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DC HeroClix Monthly OP Preview SwitchClix Team Bases

DC HeroClix Monthly OP Kit: Cheshire!

HeroClix-OrganizedPlay

 

Greetings HeroClix fans!

Thanks for joining us for another preview from the DC HeroClix: 2014 Gen13 Monthly Organized Play kit! Today’s figure, Cheshire, can be used with the Villains for Hire team base found in the DC HeroClix: The Teen Titans set.

d-020-cheshire

Cheshire has a mid-range cost of 105 points and for that cost she brings a large arsenal. She has the Improved Movement ability ignores elevated terrain and ignores hindering terrain. Her trait, Experimentation and Immunity, says Cheshire can use Poison and Stealth, and does not take damage from opposing characters’ use of Poison.

Her dial starts with the special power Flurry of Poisonous Fingernails. It says Cheshire can use Charge. When she does she can use Improved Movement ignores characters and doesn’t halve her speed value when doing so. After actions resolve, deal 1 damage to each character occupying a square she moved through. So with a full 10 movement, when Cheshire charges, she can deal damage potentially to an entire team. Also, don’t forget to move through the square of the character you attack to deal that one extra damage! Her Precision Strike won’t help making that damage stick, but it still will with her Charge attack. Her Toughness will make hits against her hurt less and her Shape Change can prevent her getting attacked at all.

On Cheshire’s 3rd click, she gets Blades/Claws/Fangs, Combat Reflexes, and another special power, Paralyzing Poison. It states when Cheshire damages an opposing character, that character modifies their speed and attack values by -2 until your next turn. This of course will work with her Poison (from her Trait) and her special attack power when she deals damage moving through opposing characters squares as well. On her last 2 clicks she loses her special attack power and gains Sidestep instead.

Cheshire can wildcard with her Calculator team ability and be on a number of theme teams with the keywords of Assassin, Martial Artist, Secret Six, and Villains for Hire. When used with the Villains for Hire team base, she can be a assigned to it and use the T003 Titans: Villains for Hire slot. It allows for when Cheshire uses Solo Adventure, you may instead place Cheshire adjacent to The Mark. Cheshire may then make a close combat attack against The Mark as a free action.

Thanks for viewing this preview and be sure to stay close by for the next preview from the DC HeroClix: 2014 Monthly Organized Play kit!

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Marvel HeroClix: 2014 Monthly OP Kit Preview SwitchClix Team Bases

Marvel HeroClix 2014 X-Men Monthly OP Kit: Rogue!

HeroClix-OrganizedPlay

 

Greetings HeroClix Fans!

Today we bring you another preview from the Marvel HeroClix: X-Men 2014 Monthly Organized Play kit! The X-Men 2014 Monthly Organized Play kit includes 4 copies of 3 Limited Edition figures not found anywhere else. Additionally, all three Limited Edition figures in the X-Men 2014 Monthly Organized Play kit interact with the X-Men team bases from Marvel HeroClix: Wolverine and the X-Men. Today’s preview is Rogue, let’s see how she stacks up.

m-021-rogue

Rogue is 99 points of pain and suffering for your opponent. She has the Wing combat symbol and a zero range so she is definitely upwardly mobile with her special attack power Southern Hospitality that allows Rogue to use Sidestep and Charge. She has Super Strength and Toughness so when she uses her attack special power, make sure you pick up a housewarming gift in the form of an object.

Rogue has a damage special attack power as well named Take Who You Are. It states when Rogue hits an opposing character, choose attack or defense. After actions resolve, you may choose to replace her combat value with the hit character’s printed combat value of the chosen type and she can use the hit character’s power of the chosen type. This effect lasts until she chooses to replace her combat value again. Her zero range could be less of a problem with this power.

Her top 3 clicks are identical as far as powers go, but Rogue’s dial changes at click 4. She loses her ability to use Sidestep and just possesses standard Charge and swaps out Super Strength for Precision Strike for her next 2 clicks. So far each click has brought the ability to give high damage with Super Strength or minimum damage with Precision Strike, but on click 5 she gets Exploit Weakness. Seeing how damage never goes below 3 on her dial, she will be definitely dishing out the damage. Her last 2 clicks also trade Toughness for Willpower so she can finish off her opposition without taking damage herself.

Rogue also can be added to the Blue Strike Force team base and she brings the ability for it with T001 X-Men: Blue Strike Force which allows for when a character goes on Solo Adventure from this team character, choose a standard power the team character can use. Rogue can use that power as long as this asset is displayed. She also has the Avengers, Brotherhood of Mutants, and X-Men keywords so building a theme team with her will be easy.

Thanks for reading yet another preview from the Marvel HeroClix: X-Men 2014 Monthly Organized Play kit and be sure to come back soon for our next Marvel HeroClix Monthly OP preview, it wouldn’t be wise if you skip it!

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Marvel HeroClix: 2014 Monthly OP Kit Preview SwitchClix Team Bases

Marvel HeroClix X-Men 2014 Monthly OP Kit: Psylocke!

HeroClix-OrganizedPlay

Greetings HeroClix Fans!

We are pleased to continue our series of previews for the Marvel HeroClix: X-Men 2014 Monthly Organized Play kit! The X-Men 2014 Monthly Organized Play kit includes 4 copies of 3 Limited Edition figures not found anywhere else. Additionally, all three Limited Edition figures in the X-Men 2014 Monthly Organized Play kit interact with the X-Men team bases from Marvel HeroClix: Wolverine and the X-Men.

m-020-psylocke

Psylocke will be able to take full advantage of her 7 movement value and top dial Stealth, with her Improved Movement hindering terrain. This version of Psylocke is designed for close combat, having a 17 defensive value with Combat Reflexes and Perplex. Her Perplex could be used to modify any combat value but wouldn’t a 20 defensive value from a close combat attack be nice.

Psylocke’s special A Well Placed Blade power; will allow her to use Blades/Claws/Fangs. If Psylocke rolls a 10 or higher and she uses Blades/Claws/Fangs to replace her damage value, then that damage becomes penetrating.

After click one, Stealth turns to Sidestep and Psylocke can now use Super Senses. On click 3 the other of Psylocke’s special powers is called Telepathic Illusions. Psylocke can use Shape Change. If the character targeting her can’t use Mind Control or Outwit or Perplex, Psylocke will succeed on her Shape Change roll with a 4 – 6. Psylocke will finish out her dial with the use of Exploit Weakness.

Psylocke has the X-Men team ability and can be fielded on a part of your team for 62 points. Psylocke can be added to Excalibur, The Hand, Mojoverse, X-Men, and X-Force themed teams.

Psylocke may replace WXM063 Psylocke when building your X-Men: Blue Strike Force team base. If you do you would use the asset power printed on this card instead of the one on the team base. When Psylocke is attached to the X-Men: Blue Strike Force, characters on a Solo Adventure from this team character can use Shape Change.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men 2014 Monthly Organized Play kit. Until then, Shape Change for the Win!!

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

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

Greetings HeroClix Fans!

And welcome back as we continue to explore the upcoming Marvel HeroClix: Wolverine and The X-Men set.  Today we dive into a team created out of the X-Universe -Fall of the Mutants story line.  Two X-Men recovering from injury, along with a pet dragon, a former mutant-hunting refugee from the future, a mystically empowered hero of England, and his shape shifting girlfriend united to form the British team of super heroes known as Excalibur!

T003-Excalibur

Excalibur can be played at three point costs, 320, 270, or 170 points, bringing their fully loaded point costs to 350, 300 and 200 points when all six characters are attached.  The team base has one keyword to build with, Excalibur, naturally.   Additionally, the Indomitable combat ability will allow them to act without fear of pushing damage.

Excalibur begins play with an opening click of Charge to take the fight right to their opponent.  They also have a special power called Still Crazy After All These Years, which allows them to use Perplex, but only on themselves, and with the stipulation that when you choose the combat value to modify, you roll a d6.  On a result of 1, modify the combat value by -1, and on a 4-6, modify it by +2.

On the next click in Excalibur picks up another special power called Cross-Time Caper, allowing the use of Phasing/Teleport.  Also, when another character uses Probability Control, the dice are rerolled twice, and then you choose the result from among the two rolls.  This power will switch every couple of clicks with Outwit, letting you counter a key power on an opposing figure, for a good length of the dials.  Invulnerability will offer some solid damage reduction for this run of the dial.   On the last click of this section of the dial, Excalibur switches tactics, now able to use Running Shot, to maneuver to a position to best utilize their 8 range and two targets, or to get the most impact out of their printed 4 damage Pulse Wave.  And Toughness will provide a bit of damage reduction.

Click number 5 is the starting point for Excalibur’s 270 point starting line.  It begins as before, with Charge, the Still Crazy After All These Years special power, and Invulnerability, but this time, brings a click of Telekinesis, to allow some map manipulation, or an easy way to make range attacks against opposing figures hiding in Stealth.  The next couple of clicks also look familiar, changing to the Cross-Time Caper special power, as well as still alternating Outwit with Still Crazy After All These Years, and again, changing from Invulnerability to Toughness, though a click earlier than before.   This time, Excalibur again adds something new, this time another special power called Widget! Stop Doing That!  This power can be used once per turn when you make an attack roll.  If the result of your attack roll is lower than the click number of a target of this attack, that target modifies their combat values by -1 until your next turn.   The last click of this section again brings Pulse Wave, Outwit and Toughness to the dial. 

The 170 point starting line on Excalibur begins with the same powers as on the 270 point starting line, Charge, the Still Crazy After All These Years special power, Telekinesis and Invulnerability.  In fact, clicks 9 through 12 are laid out with the exact same power set as clicks 5 through 8, with the exception of Outwit missing from the last click, but the inclusion of Running Shot.

The last four clicks of Excalibur’s dial have full runs of their Cross-Time Caper and Widget! Stop Doing That! special powers, as well as the addition of Energy Shield/Deflection, to make them harder to hit with range combat attacks.  And on their last two clicks, a new power shows up on their dial as Close Combat Expert will allow Excalibur to pummel an opposing figure into submission.

T003-Excalibur Asset Dial

The asset dial on Excalibur offers a good bit of defensive powers, a way to avoid pushing damage, and ways to deal more damage.  Captain Britain allows you to not place an action token on Excalibur.  Instead, when Excalibur takes damage, after the action resolves, roll a d6 and turn the asset dial that many times to the left.   Meggan allows the team the use of her mutant shape shifting power with Shape Change.  Nightcrawler brings his heightened reflexes to Excalibur via Combat Reflexes.  Phoenix brings a bit of the Phoenix force to her team as she makes it so Excalibur can’t have their powers or abilities countered, and, she modifies their damage value by +1.  Shadowcat brings her intangibility to the team with Super Senses.  Excalibur also has a special power on the asset dial, referencing the title of their first adventure together, The Sword is Drawn, allowing Excalibur to use Blades/Claws/ Fangs when they make close and ranged combat actions.

As an addition to the Excalibur team base, Lockheed is a SwitchClix figure as well!

080-Lockheed

This version of Lockheed costs 16 points to play on his own, and has a 5 range with one target and the flight ability.  Energy Explosion will allow him to damage multiple foes with one shot, and Energy Shield/ Deflection will make him harder to hit with range attacks.  Lockheed also has a special power called My Human, allowing and adjacent friendly figure named Shadowcat or Kitty Pryde to roll a d6 when they are chosen as the target of an attack.  If the result is either 5 or 6, she modifies her defense by +2 until your next turn.

Lockheed can be played on the Excalibur team base, with a restriction.  He has a trait called Distraction, which allows him to be attached to the Excalibur team, but he can’t be selected for the Solo Adventure ability.   Also, as he isn’t on the asset dial due to this, he just allows Excalibur to use Energy Explosion as if they had 1 target.

That is all for today.  Be sure to join us on Wednesday as we continue to explore the upcoming Wolverine and The X-Men set, as we check in with a pair of best friends who have fought the future, for and against the Shi’ar Empire, and eventually went back to school to be teachers.  Until then, keep your Clix off their K.O.’s!

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

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

Greetings HeroClix Fans!

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

004-Mirage

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

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

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

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

018-Sunspot

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

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

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

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

 034-Magik

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

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

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

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

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

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

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

 046-Warlock

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

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

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

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

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

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

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

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

Greetings Heroclix Fans!

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

T004-New-Mutants

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

T004-New-Mutants Character Card

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

T004-New-Mutants Dial

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

T004-New-Mutants Asset Dial

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

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

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

Marvel HeroClix Wolverine & the X-Men: Beast, Psylocke, and Rogue!

Greetings HeroClix fans!

Today we wrap up our week-long look at the X-Men: Blue Strike Force by focusing on three characters that are packaged with the team dial in Marvel HeroClix: Wolverine and the X-Men super boosters.  These three characters can also be played as a 300-point force without the team dial.  First up, let’s check in with a member of the X-Men’s first class, Dr. Hank McCoy (aka Beast)!

062-Beast

Beast comes into play at 97 points and hits the battlefield with an Improved Movement ability called Oh, My Stars, and Garters which lets him ignore elevated terrain, hindering terrain, and characters when he moves.  Oh, My Stars, and Garters works in tandem two of the standard powers that highlight Beast’s speed slot, Sidestep and Charge.  Since Beast can ignore characters when he moves, he can use Sidestep while adjacent to an opposing character without having to make a breakaway roll.

Defensively, Beast starts his dial with a special power called Flying Furball, which lets him use Combat Reflexes, Super Senses and Toughness.  Standard Combat Reflexes rounds out the remainder of his dial.  In addition, Beast’s Asset Dial ability allows X-Men: Blue Strike Force to use Combat Reflexes.

Beast’s damage slot features another special power called Brains or Brute Force?, which lets him choose either Close Combat Expert or Outwit at the beginning of your turn.  Beast can use the chosen power until your next turn.

Beast has the X-Men team ability and an array of keywords that make it easy to include him on a themed team.  Beast’s Improved Movement ability makes him a mobile tie-up piece and later an attacker, thanks to a pair of Blades/Claws/Fangs clicks toward the end of his dial.

063-Psylocke

Psylocke, the second character found in the X-Men: Blue Strike Force super booster, has gone through a number of physical changes over the years, from being fitted with bionic eyes by Mojo to her ninja training with The Hand.

A powerful telepath, Psylocke begins her dial with a special power in her speed slot called Hidden Thoughts, Scott?, which allows her to use Stealth and Mind Control as if she had a range of 8 and two targets.  Psylocke has a printed range of 2 and one target.  In addition, Psylocke’s Asset Dial ability allows X-Men: Blue Strike Force to use Mind Control.

Psylocke’s attack slot starts with Precision Strike, which represents the “psychic knife” she often uses to knock out her foes.  Psylocke’s training with The Hand manifests itself on the back end of her dial when she gains Blades/Claws/Fangs.

Willpower and Combat Reflexes alternate in Psylocke’s defense slot before the latter takes over for all but her last click.  Psylocke’s damage slot starts with a pair of Shape Change clicks, then moves into a pair of Outwit clicks.  Finally, she ends her dial with the ability to boost the damage of adjacent teammates who are making close combat attacks (Empower).

Like Beast, Psylocke has the X-Men team ability and multiple keywords for ease of team building.  One of those keywords, The Hand, has a 7-point additional team ability (available under the Print and Play link) that makes Psylocke even more difficult to attack if she’s adjacent to a wall or blocking terrain.

At 84 points, Psylocke is a viable secondary attacker who has good damage-dealing potential with Precision Strike and Blades/Claws/Fangs in her attack slot.  Psylocke’s ability to use Mind Control with a range of 8 and two targets (via the Hidden Thoughts, Scott? special power) also makes her a dangerous threat to opposing characters.

Rounding out our 300-point X-Men: Blue Strike Force trio is the power-stealing Mississippi bruiser, Rogue!

064-Rogue

Coming in at 112 points, Rogue hits the battlefield with a trait called I’ll Just Borrow This, Sugah, which represents her ability to absorb the powers of others with just a touch.  At the beginning of the game, Rogue can choose a standard power another friendly character can use on its starting click.  This game, Rogue can use the chosen power and when she does, she also has the printed range value of the friendly character whose power she has chosen.

Rogue’s first four clicks all feature the same mix of powers:  Toughness in the damage slot, and the combination of Charge and Super Strength in the speed and attack slots, respectively.  On her fourth click Rogue also picks up Empower.

On the back half of Rogue’s dial she loses Charge and Super Strength and switches from Toughness to Combat ReflexesEmpower hangs around for another click before making way for Close Combat Expert.

Rogue has the X-Men team ability and X-Men is her lone keyword.  Rogue’s Asset Dial ability allows X-Men: Blue Strike Force to use Steal EnergyI’ll Just Borrow This, Sugah offers Rogue some versatility as a primary attacker, depending on the standard power she chooses.  Beyond that, Rogue makes an excellent choice as a straightforward close-combat brawler and can deal plenty of damage when she’s using objects with her attacks.

Thanks for reading!  Please join us next time as we reveal more secrets from the Marvel HeroClix: Wolverine and the X-Men set! Until then, keep your Clix off their K.O.’s!

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

Marvel HeroClix Wolverine & the X-Men: X-Men Blue Strike Force!

Greetings HeroClix Fans!

Today we offer another preview from the upcoming Marvel HeroClix: Wolverine and the X-Men setIn this set, the exiting new SwitchClix and Team Dial mechanics make their way into Marvel HeroClix sets.  What better team base to start with than Wolverine’s own team, X-Men: Blue Strike Force! 

Before we check out the X-Men: Blue Strike Force, a brief review of what a Team Base is.   Team Bases are available as either a 2×4 base or a 2×2 base, and will come with 1 or 2 bases to get you started, with the rest of the team packed in regular 5-figure boosters.   The team dials bases have an Asset Dial that grants additional, bonus abilities to your team base, and all Team Dials have the new Team combat icon in the attack slot.   The team member figures will all be SwitchClix, allowing them to be removed from their standard Clix dial and attached to the Team Dial.

Blue Force

As before, when constructing a force with a team base, you pay the point level of the of the dial you wish to use, and add 5 points per figure you wish to add, with a minimum of 3 figures (unless the Team Dial says otherwise).  Each chosen team member must have an asset ability listed on their character card that matches an icon on the Asset Dial, and will begin the game attached to the base.  Also keep in mind, if you choose to build a force with a SwitchClix figure that could be a team member, and choose to not include it in the Team dial point cost, it can’t be attached during the game.  And remember, Teams and team members can’t be assigned resources, can’t roll to pick up relics, or become the pilot of a vehicle, unless a game effect says otherwise.

The Team combat icon Team Combat Icon  grants five abilities, none of which can be countered, even if this Team Dial gains Earthbound/ Neutralized.  Working Together allows the Team Dial to be given a power action to be granted one free action for every 100 points of the build total.  Using these free actions, you may give up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 range combat action, with any number of these free actions being used to make either a close or ranged combat attack.  Practiced Maneuvers allows the Team Dial to use Improved Movement: Elevated and Characters, as well as occupy squares of different elevation.

Blue Solo

Solo Adventure allows the Team Dial to be given a power action to remove a team member, attach it to its SwitchClix dial, and place it adjacent to the Team Dial.  As long as the point value of members off the base is less than the point cost of the base, and the minimum number of members remains on the base, you can remove more.  A Team Reunited allows you to give a power action to the Team Dial to reattach an adjacent, previously removed team member.  And last is Team Coordination, allowing you to count individual team members, instead of the Team Dial, for theme team purposes.  Additionally, at the beginning of the game, you can elect to use Themed Team Probability Control as normal, or, the Team Dial can use Probability Control.

And now, without further ado, we present the X-Men: Blue Strike Force Team dial! (click on picture to enlarge)

T001-Blue-Team

Firstly, you’ll notice that the X-Men: Blue Strike Force can be played at three different point costs, 565, 265, or 165, working out to even amounts of 600, 300 and 200 points with all seven team members attached.   This Team Dial has two traits, the first is called More a Family Than a Team.  This trait allows X-Men: Blue Strike Force to be given a power action to modify the attack value of any friendly figures with the X-Men keyword by +1 when attacking a figure without the X-Men keyword.   The second trait is called X-Cutioner’s Song, and it allows you to give X-Men: Blue Strike Force a free action to remove a figure from the base and the game; unless your next attack roll is a critical miss, it becomes an 11 instead!

Blue Combat Dial

At the beginning of its dial, at the 565 point starting line, X-Men: Blue Strike Force begins with some move and attack in the form of Running Shot.  Making sure range combat attacks damage is as painful as possible is a good stretch of Penetrating/Psychic Blast. A 9 range with two targets will give some solid damage potential.   And to help make sure your attacks don’t miss, and your opponents do, is an opening run Probability Control.  The Indomitable combat ability will allow X-Men: Blue Strike Force to act next turn with no fear of pushing damage.   And if your opponent does hit X-Men: Blue Strike Force, damage will be halved due to a run of Invincible. 

On its fourth click, X-Men: Blue Strike Force gains an attack special that will pop up from time to time based on the famed “Fastball Special,” Non-Petey Cannonball.  This special power allows you to switch up your Solo Adventure a bit.  When you remove Wolverine from the team base, you may place him in a non adjacent square within 8 squares and line of fire, and give Wolverine one additional free action this turn.  Also showing up on this click is the start of a run of Invulnerability, leading into the next section of his dial.

Click number 5 is the starting point for X-Men: Blue Strike Force’s 265 point starting line.  A bit of move and attack, or attack and cover, can be gained from a run of Sidestep.  Invulnerability will give way to a run of Invincible, and Probability Control again is on the dial for a couple of clicks.  After this area couple more clicks of Non-Petey Cannonball. 

On click number 9 is the last starting line, at 165 points, for X-Men: Blue Strike Force.  A run of Charge is backed up by the last click of Invincible on the dial, before returning to Invulnerability.  A little deeper into this section of the dial is some Close Combat Expert to allow the X-Men: Blue Strike Force to deliver some more punch.  The next area of the dial has Stealth to let them hide in a large patch of hindering terrain.  And back at this point is the longest stretch of the Non-Petey Cannonball special power.  The last section of the dial again allows X-Men: Blue Strike Force to use Charge to move and attack an opposing figure.  This time, you may attempt to do more than the printed damage with Blades/Claws/Fangs.  Another new to the dial power is also here, as Super Senses will let you try to avoid attacks altogether.

X-Men: Blue Strike Force is a unique dial figure.  Like any good figure with “X-Men” in the name, it has the X-Men team ability, allowing it to be healed or heal an adjacent friendly figure with this team ability of one click of damage, and the X-Men keyword to be used in theme team force building.

Before we look at the Asset Dial on the X-Men: Blue Strike Force, let’s take a refresher look at what it does for a Team Dial.

The Asset Dial begins play on its green starting line.  The opening will show one of three things, or a combination of the three.  These things are, an asset icon matching a team member, as shown on their character card, the Team combat icon, or an “I” for a special power.  When an asset icon is showing, if the tem member is attached, that ability can be used, likewise, if the special power is showing, it can be used.  When the Team combat ability icon is showing, you can use the ability of any one attached member.   Any of these abilities may be countered as if they were a combat ability.  At the end of your turn you may choose to roll a d6 and click the Asset dial that many times to the left, unless the Team combat icon is showing.  Then this die roll is mandatory.

Blue Asset Dial

So what do the individual members of the X-Men: Blue Strike Force bring to the asset dial?  Beast allows X-Men: Blue Strike Force to use Combat Reflexes.  When Cyclops is showing and attached, X-Men: Blue Strike Force can use both Precision Strike and the Sharpshooter combat ability.   Gambit brings the ability to give X-Men: Blue Strike Force a power action to remove an object from a square it occupies or is adjacent to, to give them a range combat action as a free action.   Jubilee allows X-Men: Blue Strike Force to modify its defense by+1 against range attacks, while Psylocke brings Mind Control to your force.  And finally, Rogue and Wolverine bring their individual abilities to heal with Steal Energy and Regeneration, respectively.

The “I” special power icon for X-Men: Blue Strike Force is called The X-Men Have Faced Losses Before.  This power says that when a team member that began the game attached to this team baseis KO’d by an opponent’s attack, you may roll a d6 that can’t be rerolled.  On a result of 5 or 6, take an extra turn after this one.

That is all we have for today.  Be sure to check back in on Wednesday and Friday as we preview all the team members from X-Men: Blue Strike Force.

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Justice League Team Base!

Greetings HeroClix Fans!

Welcome to another team base preview from the upcoming DC HeroClix: Teen Titans set!  Today we travel to the Watchtower to take a look at the Justice League team base!

T002-Justice-League

First off, Justice League can be played at three point values:  565, 365 and 265 points.  Justice League has only the Justice League keyword but three team abilities:  Justice League, Superman Ally, and Batman Ally.

Justice League has two traits, the first of which is “The Founding Members.”  When all members are attached to the Justice League team base, the Justice League’s powers and abilities can’t be countered.  The second trait is called “Watchtower.”  At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team.  Opposing characters with that team ability or keyword can’t use Stealth.

The Justice League team base has a range of 8 squares and starts with Running Shot and a speed value of 12.  An attack value of 12 with Super Strength, a defense of 20 with Impervious, and a damage value of 6 damage with Outwit rounds out the rest of the starting click.  The second click stays the same but without Outwit.  On Clicks 3 and 4, the speed slot gains Phasing/Teleport and the Justice League picks up two special powers: the first is “Truth and Justice,” which prevents opposing characters within four squares from having their combat values modified if the modified value would be higher than the original.  The second special power  allows Justice League to use Defend, Super Senses, and Toughness and is called “We Depend on Each Other.”  In the damage slot Justice League has Shape Change.

At this point in the dial, Justice League is at its 365-point starting line.  Here, the dial starts with Charge and keeps “Truth and Justice.”  Defensively, it picks up Invulnerability.  On click 7, the dial switches to Hypersonic Speed and the team regains Super Strength.  Defensively, it regains “We Depend on Each Other.”  On click 8, Justice League also picks up the use of Perplex.

This is where the 265-point starting line begins.  Justice League has 2 clicks of Running Shot, Super Strength, Impervious, and Perplex. On clicks 11 and 12, Hypersonic Speed returns and the team dial regains “Truth and Justice.”  Its defense is covered by Invulnerability and it regains Shape Change with the possibility of avoiding an attack altogether.

On click 13 Phasing/Teleport returns to movement and defense turns back to “We Depend on Each Other”. Justice League also gains the use of Outwit which will come in handy to counter a power or ability used by an opposing character. On click 14 as well as the next two clicks Super Strength returns. On clicks 15, 16, and 17 Justice League regains the use of Hypersonic Speed and Invulnerability.

On clicks 18 and 19, Justice League’s last two clicks, it has the use of Phasing/ Teleport, “We Depend on Each Other,” and Perplex.

The Asset Dial on the Justice League will provide a wide range of uses depending on which League member(s) you are channeling at the time:

  • Aquaman lets Justice League ignore Shape Change and their attacks can’t be evaded.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Cyborg allows Justice League to use the Sharpshooter ability and modifies their range value by +2.
  • The Flash makes it so opposing characters using Hypersonic Speed modify their attack and damage values by -1.
  • Green Lantern allows Justice League to use Barrier and Telekinesis.
  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  •  Wonder Woman allows Justice League to use Energy Shield/Deflection.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team members that are attached and use their asset ability.

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Later this week we’ll take a closer look at the individual dials of all seven members of the Justice League.  Until then, Shape Change for the win!

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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!