the biggest coward from Earth 3, Power Ring!

power ring

First, #002 Power Ring has the Crime Syndicate keyword, as well as their signature CSA team ability, allowing the user to use Probability Control if an action token is placed on another friendly character.  At an even 100 points, Power Ring has a trait called Bully and Coward Combined… Lovely.   This trait says that if he attacks a lower point cost figure he modifies his attack and damage by +1, and if he attacks a higher point value figure he modifies them both by -1.

Power Ring begins play with a couple of special powers on the front half of his dial.  First is called Attack From a Position of Safety, which lets him use both Stealth and Running Shot.  The second is called The Will of Volthoom.  This power lets him use Energy Explosion with his 2 targets at 7 range.  If he chooses to damage only 1 opposing figure, any other hit characters get an action token.  Defensively, he starts by reducing damage with Invulnerability then switches to Energy Shield Deflection, continuing to do this for his first four clicks.

On the back half of his dial, Power Ring switches up his attacks a bit.  First a couple clicks of Sidestep will give him some free action mobility.  Pulse Wave will let him do penetrating damage to all figures within 4 squares or with proper positioning, his printed 2 damage to one figure.  Another attack option he gains is Range Combat Expert, letting him modify his attack or damage by +2, or both +1 each.   He also now has Barrier in this section which he will keep for the rest of his dial.  On his last click, the Ring of Vothoom abandons him, leaving him with Earthbound.

Next up, is the scientific mind of the Crime Syndicate, Deathstorm!

Deathstorm

#006 Deathstorm also has the Crime Syndicate team ability as well as the keyword, along with Scientist, for 125 points.   Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.

Deathstorm begins with a solid power set around his 7 range with 2 targets.  First, a good stretch of Running Shot will keep him mobile, while Energy Shield Deflection will make him harder to hit with range attacks.  Energy Explosion can allow him to deal a good bit of damage.  On click two, Deathstorm picks up his first special power, Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex.  It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.

On click 3 Deathstorm gets his second special power, Destroying Central City, which now adds Precision Strike to his Energy Explosion.  He also has a couple of clicks of Toughness  to give him some damage reduction.   On click 4 he now has free action movement with a couple clicks of Sidestep.  Click 5 sees the return of Energy Shield Deflection for a click and his Owlman isn’t the Only Smart Guy in the CSA special power is gone from his dial.  On his last 2 clicks, he can choose to Outwit an opposing figures power.  He also has Regeneration to try to get above his mid dial.

Next up, we look at the resident speedster of the Crime Syndicate, Johnny Quick!

Johnny Quick
As with the other characters, #005 Johnny Quick has the Crime Syndicate team ability and keyword, as well as Speedster, for 100 points.  He has an Improved Movement ability called Up and Over, ‘Round and ‘Round  letting him ignore Elevated terrain for movement.  He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.

Johnny Quick starts with Plasticity to keep enemies close or help him break away easier.  On his next click is Flurry, giving him two close combat attacks for one action, and he’ll swap these two powers over his entire dial.  A couple opening clicks of Shape Change will give him some protection from attacks.  Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower.  Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.Click 3 sees Johnny Quick gain a couple of clicks of Precision Strike.  On click 4 he trades defensive powers for Energy Shield Deflection to make him harder to hit at range.  On his last click he has Combat Reflexes to make him harder to hit in close combat.

Last up is a surprise “figure” in the fast forces pack, a traitor to the Justice League and Earth Prime, Atomica!

Atomica#007 Atomica has a hand full of keywords representing the teams she infiltrated, as well as her own, A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America and Spy, and the CSA team ability.  At 25 points, she is 3 clicks long with the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.

Atomica has Plasticity on all three of her clicksShe has an opening click of Precision Strike followed by a click of Exploit Weakness with her only click of 2 damageOn her first two clicks, she has a special power called Traitor to All But My Homies.   When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect.  On her last click, she has Super Senses.

Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Green Lantern & Power Ring!

Greetings HeroClix Fans!

Welcome to another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set coming to a game store near you February 2015! Today we have two different Power Ring bearers from two different universes. Up first, Green Lantern!

DC16 previews2

Simon Baz was chosen by Hal Jordan’s and Thaal Sinestro’s fused rings and became an officer in the Green Lantern Corps. For less than 100 points, (96 to be exact), this rookie Green Lantern has the will to be worth even more. With the Flier symbol, a single target 7 range, the Justice League team ability, and the Green Lantern team ability which allows him to carry up to 8 characters out on the battlefield. Add his keywords Green Lantern Corps and Justice League of America and you’ll easily find a place for Simon on your team.

Green Lantern will be an excellent follow-up attacker and support piece as well. The beginning of his dial we see a good mixture of powers that signify what a corpsman can be. Use him to ferry your team out onto the map with his 11 movement, or use Telekinesis to put attackers out immediately to start attacking and push him next turn to Charge or move him to utilize Enhancement for your other characters ranged attacks. Be careful with his placement though, he can be seen as an enticing target for your opponent since he has no damage reducers anywhere on his dial.

On click 4, Green Lantern refines his strategy to ranged attack piece. He now has Running Shot, Ranged Combat Expert and two special powers. The first, Willpower Through My Gun, is a special attack power that allows Green Lantern to use Improved Targeting: Ignores hindering terrain, Ignores opposing characters, and may make a ranged combat attack targeting adjacent opposing characters. This will work really well with his Ranged Combat Expert, and against an opposing characters Combat Reflexes as well.

Green Lantern’s second special power is a defense power. Protecting My New Friends allows Green Lantern to use Barrier and Combat Reflexes. When he uses Barrier, he may place one additional blocking terrain marker adjacent to each friendly character within range and with the Justice League of America keyword. These additional markers don’t need to be adjacent to other markers. The utility in the special power cannot be overly emphasized. Use Barrier to create a protective shield that will allow you to use Pulse Wave targeting a single character. You can have 4 Barrier tokens plus however many have the keyword. You could box an opposing character in to allow your other characters to clear for a turn and then go for the attack! Or just make a fortress to rest your teammates to allow them to rally on their next turn.

Next up, a Green Lantern that’s not here to protect you…

DC16 previews

Power Ring is the nefarious counterpart of Hal Jordan of Earth-OneHal Jordan of Earth-3 was merely an aircraft cleaner when Abin Sur crash landed into Earth-3’s Coast City. Because he was weak-willed, he was chosen by the ring of Volthoom, and was easily tricked by into taking the ring. Wielding it now causes him to feel immense physical and psychological pain.

Power Ring has a point value of 70 you get a dial that is 6 clicks deep.. For this cost he gets the Flier and Sharpshooter combat symbols and a single target range of 6. He possesses the Crime Syndicate team ability and the keywords Cosmic, Crime Syndicate, and Herald. His trait The Ring Is Killing Me is a great representation of how Power Ring is hurt by his ring. It says when Power Ring is given a non-free action other than a move action, after actions resolve roll a d6. On a result of 1 or 2, deal him 1 unavoidable damage.

His top click starts with Telekinesis and Energy Shield/Deflection and two special powers, We’re Going Somewhere? and Power of Volthoom’s Ring. Let’s look at We’re Going Somewhere? first, it says Power Ring can use Phasing/Teleport. When Power Ring uses the Carry ability, he may carry up to 3 friendly characters that share a keyword with him regardless of their speed symbols. So this power allows him to get his team in place on the map without them having to make an action to do so, and this is great. However, he also can be in place for when his teammates attack, then carry them back behind defensive terrain!

Power of Volthoom’s Ring allows Power Ring to use Perplex. Opposing characters within 6 squares can’t use Perplex to target characters with a point value higher than their own. Having perplex to boost up combat values is always an appreciated power, but preventing your opponents characters from using it how they want, can only make it better.

On his second click Power Ring changes his entire power set. He now has Running Shot, Willpower, Enhancement, and the great equalizer, Pulse Wave. Characters that have a power that requires adjacency (Enhancement, Empower, Defend, etc.) typically don’t do well mixing it with Pulse Wave because your friendly characters would get caught in the blast. Power Ring has a 9 movement and 6 range so you should be able to use his Running Shot to get your team out of the Pulse Wave radius easily before or after friendly characters utilize his Enhancement.  His dial on clicks 3 and 4 are identical as far as powers go, but his combat values start to decline some due to the pain of using the ring. His last 2 clicks he just has Phasing/Teleport, Willpower, and his special power, Power of Volthoom’s Ring, so while not dishing out much damage as an attacker, he is still a good character for Perplex and ferrying teammates around to help finish the battle.

That’s another preview from the upcoming DC HeroClix: Justice League – Trinity War set. Make sure you catch the next preview, ouY t’now tnaw ot ssim ti!