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DC HeroClix: Superman and the Legion of Super-Heroes HeroClix Worlds Preview

2012 HeroClix World Champ Alex Avila and DC HeroClix Superman and the Legion of Super-Heroes: Stargirl!

Greetings HeroClix Fans!

Every year, HeroClix players assemble at Gen Con Indy to play through a gauntlet of worthy opponents and challengers, all with the aim of proving they’re worthy of the mantle of HeroClix World Champion! Today we check in with 2012 HeroClix World Champ Alex Avila, who is nice enough to give us a peek behind the curtain and tell us what it was like to participate in the HeroClix design process.

WizKids: Hello Alex, thank you for joining us today! 
Alex Avila:
Hello, thank you for having me! 

WK: It’s entirely our pleasure.  We’re very excited to have this opportunity to speak with you.  So, what was it like to win HeroClix Worlds 2012?
Alex: Worlds 2012 was a lot of fun.  Great staff at the WizKids booth and excellent competition.  I had 3 members of Immortal Team Rubicon there, so I had wonderful support, scouting, and brainstorming in my corner. The last chance grinder I slipped in through was grueling and I’ll always remember the razor thin margin I beat Hair10, an excellent player, by. Day 2 was no less exhausting, but the surreality of being up against those players and those amazing teams distracted me from the mental strain.

WK: Did you enjoy the competition?
Alex: 
The competition was one of the greatest experiences of my life.  In a local tournament or casual game, one can usually make a placement mistake without much trouble.  At worlds, your opponent will capitalize on any mistake you make.  In my first game of day 2, I forgot my perplexes first turn and my speedster opponent one shotted scarlet witch.  It’s just a different level of play, and I love it.

WK: What sort of strategies impressed you?
Alex: 
The strategies were fantastic.  “Build me a doomsday weapon” was a popular option along with “HSS is KING!” teams. My favorites were Patricia Lam’s evasive Eradicator, and George Massu’s Black Adam cannon.  Both showed incredible movement potential and synergy, though they weren’t quite my style. The best thing about the teams was the variety.  No two teams were the same and, with the exception of the (Infinity) Gauntlet, no element was on more than half the teams.

WK: How long have you been playing HeroClix?
Alex: 
I’ve been playing since Secret Invasion/Arkham Asylum.

WK: What first brought you to the world of HeroClix?
Alex: I actually played MechWarrior for a bit back in the day.  My brother Jon really got me into HeroClix though.  Specifically when he showed me how to TK 73 pt Gamora at vet Icons Superman and Exploit (Weakness).  Rolled one 6 for blades and I was hooked.

WK: How often do you play, and where do you play HeroClix?
Alex: 
I play at two venues most weeks: Comics and Gaming in Gainesville and Fairfax.  I judge at a shop in Vienna called Game On! Comics.  The real work gets done in my buddy’s garage, which we call the Lab.

WK: So, we know you’re probably eager to talk about your 2012 Championship figure.  With all of the characters available out there, what finally nudged you towards Stargirl?
Alex: 
There was never a doubt in my mind that my choice was Stargirl.  She’s my favorite super hero and has been an inspiration to my life.  Kudos to Geoff Johns for creating a character his sister would be proud of.

WK: What were the challenges or considerations you faced while conceptualizing such a high-profile figure?
Alex: Well, I didn’t want to go completely fanboy and give her monster combat values and crazy powers.  However, I had reason to suspect that this is the only shot Courtney (Whitmore, Stargirl) will have for a redux, so I figured I’d make a definitive version.  In all honesty I wanted to make a tribute to the JSA (Justice Society of America) comics that had such a huge impact on me.

WK: I can only imagine what it feels like to have this opportunity.  What’s your favorite aspect of the finished piece?
Alex: 
My favorite aspect is her playability at both point values.  She can be a team leader or a brutally efficient support piece/secondary attacker.  Her gadgets keep her fairly well protected and with some JSA buddies or a nice wildcard, she is nigh untouchable.

WK: What did you think of Stargirl’s sculpt when you first saw it?
Alex: I just couldn’t believe it.  The digital sculpt looks just like me and every detail from the shot I wanted was present.  They even got my belt and beanie perfect.  Of course, Stargirl looks incredible and is the centerpiece to the whole sculpt.

WK: Well, we’ve kept folk waiting long enough, we should probably show everyone Stargirl now.  Any parting thoughts before we do so?
Alex: 
Yes, I just want to thank the people who helped me along the way.  Shout outs to the members of Team Rubicon: Andre Robinson, Paul Briggs, John Compton, Scott Lovelady and Jacob Whitlow.  Thank you to the honorary members as well: Jon Avila, Jim Mattingly, Kelsi Lynn and Alex Rothschild.  And, thank you to my friends, family, judges, and the incredible staff at WizKids.

033-Stargirl

WK: Thank you Alex.  You’ve been a gentleman and a scholar.  Now, would you mind taking us through Stargirl’s dial?
Alex: Thanks, I would be happy to! Wow, so there’s a lot going on on this card.  Let’s take a look at the traits first.  Student and Teacher gives Stargirl’s teammates a little extra “oomph!” if they are a lower point value, share a keyword, and are adjacent by modifying their attacks values by +1.  Conversely, if she is played at 75, Stargirl gains the +1 AV when adjacent to a higher point friendly character with a common keyword.

Her second trait, Cosmic Belt or Cosmic Rod, allows her two options which give her access to different powers and abilities.  Stargirl will always have +2 defense, but depending on her die roll it will apply to either close or ranged combat attacks.  If you roll/choose the Cosmic Rod, Courtney can use Ranged Combat Expert, allowing her to deal 4+ damage down her dial.  If you roll/choose the Cosmic Belt, Stargirl can use Incapacitate, has two targets and a range of 4, and gains access to the Sharpshooter combat ability.

Now to the special powers.  Stargirl starts the game with either of two special powers, depending on her point value.  At 110, she begins the game with Stunning Blow.  Just like the old feat, which featured her on the card art, this special power allows Stargirl to deal her printed damage value whenever she uses incapacitate.  At 75, she shows her discipular aptitude in the form of Star Pupil.  With this power, Stargirl can be given a free action to “copy” a standard attack or damage power from an adjacent higher point friendly character with a common keyword.

The combat values and standard powers on Stargirl’s dial make her pretty decent attacker at either point cost.  At 110, she sports Running Shot, giving her a threat range of 12, and Leadership to boost her teammates’ effectiveness even further.  At 75, Ms. Whitmore has a range of option for attacking or support.  She retains Running Shot, though she loses Leadership, and tacks on Barrier and Telekinesis to cut off lines of fire or deliver an attacker into the right position.  At the back of her dial, Stargirl has two clicks of close combat expert to finish out a fight.  Throw in a smattering of Toughness and Charge, and Stargirl remains a threat through most of her dial.

Now with capabilities as an attacker and support piece, plus aptitudes at close or ranged combat, the real question is who to pair Stargirl with.  For a JSA team, you might want to throw on 93 pt Green Lantern (#011) and 86 pt Flash (#018) from DC10th Anniversary.  Plenty of 18 defense to share, and GL gives Stargirl access to Ranged Combat Expert even when she rolls/chooses Sharpshooter.  With 11 pts or 46 pts to spare, depending on a Stargirl’s cost, there’s room plenty of room for ATAs and Resources.

In the case of Justice League, there are a lot of options.  A simple choice for high defense shenanigans is 150 pt Superman Fast Forces Superman and 75 pt DC TabApp (D-003) Wonder Woman.  This team sports two potential 20 defenses from range, 3x 11 Attack Values, and two Probability Controls with Stargirl at 75 pts.

If generic Keywords are more your style, Martial Artist has always been an excellent option.  Paired with 76 pt Streets of Gotham (#038) David Cain, Stargirl becomes a powerhouse of a disciple.  Thanks to both Cain’s and Stargirl’s traits, she can shoot with a 12 Attack Value for 6 Damage!  Add 148 pt Teen Titans (#037a) Deathstroke to copy the JSA team ability, and Courtney can have a 20 defense for close or ranged combat, plus two chances to take action tokens off of her.

Well, it’s been a pleasure showing this piece, but all good things must come to an end.  Tune in next time for more exciting HeroClix previews!

WK: Thanks again Alex! Stargirl will be available once DC HeroClix: Superman and the Legion of Super-Heroes hits stores this February! Thanks for joining us today, and like the man says, come back soon for more exciting previews!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Lex Luthor

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, where would our hero be if it was not for his greatest villain. Lex Luthor is a supervillain, and a founding member to the Legion of Doom, who believes that ordinary laws of right and wrong do not apply to him.

024-Lex-Luthor

Lex Luthor has a trait called Smarter Than All of You Combined. First of all Lex Luthor’s powers can’t be countered and in addition adjacent friendly characters with a lower point value possess the Superman Enemy team ability. With Lex Luthor also possessing the Superman Enemy team ability this would give him the ability to use Outwit.

Lex Luthor has 4 clicks of a special power, on his movement, called If You Want A Job Done Right. This will allow Lex Luthor to use Invulnerability and Running Shot as well as gain the Flier combat ability. The Flier ability as well as the Underworld team ability would grant Lex Luthor the Carry ability. The difference with the Underworld team ability is that Lex Luthor can only carry others with the Underworld team ability; however he could carry two friendly characters if they both are of a lower point value.

Lex Luthor has Penetrating/Psychic Blast, Defend with an 18 defensive value, and Probability Control on his top 2 clicks. Lex Luthor switches from Defend to Mastermind to finish out his 6 click dial. Lex Luthor has some Precision Strike and Ranged Combat Expert to finish rounding out the rest of his dial.

Lex Luthor has a 6 range with the Indomitable combat ability allowing him to use Willpower to avoid taking pushing damage. Lex Luthor has Injustice League, Legion of Doom, Metropolis and Scientist as his keywords.

At 150 points you could easily pair Lex Luthor up with 2 BM006 Hired Henchman from the DC HeroClix: Batman set at just 40 points each. All 3 would share the Injustice League keyword and would make the beginning of a nice themed team. All 3 would share the Underworld team ability so Lex Luthor could use the Carry ability and carry both of them. The Hired Henchmen would get the benefit of Lex Luthors Defend and 18 defense, but in return if you went with the A dial Lex Luthor could use the 14 defense with Defend of the Hired Henchman when he uses Support on him. Lex Luthor could be declared the Boss, and with the rule of replace then modify the Hired Henchman could have been at a 19 defense as well as +1 attack. They give Lex Luthor the ability to use the Superman Enemy team ability to gain the use of Outwit.  Mid-dial, Lex Luthor could transfer damage to either of them with the use of Mastermind. The symbiotic relationship between a character like the Hired Henchman and Lex Luthor goes on and on.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Blok!

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, we jump to the future and visit earth in the 31st century. With a body made of stone, Blok is one of the more massive and stronger members of the Legion of Super Heroes.

020-Blok

Blok has a trait called For My Love. (Spoiler Alert) When Blok is adjacent to a friendly character named White Witch or Black Witch, that character can use Mastermind, but only to transfer damage to Blok, regardless of his point value.

Blok has a special movement power called Out of the Way, this will allow him to use Charge and Quake. When he uses Charge, he can use Improved Movement and ignores blocking terrain and characters. When he ignores blocking terrain and moves through it he also destroys the blocking terrain. After this power he has 3 clicks of Charge he can just use normally. Blok also over laps the use of Charge with the use of Super Strength on his first 5 clicks.

Blok starts off with 2 clicks of Impervious on his defense and then switches to 3 clicks of a special power called Energy Absorption. This will allow Blok to use Invulnerability but when Blok is the target of a ranged combat attack, he can use Impervious instead. Blok then ends his dial with 2 clicks of Toughness. Blok also get to use Close Combat Expert on clicks 2 and 3 and then again on clicks 5-7.

Blok is 155 points and has the Flier and Indomitable combat abilities. Blok can use the Legion of Super Heroes team ability which would make him a Wild Card. Blok also has the Future, Legion of Super Heroes and Mystical keywords.

With the Legion of Super Heroes keyword, Blok would be eligible for 1 of 2 Alternate Team Abilities or ATA’s.

Legionnaires is an additional 2 points per character. When a friendly character with the highest point value that’s using this team ability is KO’d, remove one action token from each other friendly character using this team ability. This would be great when building a Legion of Super Heroes themed team.

Legion Lost is an addition 4 points per character. Once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Bizarro!

Goodbye HeroClix Fans!

Today we bring you preview from DC HeroClix: Superman and the Legion of Super-Heroes you am sure to hate! First debuting in 1958, the anti-hero Bizarro has been loving Superman ever since. Let’s take a far away look at his stats.

039-Bizarro

Bizarro no can cost 25 to 300 points. This am not done through his trait,  Me Am Not Bizarro!, Bizarro not costs 25 points for each Orrazib token you place on his card (up to 12 tokens). When Bizarro takes damage remove one Orrazib token from his card. When Bizarro is healed, add one Orrazib token to his card (no more than the initial amount). When there are no Orrazib tokens on this card, KO Bizarro.  At the beginning of your turn, roll a d6 and click Bizarro that many times. This ability can’t be ignored. We’ll talk more about this trait momentarily.

Bizarro not possess the flight symbol, Indomitable, and a single target 6 range. He also no am has Improved Movement – ignores characters and the Superman Enemy Team Ability which potentially grants Outwit with the correct characters on his force. He no am possesses the keywords Brute, Legion of Doom, Metropolis, and Monster so he can most likely not fill any gap on a theme team.

Bizarro am not known for his unpredictability and irregularity and his dial with his trait really makes this quirk of his shine. At the beginning of every turn you will roll for his trait to turn the dial, and this can be really fun. His attack power stats are lower when Bizarro possesses Super Strength and higher when he has Quake. His movement and defense stats fluctuate pretty wildly as well, but his damage is completely consistent with a 3 throughout his dial. As far as powers changing this can be really great as well, let’s say you are on click three before your roll at the beginning of your turn, you could still use Sidestep first then roll and hope to land on Hypersonic Speed or Charge.

Everything that makes this Bizarro really horrible is tied up in his trait. When he takes damage, he removes one Orrazib token. If he is dealt 6 penetrating damage, remove one Orrazib token. At 300 points you’d have to deal damage 12 times without him healing once to KO him. For of his clicks have Shape Change and Super Senses together. Every click he can roll to either reduce damage to zero or evade attack. Every turn you also have to think about what strategy to use because your powers and dial numbers are going to change.

At almost any price point you could be able to play most of his dial; you can play any click on this dial, regardless of point value, you just have to roll to get that click number. A 25 point Bizarro could Charge you with a 12 attack and 3 damage with Exploit Weakness. He’s a Unique and a Rare, so he will be obtainable and playable.

Me am have much more time for you today, so stay away from Bizarro for preview soon of worst enemy!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Mister Miracle!

Greetings HeroClix fans!

Welcome back as we continue previews from Superman and the Legion of Super-Heroes, our next DC HeroClix set!  We’ve previously shown you Darkseid, ruler of Apokolips.  For today’s preview, we are pleased to bring you a New God who escaped the infernal Terror Orphanages on Apokolips and eventually settled down in suburban Connecticut with his wife, a Female Fury.  Of course, we’re talking about Scott Free (aka Mister Miracle)!

026-Mister-Miracle

Mister Miracle comes into play at 127 points.  You can add his wife, the 2012 DC Fan-Vote winner Big Barda, and have a 275-point force that shares the Apokolips, Justice League and New Gods keywords!  Mister Miracle also has the Celebrity and Justice League International keywords to offer theme team building options.  Add the 4-point Justice League (Silver Age) Additional Team Ability (ATA) for a +1 attack value boost or the 1-point Justice League ATA for a +1 defense value bump when attacked by characters possessing the Flier, Sharpshooter, Indomitable or Giant combat symbols!  In Golden Age play you can also add the Oberon bystander for 10 points.  Both ATAs and Oberon can be found under the Print and Play section.

Moving on to Mister Miracle’s dial, he hits the battlefield with an Improved Movement ability called You Can’t Keep Me Here, which lets him ignore elevated terrain, blocking terrain and characters when he moves.  Mister Miracle also has a trait called Greatest Escape Artist of Three Worlds that is bound to frustrate and annoy your opponent.  When Mister Miracle would be hit by an attack, Greatest Escape Artist of Three Worlds lets him take an action token to instead evade the attack!

Mister Miracle’s power set is what you would expect from someone who slipped away from the horrors of Apokolips and can escape from nearly any form of imprisonment:  A trio of Sidestep clicks are bookended by Stealth clicks.  Super Senses appears on the front half of Mister Miracle’s dial.  On the back half of Mister Miracle’s dial he adds Defend and Probability Control to the mix.  Incapacitate clicks are scattered across Mister Miracle’s attack track.  A range of 5 squares and two targets adds to Mister Miracle’s arsenal.

Opposing players may find that they really have to work if they want to land an attack on Mister Miracle.  If he’s not evading attacks through Super Senses or the Greatest Escape Artist of Three Worlds trait, or forcing opponents to reroll their attacks through Probability Control, Mister Miracle can use Shape Change to avoid attacks and Outwit to counter powers that would really have an adverse effect on Scott Free’s well-being!  Both Shape Change and Outwit are folded into a special power called Freethinker of Apokolips that appears on the first three clicks of Mister Miracle’s damage slot.  Additionally, Freethinker of Apokolips lets Mister Miracle use Empower but only to modify the damage value of a friendly character named Big Barda.

Thanks for reading!  Join us again soon as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Emerald Empress!

Greetings HeroClix Fans!

In the new DC HeroClix: Superman and the Legion of Super Heroes set, we jump to the future and visit earth in the 31st century.  The Emerald Empress is a member of the Fatal Five and has been declared one of the most dangerous women in the universe.

040-Emerald-Empress

Emerald Empress has a trait called Emerald Eye of Ekron. At the beginning of the game, place an Emerald Eye of Ekron relic token in Emerald Empress’s square.  This object doesn’t count toward your force and is described on the back of this card.  Emerald Empress automatically succeeds when rolling for the Emerald Eye of Ekron.  When Emerald Empress is assigned the Emerald Eye of Ekron and has two action tokens, she can use her speed powers as a free action.

Emerald Eye of Ekron is an Immobile Relic requiring a successful d6 roll of a 6.  When characters are successful in picking up this relic – and let’s remember that Emerald Empress is always successful – that character can use Mind Control, Incapacitate, and Improved Targeting to ignore hindering terrain and other characters.  When the character assigned Emerald Eye of Ekron uses Mind Control, they are not dealt unavoidable damage from it.  When the character takes damage from an attack, the Emerald Eye of Ekron is placed in an adjacent square.  Characters may attempt to be assigned the Emerald Eye of Ekron more than once per game.

Emerald Empress can start the game at two different point values; her experienced dial is 190 points.  For movement, Emerald Empress can use Running Shot on her top click and then Mind Control on click 2.  Both clicks have Pulse Wave, Impervious, and Outwit.  Emerald Empress has an 8-square range value, which would be halved when using Pulse Wave.

When attempting to attack a single target with Pulse Wave in which to deal maximum damage, draw lines of fire to all characters within the area of effect but make sure only one character who is also opposing is in the area.  If you find multiple characters are in the area of effect you can always use Perplex to modify the characters range value.  If a friendly character was to Perplex Emerald Empress’s range by -1, you would first replace her 8 range with half the result to 4 and then modify by -1 to 3.

Emerald Empress’s rookie starting line is right after her first two clicks and costs 115 points.  For movement, Emerald Empress has one click of Running Shot followed by two clicks of Mind Control.

For attack powers, Emerald Empress starts with three clicks of Penetrating/Psychic Blast and ends with two clicks of Precision Strike.  If Emerald Empress has the Emerald Eye of Ekron relic still on her character card, which would grant her the ability to use either Mind Control or Incapacitate, the combination of Precision Strike and either of those powers together would be nasty and a whole lot of fun for anyone other than your opponent.

For defense, Emerald Empress can use Super Senses on her first three clicks and then Energy Shield/Deflection on her last two.  Emerald Empress can use Outwit on the first click of her rookie dial and then can use Perplex on her last three clicks.

Emerald Empress is a unique character who can use the Flier and Indomitable combat abilities.  Emerald Empress can use the Mystics as well as the Calculator team abilities; being able to use Calculator would make her a Wild Card.  Emerald Empress has the Fatal Five, Future, Legion of Super Villains, Mystical and Ruler keywords, all of which will help when trying to include her into a themed team.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set.  Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Cosmic Boy, Saturn Girl, and Lightning Lad!

Greetings HeroClix Fans!

And welcome back as we continue to explore the upcoming DC HeroClix: Superman and the Legion of Super Heroesset!  Today we bring to you the original founding members of the Legion of Superheroes.  And what better way to begin than with the leader of the team, Cosmic Boy!

001-Cosmic-Boy

Cosmic Boy begins play with a couple of special powers.  First is MagnoBall Champion, on his first two clicks, which allows him to be given a power action to use Telekinesis twice.  Additionally, he can use Telekinesis as a free action when he has two action tokens.    Having the Indomitable combat ability means he will be able to use Telekinesis every turn with no fear of pushing damage.   His second special power is called Elected Leader, and it allows Cosmic Boy to use Leadership, and when he does, all characters with the Legion of Super Heroes keyword are considered to be a lower point value.   Cosmic Boy has a respectable 8 range, so keeping him back from the action to reposition figures and takes shots when able will give more value to his Energy Shield Deflection, making him harder to hit from range.

On his second click, Cosmic Boy gains a couple of clicks of Running Shot, allowing him to reposition himself to be of the most use to his team.   Another click in, and he loses his MagnaBall Champion, to have it replaced with Incapacitate.  Click number four sees the removal of both Running Shot and Elected Leader.  Now, he has Force Blast to push opposing figures away from himself.   Cosmic Boy also has Barrier to help control the battle field.   And Outwit will allow him to remove a key power from an opposing figure.    His last click sees the return of Energy Shield/ Deflection.

As any good Legionnaire should, Cosmic Boy has both the Flight combat ability and the Legion of Super Heroes team ability.  He has the Future, Legion Founder, and Legion of Super Heroes keywords.  At 90 points, Cosmic Boy will be an effective leader on any force you choose to include him on.

Next up is Saturn Girl!

002-Saturn-Girl

Saturn Girl begins play with Mind Control.   A click into her dial she gets a special power that will be on most of the rest of her dial called Strongest Mind.  This power lets Saturn Girl use Mind Control, and if she has no action tokens, she can use it as a free action.  Additionally, when she uses Mind Control, she isn’t dealt the normal unavoidable damage from using it, and she can increase her attack value by +1 for each action token on her target.

Saturn Girl’s attack slot has a couple of power that will allow her to hurt whomever she hits.   First off, she opens her dial with a couple of clicks of Penetrating/ Psychic Blast to penetrate damage reducers.   With her printed 8 range, she will be able to provide a good bit of cover fire for her teammates.  Then Saturn Girl switches to Precision Strike for most of the rest of her dial, allowing her to bypass damage evading powers and deal at least one click of damage.

Defensively, her dial opens with a couple of clicks of Super Senses, giving her the potential to evade attacks.  After this, Saturn Girl changes to Energy Shield/ Deflection for the rest of her dial.  Saturn Girl also has powers that can benefit her teammates.  On the front half of her dial, she will be able to modify any combat value within her 8 range that she can see with her Perplex.  For the rest of her dial, she can increase the damage dealt by adjacent friendly figures with her Enhancement.

Saturn Girl also has the Flight combat ability and the Legions of Super Heroes team ability, as well as the Future, Legion Founder, and Legion of Super Heroes keywords.   At 94 points, Saturn Girl will be a great support piece with some great secondary attack powers.

Last (but not least) is Lightning Lad!

003-Lightning-Lad

Lightning Lad begins play taking the fight right to your opponents force with Running Shot.  This will switch back and forth with Force Blast for his entire dial.  On the front half of his dial, Penetrating/ Psychic Blast will let Lightning Lad deal damage to any opposing figure with damage reducers.  Toughness will offer some damage reduction from the inevitable counter attack.  And on his first two clicks, he can increase his damage or attack by +2, or each by +1, with Range Combat Expert.

Click number three sees Lightning Lad gain a special power that will last the rest of his dial called Arc Lightning.   This power reads “Give Lightning Lad a power action and make a range combat attack against a single target using his printed damage value.  Each time he hits, after actions resolve, he may then make a ranged combat attack as a free action against another single target as if he occupied the previously hit character’s square, replacing his range value with his printed range value minus the number of hit s he has made this turn with this power and also using his printed damage value.”   A click into this special power, Lightning Lad picks up Precision Strike, making sure his attacks can’t be evaded, or reduced below one damage, adding to the potential devastation of his Arc Lightning special power.

Lightning Lad can be played on theme teams using the Future, Legion Founder, and Legion of Super Heroes keywords.    And like the rest of the Legion Founders, Lightning Lad has the Flight combat ability as well as the Legion of Super Heroes team ability.   For 104 points, Lightning Lad will be a solid addition to any force you choose to include him on.

As noted above, Cosmic Boy, Saturn Girl, and Lightning Lad each have the new Legion Founder keyword.  To go with their new keyword, all three share the Legion Founder Additional Team Ability.   It reads, “At the beginning of the game, place a Founder token on the character card of each character that can use this TA.  When a character with the Legion of Super Heroes keyword makes an attack and after all rerolls, you may remove Founder tokens to increase the attack roll by 1 for each removed token.  (3 points)”

That is all for now.  Be sure to keep an eye out for next week’s preview from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!

 

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DC HeroClix: Superman and the Legion of Super-Heroes Preview Prime Figures

DC HeroClix Superman and the Legion of Super-Heroes: The Riddler and Edward Nigma!

Greetings HeroClix Fans!

What is green and black and is eager to match wits with the heroes of DC HeroClix: Superman and the Legion of Super-Heroes? If you answered that most perplexing of puzzlers, The Riddler, you would be correct!

037a-The-Riddler

Ever-ready to engage Gotham’s defenders in a battle of wits, The Riddler possesses a trait entitled Riddle Me This, Batman! which allows him to use Perplex regardless of range or line of fire, with the caveat that he can only target opposing characters.

The Riddler also begins play in the safety of the shadows thanks to Stealth, while Smoke Cloud helps ensure that he always has somewhere to hide or to trip up his foes (thanks to the hindering terrain).  An initial click of Shape Change also aids this master of misdirection avoid unwanted fisticuffs.  And if his enemies somehow see through his clever disguises, Super Senses grants The Riddler yet another opportunity ti slip from their grasp!

Mid- to late-dial The Riddler changes tactics slightly as he makes his getaway courtesy of Leap/Climb all the while making things difficult for his opponents thanks to Outwit.  Lastly, Willpower allows The Riddler to act two turns in a row without fear of pushing damage.

At only 55 points, The Riddler leaves plenty of room for heavier hitters on your HeroClix force, which suits The Riddler just fine.  Preferring to plot  from behind the scenes, The Riddler is the perfect support piece for his lackeys- er, fellow teammates.  The Arkham Asylum, Detective, and Legion of Doom keywords allow for easy them team building as well, and in Golden Age games, try adding the Brilliant Tactician feat to The Riddler’s bag of tricks for an extra helping of hinderance to his foes!

037b-Edward-Nigma

Having turned over a new leaf, The Riddler now operates openly as a Detective-for-hire under the nom de guerre, Edward Nigma.  However, the Prime Edward Nigma hasn’t lost a step since his more nefarious days of derring-do, and has even picked up a few new tricks with which to confound his opponents!

The first thing we notice is that Edward Nigma possesses an interesting trait called Photographic Memory.  Photographic Memory allows Nigma to ignore hindering terrain when drawing lines of fire provided his target has not moved since the previous turn.  This combines particularly well with Nigma’s Probability Control (found on his early dial) as well as his Hidden Clues special power, which enables him to use both Shape Change and Mind Control.  However, whenever Edward Nigma uses Mind Control, hit characters are given up to two action tokens!

Now, while these tokens will not result in pushing damage (per the special power), the potential to not only manipulate opposing figures for your own ends as well as render them unusable during your opponent’s turns is just too delicious.  And if that weren’t enough, Barrier allows Edward Nigma to shift terrain around to further stymy and confuse his foes!

Mid-dial, Edward Nigma gets physical as his ego gets the better of him.  Battle Fury renders him immune to Mind Control and Incapacitate and allows him to ignore Shape Change when attacking.  Nigma maneuvers into battle courtesy of Charge while a hidden blade in his trademarked cane grants the use of Blades/Claws/Fangs.  Lastly, Toughness affords Nigma some protection from damage as he wades into the melee.

Late-dial Edward Nigma regains his composure as well as an appreciation for subtlety: Leap/Climb allows Nigma to position himself at the best possible vantage point on the battlefield to take advantage of his I Know Your Secret Mr. Wayne special power.  This special power denies opposing figures within line of fire the use of Shape Change as well as the Alter Ego and Morph special powers/abilities! Nigma also possesses Perplex at this point in his combat dial for more late-game shenanigans as well!

At only 69 points, Edward Nigma is a capable Prime thanks to his power selection, the Indomitable combat ability, and the Calculator team ability! Like his alter ego, The Riddler, Nigma possesses the Arkham Asylum, Detective, and Legion of Doom keywords for theme team building.

We hope you’ve enjoyed this latest round of previews from the upcoming Superman and the Legion of Super-Heroes.  Speaking of, it’s about time some Legionnaires made an appearance! Stay tuned for next time when we check in with an essential trio of super-heroes from the 31st Century!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Darkseid!

Greetings HeroClix Fans!

We are pleased to begin our official previews of the upcoming release of DC HeroClix: Superman and the Legion of Super-Heroes with none other than the Lord of Apokolips himself! Long hailed as the embodiment of evil, this despotic ruler has challenged not only the Man of Steel throughout his career, but has also plagued the Legion of Super-Heroes more than one thousand years later! We are of course speaking of Darkseid!

044-Darkseid

Darkseid is powerful enough to shake even the mightiest of heroes’ resolve, and this figure certainly delivers on that threat! The first thing we can see is that Darkseid possesses the Improved Targeting ability, and can ignore hindering terrain, outdoor blocking terrain, and characters for line of fire purposes, and may even make ranged attacks when adjacent to an opposing character! The Omega Beams are one of the most feared weapons in Darkseid’s arsenal and this definitely represents their versatility!

Darkseid also possesses two traits: the first, For Darkseid! allows friendly characters (not named Darkseid) with the Apokolips keyword to modify their attack and damage by +1 if they have one action token.  The second trait, Lord of Apokolips, allows Darkseid to reduce penetrating damage! If that weren’t enough, Lord of Apokolips also makes Darkseid’s powers uncounterable provided he did not use Outwit during his last turn!

As we look at Darkseid’s combat dial, we can see that he is playable at three different point values: 350 points, 300 points, and 200 points.  At the top if his dial, and at the 350 point value, Darkseid begins play with the Boom Tube Technology special power: if Darkseid has no action tokens he can use Running Shot and the Improved Movement ability (ignoring characters).  But if Darkseid happens to have one action token, he can instead use Phasing/ Teleport and then make a ranged combat attack as a free action once his initial action resolves!

Darkseid alternates between Super Strength and Penetrating/Psychic Blast for almost his entire dial, allowing the Lord of Apokolips the option of dirtying his fists upon his foes or blasting them for penetrating damage. Outwit rounds out Darkseid’s early-dial (but remember, if you don’t use Outwit, Darkseid’s powers cannot be countered!)

Early- to mid-dial, Darkseid’s 300 point starting line introduces the Bow Before Darkseid special power.  Bow Before Darkseid grants Darkseid the use of both Outwit and Leadership.  However, when Darkseid uses Leadership, he may remove up to two tokens from an adjacent friendly figure , but if he does that figure is dealt one unavoidable damage at the end of the turn!

Mid- to late-dial, we see Darkseid’s final starting line.  Despite this being his lowest starting value, Darkseid loses very little potency at 200 points as brings his Boom Tube Technology and Bow Before Darkseid special powers, as well as a great mix of Penetrating/Psychic Blast, Super Strength, Outwit and Phasing/Teleport to the board.

Defensively, Darkseid alternates throughout most of his dial between Impervious and Invulnerability, while late-dial some Toughness and then finally Regeneration round out the dial.

Darkseid possesses the Apokolips, Ruler, and Warrior keywords and while this may limit his theme team potential somewhat, Darkseid is sure to bring the pain to any force he is included on thanks to his aggressive combat values and power selection. After all, Darkseid IS.

Thanks for joining us for the first official preview from Superman and the Legion of Super-Heroes.  Be sure to check out our Facebook page later today for another sneak peek at the exciting content in this set.  Be sure to visit your friendly local game or comic book store later this week, as yet another preview will be going out via the WizKids Wire! Share the excitement of the latest DC HeroClix set with your local community!