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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: N.O.W.H.E.R.E. Soldier and Centerhall!

Greetings HeroClix Fans!

Welcome back as we take another look at the upcoming DC HeroClix: Teen Titans set.  Today, we go into the N.O.W.H.E.R.E. organization to take a brief look at being a minion for them.  And so, we bring you N.O.W.H.E.R.E. Soldier.

009-NOWHERE-Soldier

N.O.W.H.E.R.E. Soldier begins play using Charge to take the fight right to an opposing figure.  Making him more effective in close combat is a special power for his entire dial called Pile On, which allows N.O.W.H.E.R.E. Soldier to modify his attack value by +1 for a close combat attack for every other friendly N.O.W.H.E.R.E. Soldier that is adjacent to the target.   Using a swarm of N.O.W.H.E.R.E. Soldiers to charge the same figure can yield some solid damage.

Also on N.O.W.H.E.R.E. Soldier’s entire dial is a minion special power called Centerhall’s Leadership, allowing the N.O.W.H.E.R.E. Soldier to use Willpower if a friendly character named Centerhall is within 8 squares.  Defensively,   N.O.W.H.E.R.E. Soldier has Toughness to reduce damage on the front of his dial, and Combat Reflexes on the back half to raise his defense against close combat attacks, as he should be adjacent to opposing figures to get the most out of his special power.

Should the opportunity present itself, N.O.W.H.E.R.E. Soldier has a 4 range to attack opposing figures.  N.O.W.H.E.R.E. Soldier has the ability to use Outwit when adjacent to a friendly figure of equal or lesser point cost that can also use the Superman Enemy team ability.  And, N.O.W.H.E.R.E. Soldier can be played as part of a theme team using either word of their name, N.O.W.H.E.R.E. or Soldier, as their keyword.   At 37 points, N.O.W.H.E.R.E. Soldier shouldn’t be hard to fit on a team build, especially if you can afford the 74 points to use a pair of them to get the most out of their team ability and attack special power.

Now, let’s take a look at the man mentioned in N.O.W.H.E.R.E. Soldier’s damage special power, Centerhall!

027-Centerhall

Centerhall has a special power on the front half of his dial to lend support to a swarm of N.O.W.H.E.R.E. Soldier’s called Commanding Officer, which allows him to use Leadership, with the added benefit of success on a roll of 4 through 6 if another character on your force has the N.O.W.H.E.R.E. keyword.

Once Centerhall has issued order to his soldiers, he can provide cover fire while they charge into battle with his 6 range and Running Shot.  Penetrating Psychic Blast will ensure that damage reducers aren’t an issue.  And Toughness will provide some damage reduction on the front of his dial.

In his late dial, Centerhall uses Pulse wave to attack multiple targets at once, or do his printed damage to a single opposing figure.   Energy Shield Deflection will make him harder to hit with range combat attacks.  And Perplex will allow him to modify a combat value of a figure in his line of fire by + or – 1.  Centerhall has the Superman Enemy team ability, allowing him to use Outwit when adjacent to a friendly figure that can also use this team ability.  Centerhall can be played in theme with his soldiers on a N.O.W.H.E.R.E. keyword team.    At 82 points, there will be plenty of room for Centerhall to have troops to command.

That’s all we have for today, but be sure to check back later this week as we spotlight a certain Gamma-powered heroine with a penchant for red.  Until then, keep your Clix off their K.O.’s!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Skitter!

Greetings HeroClix Fans!

For today’s preview from the upcoming DC HeroClix: Teen Titans set, we take a look at a figure from the most recent version of the Teen Titans.  She’s a metahuman insectoid brought unto the team by Red Robin, Skitter!

048-Skitter

Skitter  has an Improved Movement combat ability appropriately called Skittering, allowing her to ignore both Elevated and Hindering terrain, as well as characters for movement purposes.  Skitter begins play lashing out at an opposing figure with Charge.  Once in position, she can use her printed damage, or opt to try for more damage with her multiple arms in the form of Blades/Claws/Fangs.  Defensively, Skitter has the opportunity to evade an attack with her scary looks, represented by Shape Change.  If an opposing figure makes a successful attack, her exoskeleton will protect her, as Impervious will allow her to reduce damage or ignore it out right.  Skitter’s next click sees Shape Change and Impervious replaced with Invulnerability, as she now relies on her hard shell for protection.

Mid dial, Skitter gains a special power called Webbing, allowing her to use Plasticity.  Also, characters can’t break away automatically from Skitter, or use Improved Movement: Characters while adjacent to her.   This special power will be on all clicks except her last.  Another click into her dial and Skitter shows her strong arms aren’t just for cutting as she now has Super Strength to grab an object with which to hit a foe.    Skitter has the ability to deliver a piercing blow as Exploit Weakness will make her damage penetrating.   Also at this point, Skitter again changes damage reducers to Toughness, as her shell has been weakened.

On her last click, Skitter goes into a regenerating cocoon.   She has printed 0 for movement, attack and damage, and again uses Impervious, paired with a 19 defense, to defend herself.  She also has a special power called Cocoon Healing, which can’t be countered, allowing her to use Regeneration.

Skitter can be played on theme teams using the Teen Titans and Monster keywords.  She possesses the Teen Titans team ability, which combined with her special power, can make her a useful healing battery for other friendly figures using this team ability.  She also becomes a solid tie up piece with the ability to deal some solid damage through most of her dial.  At 104 points, there will be plenty of room for support for her on your force.

That is all for today.  Come back soon as we continue to preview figures from the upcoming upcoming DC HeroClix: Teen Titans set!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Bunker!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we take a look at Bunker, a member of New 52 Teen Titans.

049-Bunker

Bunker starts out with a trait called Psionic Constructs.  When terrain markers are placed by Bunker they are not removed until they are destroyed or until Bunker uses a power that places that type of terrain marker on the map.

Bunker has a number of powers that will change once the new Powers and Abilities Card and HeroClix 2013 Core Rulebook become official in June, so we’ll talk about how those powers work now and how they’ll change.

Bunker’s power structure seems to match his clothing:  Very purple.  Bunker’s top three clicks all starts out the same with Force Blast and Smoke Cloud.

Currently Force Blast allows you to give the character a power action in which you would roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result.  However when June comes there will be a new aspect added to Force Blast that will allow Bunker to generate knock back on any successful attack, if it doesn’t already.

Now let’s look at Smoke Cloud, which currently allows you to give the character a power action and place up to 4 hindering terrain markers in distinct squares that are all within this character’s range (minimum range value 1).  At least one of the terrain markers must be within line of fire when it’s placed.  The terrain markers remain until the beginning of your next turn.

Now let’s see how things will change in June.  Smoke Cloud is still a power action but now you get to place 6 hindering terrain markers and the minimum range value has increased to 4 squares.  What else is new, you ask?  Well, characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.

On Bunker’s defense he has the use of Barrier and Toughness through a special power called Purple Constructs.

Currently Barrier allows Bunker to be given a power action and place up to 4 blocking terrain markers in adjacent squares of clear terrain that are all within this character’s range (minimum range value 1).  At least one of the terrain markers must be within line of fire when it is placed.  The terrain markers remain until the beginning of your next turn.  Really, the only change to Barrier as of June will be the power’s minimum range value increasing to 4.

In Bunker’s damage slot he has the use of Perplex, which currently allows him to be given a free action to modify any combat value of a target character by +1 or -1 until the beginning of your next turn.  A character using this power must be within 10 squares and line of fire to the target.  If the target character is damaged or healed, the effect of Perplex on that character ends immediately.  The only change we will see to Perplex come June is that the target character must now be within the character’s range value or a minimum of 6 squares.

With Bunker’s trait and the ability to use Smoke Cloud and Barrier he will be able to redesign the face of any map, providing cover for friendly characters or locking your opponents to specific areas.

On Bunker’s last three clicks he gains Leap/Climb, which allows him to be given a move action and move up to his speed value; this character can use Improved Movement: Elevated, Hindering, Outdoor Blocking, and Characters during this move action. When you give this character a close combat action, it may target a character regardless of the target’s elevation.  Like we have already seen, come June we get some changes.  Leap/Climb is still a move action; however, you no longer ignore characters you are adjacent to when you start your action and you would have to break away normally with an added +2 to your d6 roll.  During your move action you may move through squares adjacent to or occupied by opposing characters.

Bunker also gains the use of Barrier, Incapacitate, and Quake through a special power called Purple Fists.  We have already discussed Barrier but now let’s look at Incapacitate and Quake.

Incapacitate currently allows a character to be given a close or ranged combat action to make an attack that deals no damage.  If the attack hits, the target is given an action token.  Starting in June, Incapacitate also deals 1 penetrating damage if the target character already has 2 action tokens.  This will be very useful against characters that can use the Colossal Stamina combat ability.

There is also Quake, which is a close combat action where the character’s damage value becomes 2 and is locked.  Presently, your character makes a close combat attack that targets all opposing characters that this character can legally attack.  Each opposing character that takes damage from this attack is knocked back.  However, beginning in June each hit character is now knocked back 2 squares regardless of the damage they take thanks to the new definition of Quake in the 2013 Powers and Abilities Card.

With the overlap of Leap/Climb and Quake, Bunker could be devastating if he’s on top of or adjacent to elevated terrain.

Lastly Bunker has Willpower and Close Combat Expert.  Willpower allows Bunker to ignore pushing damage.  Close Combat Expert currently allows Bunker to be given a power action to make a close combat attack against a single target opposing character where you modify Bunker’s damage value by +2.  But starting in June, when you give the character a power action but before you make the close combat attack, you may modify the character’s attack or damage value by +2, or both combat values by +1.  No more wasting those bonuses from your resource dial.

Bunker is a Teen Titan all the way to sporting the team ability and keyword, all for just 89 points of Teen Titan value.

Bunker is a Unique figure (meaning you can only play one Bunker on your force) but will be a fun character to play during any DC HeroClix: Teen Titans release and will benefit greatly once the rules changes go into effect come June.

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Until then, Shape Change for the win!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Aquaman, Cyborg, Green Lantern, and the Flash!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!

015-Aquaman

Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might.  Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.

Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage.  This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.

Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.

If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.

 025-Cyborg

Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn.  This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.

Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.

When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.

 033-Green-Lantern

Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can ImagineAnything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn.  Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.

Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.

When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.

050-TheFlashThe Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super SensesThe Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.

The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape ChangeThe Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.

When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.

Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!

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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Superman, Batman, and Wonder Woman!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial with a look at Superman, Batman and Wonder Woman as they beam down from the Watchtower onto their individual SwitchClix dials.  These three figures, which are included with the Justice League team dial, can be found in DC HeroClix: Teen Titans super boosters.

066-Superman

We start off our trinity of goodness with the Man of Steel.  Superman has two point costs. When he begins play on his 240-points starting line you get to use his trait, Not From Around Here.  With this trait, Superman’s powers can’t be countered when he has no action tokens.  On Superman’s top click he has Running Shot, Super Strength, and an 18 defense with Impervious.  He also has a special power in his damage slot called Under a Yellow Sun, which modifies an opposing character’s damage value by -1 when that character targets Superman with a ranged attack.

Next, Superman gains two clicks of Charge and keeps Super Strength and Impervious.  On his second click, Superman has Ranged Combat Expert.  On his fourth click, Superman gains Hypersonic Speed, allowing him to move, make an attack and then finish out his movement if he has any left over, in true speeding-bullet style.

Click four is where Superman’s 120-point line starts, and here he has Hypersonic Speed, Invulnerability and Under a Yellow Sun.  On click six, Superman gets up close and personal with Charge and Super Strength.  On the next click, Superman regains Running Shot and, utilizing his range of eight squares with two targets, this gets him a 12-square swing in which to attack from range.  Superman’s last two clicks are a combination of Charge, Close Combat Expert and Toughness.

Superman’s has the wing speed combat symbol on his dial, which allows him to use the Carry and Flight abilities.  He also has the Indomitable combat ability, which grants him the use of Willpower so that he may ignore pushing damage.

Superman has the Justice League and Superman Ally team abilities; the latter gives Superman the ability to treat hindering terrain as clear terrain for movement and line of fire purposes.  If theme building is your game, Superman has Justice League, Kryptonian, Metropolis, Reporter, and Trinity keywords.

Up next in our trinity is the guardian of Gotham City, Batman!

067-Batman

Like Superman above, Batman has two starting point values (130 and 100 points).  Batman has a trait called That Won’t Work, You Know where opposing characters within 6 squares can’t ignore pushing damage.  So much for all those resources granting the ability to use Willpower!  Batman can use two team abilities Justice League and Batman Ally, the latter of which grants Batman the use of Stealth.  On Batman’s combat dial he gains the use of Willpower through the Indomitable ability.

Starting on his 130-point line, Batman has two clicks of Leap/Climb and two clicks of a defensive special power called Dark Knight, which allows Batman the use of Combat Reflexes and Toughness.  With a range of six squares and two targets, Batman has the use of Incapacitate, which he can also use in close combat.  A special damage power called Striking Fear lets Batman use Outwit and Shape Change.  He can also use Perplex but only to modify other characters’ combat values.  On his second click, Batman picks up Smoke Cloud and Outwit.

We start Batman’s 100-point dial with three clicks of Leap/Climb for movement.  On click three, Batman has the use of Incapacitate, Toughness and Striking Fear.  On click four, Batman drops Incapacitate and picks up Perplex.  On his next click, he gains the use of Smoke Cloud, Outwit, and his special defense power, Dark Knight.

On click six, Batman gains the use of Flurry, keeps Smoke Cloud, and regains the use of both Toughness and Perplex.  On his final click he keeps Flurry and regains Dark Knight.  On his damage slot, Batman picks up Close Combat Expert, proving that Batman won’t go down without a fight!

When searching for teams to build with Batman, take a look at his keywords like Batman Family, Gotham City, Justice League, and Trinity.

068-Wonder-Woman

The final member of the trinity is Wonder Woman.  Like her teammates, Wonder Woman also has two point values on her dial.  This warrior queen also has a trait called Warrior Race, which allows Wonder Woman the use of Willpower but only when she is making an attack.

Wonder Woman’s 150-point starting line has a special power in her speed slot for her first three clicks called Charge of the Righteous.  This allows Wonder Woman to use Charge.  Roll a d6 after the use of this power action is resolved.  On a result of a 5 or 6, remove an action token from a friendly character with a lower point cost within four squares of Wonder Woman.  Wonder Woman also has Super Strength and Invulnerability.  On her second click, Wonder Woman picks up Exploit Weakness.

On Wonder Woman’s 100-point starting line she has Charge, Invulnerability, Exploit Weakness and a special attack power called Unbreakable Lasso.  This allows Wonder Woman the use of Incapacitate as if she had a range value of 4 squares with a single target.  When Wonder Woman uses Incapacitate and hits, she can use Perplex but only to modify a combat value of the hit character by -2.

On click 5 Wonder Woman picks up Flurry and her defense changes to Toughness.  On click 6 she gains Charge of the Righteous, which we last saw in the 150-point area of her dial.  Wonder Woman picks up Super Strength and in defense she gains Combat Reflexes, allowing her to modify her defense by +2 when targeted with a close combat attack.

On click 7 Wonder Woman loses Charge of the Righteous and on her final click she regains Flurry and “Unbreakable Lasso”.

Wonder Woman does have the wing speed combat symbol, granting her the Flight and Carry abilities.  Wonder Woman, like her brothers-in-arms, all have the Justice League team ability and they also share the keywords Justice League and Trinity.  Wonder Woman’s other keywords are Amazon and Warrior.

All three figures also possess an Asset Dial ability:

  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Wonder Woman allows Justice League to use Energy Shield/Deflection.

Thanks for reading! Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Until then, Shape Change for the Win!

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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

DC HeroClix Teen Titans: Red Robin!

Greetings HeroClix Fans!

Today’s preview from the upcoming DC HeroClix: Teen Titans set bring us a founding member of the New 52’s Teen Titans who also has ties to Batman.  We are pleased to present Tim Drake (aka Red Robin)!

018-Red-Robin

Red Robin comes into play at 101 points and has an Improved Movement ability called Wings, which lets him ignore elevated terrain, hindering terrain and characters when he moves.  Red Robin begins his dial with Stealth, then switches to Charge on his next click.  Flurry appears on Red Robin’s last three clicks.

In his attack slot he starts with two clicks of a special power called Find a Weakness.  This special power lets Red Robin use Outwit, but he may only target characters that he has attacked this turn.  Find a Weakness returns on Red Robin’s last three clicks.  Sandwiched between those runs of Find a Weakness are two clicks of Incapacitate, which can be used in close combat or at Red Robin’s range of up to six squares.

In the first three clicks of his defense slot, Red Robin has another special power called Protective WingsProtective Wings lets Red Robin use Defend and Toughness.  When an adjacent friendly character replaces its defense value with Red Robin’s defense value, that character can use ToughnessRed Robin also has Leadership in his damage slot on the same three clicks as Protective Wings.  He then switches to Willpower and Exploit Weakness for the remainder of his dial.

Red Robin makes a viable choice for teams that are built around the Batman Family, Detective, Martial Artist or Teen Titans keywords.  He also has the Titans team ability, which allows him to heal when adjacent to a friendly character using the same team ability.  Red Robin has an aggressive set of combat values that make him an excellent attacker, and his Find a Weakness and Protective Wings special powers make him an equally good team player.

Thanks for reading!  Please join us for our next DC HeroClix: Teen Titans previews as we look at another Team Dial.  Until then, may your Probability Control rolls always be in your favor!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Red Tornado!

Greetings HeroClix Fans!

A wind advisory is in effect for today’s DC HeroClix: Teen Titans preview!  We are pleased to bring you a hero who mentored the members of Young Justice.  Here’s Red Tornado!

046-Red-Tornado

Red Tornado comes into play at 143 points and has a range of 7 squares and one target for his ranged attacks.  Having served as an active and auxiliary member of the Justice League, Red Tornado also has the JLA team ability.

He begins his dial with a click of Phasing/Teleport and a speed value of 10, allowing him to quickly close in on opposing characters.  Red Tornado’s attack slot starts with a special power called Destructive Cyclones, which allows him to use Telekinesis.  When he does, lines of fire between Red Tornado, A, and B are only blocked by walls and indoor blocking terrain.  Red Tornado’s indestructible body is represented via Impervious and a defense value of 18.

As we move off Red Tornado’s top click, Destructive Cyclones remains and Force Blast takes over for Phasing/Teleport as he uses strong winds to knock back opposing characters.  Defensively, Impervious drops to Invulnerability.  In his damage slot, Red Tornado pummels his foes with blasting winds (Ranged Combat Expert).  This array of powers appears on clicks 2 and 3.

The middle two clicks of Red Tornado’s dial sees another change in the android’s power set.  Running Shot replaces Force Blast, giving him the ability to attack after moving up to half of his speed value.  Running Shot is paired nicely with Pulse Wave in his attack slot as Red Tornado unleashes all his power.  Super Senses occupies Red Tornado’s defense slot as his opponents try to land attack on him while he sits comfortably in the eye of the storm.

On Red Tornado’s last two clicks we see the return of Phasing/Teleport and Destructive CyclonesRegeneration appears in his defense slot, allowing Red Tornado to heal some damage.  In his damage slot, Red Tornado foregoes the ranged attacks and instead uses his fists (Close Combat Expert) to get the message across that he’s not to be trifled with!

You may think that Red Tornado’s a standing target on all but his Running Shot clicks but he also enters the battlefield with a trait called Unchecked Winds which makes him difficult to target from range.  Unchecked Winds reads, “When Red Tornado has no action tokens, opposing characters more than 6 squares away can’t draw line of fire to him.

Red Tornado has an appealing set of combat values:  His never falls below a 16, and on those clicks he has Super Senses.  His attack values start at 11 and stay fairly consist, never dipping below a 10 until his last three clicks.  His base damage values remain at 3 until his last two clicks, in which he also has Close Combat Expert!

For theme play, Red Tornado has the Justice League, Robot and Young Justice keywords.  At 143 points, Red Tornado takes up a significant portion on your force but his power set and combat values (and the Unchecked Winds trait) make him appealing.

Thanks for reading!  Please join us for our next DC HeroClix: Teen Titans preview when we check-in with a Titan with a keen detective mind.  Until then, may your lines of fire never be blocked!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: The Ray!

Greetings HeroClix Fans!

One week closer to Release Day as we continue our previews from the upcoming DC HeroClix: Teen Titans set.  Today we take a look at a hero of light, The Ray!

 054-TheRay

The Ray’s starting movement is 12 and he possesses Hypersonic Speed.  This allows him to automatically break away from opposing characters and then use his full movement to either make a close or ranged combat attack.  The Ray has a range of 5 squares so this will allow him to make a ranged attack from three squares away during the free action portion of his Hypersonic Speed attack.

The Ray’s power structure on his top 3 clicks stays the same, with Hypersonic Speed on movement, Super Senses on his defense, and a special power in his damage slot.  This special power, Light Manipulation, allows The Ray and adjacent friendly characters that share a keyword with him to use Stealth, but only when he has just one action token.  The Ray has Freedom Fighters, Justice League, Justice League International, and Young Justice as his keywords.

Imagine the fun of being able to pair up The Ray with Guy Gardner from the DC HeroClix: Streets of Gotham set on a Justice League International theme team and then hiding Guy Gardner in hindering terrain using Stealth; this will be great for team building and strategy.

On The Ray’s next two clicks he loses his special power but gains Phasing/Teleport for movement, which still makes it very hard to lock this guy down in adjacency.  The Ray will be able to use Pulse Wave during his attacks targeting all characters within three-squares.  On defense, The Ray uses Energy Shield/Deflection, modifying his defense value by +2 against ranged attacks.

On The Ray’s final click he keeps Phasing/Teleport but trades in Energy Shield/Deflection for Regeneration, where on a roll of 6 he would get to heal back to his second click.  The Ray finishes out his dial with the ability to use Shape Change, in which an opponent may not even be able to target The Ray with an attack.

The Ray comes in at just 74 points.  With his keywords and the JLA team ability he should be easy to build into a team or a piece to be looked at during some fun sealed play.

Thanks for reading but be sure to come back next time as we continue to look at figures from the upcoming DC HeroClix: Teen Titans set.  Until then, Shape Change for the win!

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DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Warblade!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set. Today we are going to get tested by Warblade!

055-Warblade

Warblade possesses a trait called Shifting Body which lets him use Plasticity and Shape Change. When he uses Shape Change, he only succeeds on a result of 6. This makes him a big problem for adjacent opposing characters.  Warblade also has an Improved Movement ability to help him get next to his opponents called You Won’t Get Away which allows Warblade to ignore elevated terrain, hindering terrain, and other characters when he moves.

Warblade’s dial starts out with a speed of 10 with Charge and an attack of 11 with Blades/Claws/Fangs.  This mix of powers allows him to Charge up to five squares to slice-and-dice his enemies. Warblade also starts out with defense of 17 and Invulnerability. In his damage slot, Warblade has a special power called Grinning Mask which allows him to use Perplex. Warblade can either use it normally or use it to modify an opposing character’s defense by -2.

After his first click, Warblade gains Flurry and Toughness but keeps Blades/Claws/Fangs, allowing him slice up an opponent twice. Mid-dial, Warblade regains Charge but Blades/Claws/Fangs changes into Poison allowing him to possibly do an extra click of damage.

Warblade then gets Leap/Climb, Exploit Weakness, and a special power in his damage slot. This power is called Always Around, which lets him use Combat Reflexes and Regeneration. On his last click Warblade gets Stealth as well, to help him hide from ranged combat fighters as he heals. Warblade also has Indomitable so he can use all these awesome powers two turns in a row.

Warblade comes in at 151 points of terror and has the Calculator team ability. You will find Warblade a formidable ally on any Assassin, N.O.W.H.E.R.E., or Soldier teams.

Thanks for reading! Please join us next time for more exciting DC HeroClix: Teen Titans previews.  Until next time, keep on Charging!