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The Dark Knight Rises

Friend and Foe to the Dark Knight – Catwoman!

Greetings, HeroClix fans!

For our final DC HeroClix: The Dark Knight Rises preview, we bring you a felonious femme fatale with a fixation on felines and a propensity for pilfering personal property!  From the movie The Dark Knight Rises, please welcome Catwoman!

 

Not one to stay in one place, Catwoman begins play with a trait, What’s Wayne’s Is Mine, which allows her to select a team ability possessed by an opposing character before the game begins.  When an opposing character with the chosen team ability is adjacent to Catwoman and rolls doubles on an attack, Catwoman removes all her action tokens!

You’ll have to be at the top of your game if you want to catch Catwoman as she has a special power, Black Cat, which allows her to use Leap/Climb and StealthBlack Cat appears on each click of Catwoman’s movement slot, much to the dismay of Gotham City’s law enforcement community!

Attackwise, Catwoman starts without any powers on her first click.  Once she’s off her top click, watch out because this kitten has claws – or Blades/Claws/Fangs, if you prefer to be technical – which stay bared for her next three clicks.  Catwoman’s attack values drop steadily as she gets deeper into her dial but the Batman Enemy team ability allows her to use the attack value of an adjacent figure using this team ability.

Notorious for her prowess as a burglar, Catwoman is difficult to hit in ranged or close combat.  Catwoman opens with Energy Shield/Deflection on her first click to help her keep safe distance from her opponents until it’s time to get close.  Once she’s off her top click, she trades in Energy Shield/Deflection for two clicks of Combat Reflexes to gain a defensive boost in hand-to-hand fights.  As we reach the middle of Catwoman’s dial, we see that she’s changed strategies again and has switched to Super Senses, which gives her a chance to completely evade close or ranged attacks!

Catwoman starts with a click of Outwit in her damage slot to represent her ability to pull off a heist right under her victims’ noses.  That’s followed by three clicks of PerplexOutwit returns for her final two clicks.

At 80 points, Catwoman makes a viable secondary attacker on many forces.  With the Outwit and Perplex powers scattered throughout her dial, Catwoman also makes a great choice as a support piece, and her keyword (Gotham Underworld) and the Batman Enemy team ability make it easy to incorporate her on many teams.

That’s all we have for today! Please join us next time when we explore more secrets from future HeroClix releases.  Until next time, keep your Clix off their KOs!

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Preview The Dark Knight Rises

Gotham City Gangsters – Carmine Falcone and Falcone Bodyguard!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we bring you a man who controlled Gotham City’s underworld until he was double-crossed by Dr. Jonathan Crane (aka Scarecrow).  From the movie Batman Begins, please welcome mob boss Carmine Falcone!

 

Most of Gotham City’s government officials are either on Carmine Falcone’s payroll or they’re afraid of him.  To represent the hold he has over Gotham City, Carmine Falcone hits the battle map with a trait, Money Isn’t Power – Fear Is, which allows him to use Incapacitate.  When he does, roll a d6 and on a result of 5 or 6 Carmine Falcone isn’t given an action token for using Incapacitate.

Carmine Falcone begins his dial with Stealth and Mastermind in his movement and defensive slots, respectively.  Mastermind, in fact, is on each of Carmine Falcone’s clicks.  He also has a special power in his damage slot, The Boss, which allows him to use Leadership.  When Carmine Falcone uses Leadership and the result is a 3 or 4, you may remove an action token from a lower-point friendly character within six squares that shares a keyword with him.  On Carmine Falcone’s third click, the mob boss may have lost Stealth but he still finds a way to stay away from the law via PlasticityThe Boss special power also hangs around on Carmine Falcone’s third click.  On his last two clicks, Carmine Falcone trades in his special power for Probability Control to make sure the odds are ever in his favor!

Carmine Falcone comes in at 50 points and a range of five.  He also has the Underworld team ability, which allows him to carry another character using this team ability during a move action.  He can carry two Underworld users if they both have a lower point cost.

With a low point cost and the Brute and Gotham Underworld keywords, Carmine Falcone makes an excellent addition to any force as a support piece.  However, Carmine Falcone can also be the focal point of a force when paired with the Falcone Bodyguard!

Falcone Bodyguard can be played as either a rookie or experienced character.  Both versions hit the map at 40 points and have a range of five.  Like Carmine Falcone, they also have the Brute and Gotham Underworld keywords and the Underworld team ability.

The rookie Falcone Bodyguard begins play with two clicks of Charge in his movement slot.  Charge disappears on his third click but returns on his final two clicks.  Defensively, Falcone Bodyguard starts his dial with three clicks of a Minion special power, Step Into the Line of Fire, which allows an adjacent character named Salvatore Maroni or Carmine Falcone to use Shape Change.  However, on a Shape Change roll of 3 or 4, Falcone Bodyguard and the adjacent character may be placed in each other’s squares and Falcone Bodyguard must be attacked instead!  On the last two clicks of Falcone Bodyguard’s dial he drops Step Into the Line of Fire in favor of Toughness.

The experienced Falcone Bodyguard starts his dial with two clicks of Leap/Climb to help him get in the way of any attackers who try to take aim at the boss.  That’s supported by two clicks of Close Combat Expert in his damage slot.  Defensively, Falcone Bodyguard begins with two clicks of Combat Reflexes.  Mid-dial, Falcone Bodyguard switches tactics and drops Leap/Climb in favor of Charge.  Defensively, he picks up Toughness for two clicks.  On his fourth click, Falcone Bodyguard drops Charge and goes for a two-fisted attack (Flurry).  Exploit Weakness appears in the last three clicks of Falcone Bodyguard’s damage slots as he knocks the wind of out opposing characters with a punch in the gut!

That’s all we have for today! Please join us for our next DC HeroClix: The Dark Knight Rises preview when we spotlight a felicitous fan of felines with a penchant for pilfering others’ property.  Until next time, keep your Clix off their KOs!

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Preview The Dark Knight Rises

Batman Begins – Master Bruce Wayne!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we visit with Bruce Wayne during a time when he trained in Asia with Ra’s al-Ghul and Henri Ducard.  From the film Batman Begins, please welcome Master Wayne!

 

Clocking in at 50 points, Master Wayne begins play with a full dial of Smoke Cloud to represent the training he received in theatricality and deception.  He also possesses the Batman Ally team ability, which allows him to use Stealth. In addition, he also has the Underworld team ability, which allows him to carry another character using the same team ability – or two characters, if both have a lower point cost!

Master Wayne learned to be mindful of his surroundings, which is why he has Combat Reflexes on the first three clicks of his defense slot. A special power, Training Among Criminals, appears on those same three clicks but in his damage slot.  With this special power, Master Wayne can use Shape Change and Perplex.  When he uses Perplex, he may only target himself.

Leap/Climb appears in the first click of Master Wayne’s movement slot and represents his journey to find Ra’s al-Ghul.  That’s followed by two clicks of Charge, which works well with the Combat Reflexes in his defensive slot. Leap/Climb reappears on the back half of Master Wayne’s dial to allow him to either reposition for another attack or regroup to heal or try a different tactic.  Speaking of the back half of Master Wayne’s dial, he drops Combat Reflexes on his last two clicks in favor of Willpower. He also drops Training Among Criminals for a straightforward use of Outwit.

Master Wayne possesses the Gotham City, League of Assassins, and Martial Artist keywords.  He makes a great addition to any team and leaves plenty of room for some heavy hitters and support pieces.

That’s all we have for today!  Join us for our next DC HeroClix: The Dark Knight Rises article when we continue our previews from this exciting set!  Until then, keep your Clix off their KO’s!

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Preview The Dark Knight Rises

Batman Begins: Ra’s Al Ghul!

Greetings HeroClix Fans!

Today we continue our previews for the DC HeroClix: The Dark Knight Rises set as we visit with the “leader” of the League of Assassins.  From Batman Begins, we present Ra’s Al Ghul!

Ra’s Al Ghul possesses a trait called Interpose that let’s  Ra’s Al Ghul use Leap/Climb, as well as allowing him to swap squares with an adjacent friendly character that fails to make their Shape Change roll.  Given that Ra’s Al Ghul has both the Batman Enemy team ability, allowing him to share his attack value with an adjacent friendly figure, and the Underworld team ability, allowing him to carry other friendly figures using this team ability, his odds of having someone to use this trait with are pretty good.

Ra’s Al Ghul begins play with Stealth to keep him mostly protected from range attacks.  Since close quarters is where he wants to be, Ra’s Al Ghul has Combat Reflexes to make him harder to hit, and Close Combat Expert to make sure he hits hard!  After this opening click, Ra’s Al Ghul switches to Charge to rush an opponent, and Willpower will ensure he can use his Close Combat Expert if the opposing figure didn’t fall!

Mid-dial, Ra’s Al Ghul continues to be able to use Charge and Willpower, but now he attacks his enemies with his sword as he begins a run of Blades/Claws/Fangs.  After this, Ra’s Al Ghul switches back to Combat Reflexes as he should be in close combat for the rest of his dial.  At the end of his dial, Ra’s Al Ghul loses his sword and fights on with Close Combat Expert.

Ra’s Al Ghul possesses the League of Assassins, Martial Artist and Ruler keywords, so finding a theme team to include him on should not be challenging, and at 60 points, he won’t be a bad investment on other team builds.  In addition, don’t forget that for an additional 7 points, Ra’s Al Ghul qualifies for the League of Assassins Additional Team Ability, found in the Print ‘n Play section of our website, allowing lines of fire to be blocked to this character if they are adjacent to a wall or blocking terrain.

We hope you enjoyed today’s preview!  Join us again this next Monday as we continue to explore the DC HeroClix: The Dark Knight Rises set as we present the rebellious student to this master!  Until then, keep your Clix off their KO’s!

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Heroclix Preview The Dark Knight Rises

The Batman’s Fearsome Foe: Scarecrow!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: The Dark Knight Rises set continues today as we visit Arkham Asylum to see a man with a mad plan to help change the world, Scarecrow!

Scarecrow has a trait called Fear and Control, allowing him to use Poison. If a character takes damage as a result of this use of Poison, Scarecrow can immediately use Mind Control as a free action targeting that character, and he takes no damage from this use of Mind Control!  A full dial of Plasticity will enable Scarecrow to keep a victim adjacent to him, or improve his chances of getting away to get to a better opposing figure to use his trait against!

Beyond his trait and Plasticity, Scarecrow opens his dial with two clicks of Incapacitate to potentially keep an opposing figure locked in place next to him, or he can utilize it with his 6 range.  Perplex on these two clicks provides a boost to a teammate, or himself.

Mid-dial, Scarecrow has a blank attack slot as he picks up a couple of powers that pair well with his special power and Plasticity.  As he needs to be close to an opposing figure for Poison work, Scarecrow picks up Combat Reflexes to make himself harder to hit back.  Adding to his defensive capabilities, and showing another effect of his fear gases in the form of hallucinations, Scarecrow also picks up Shape Change at this point in his dial.  At the end of his dial, Scarecrow adds Smoke Cloud to his arsenal, providing some cover for himself and teammates, or by simply making it harder for his grounded opponents to move around.

Scarecrow possesses the Arkham Asylum, Gotham Underworld and Scientist keywords, as well as the Batman Enemy team ability, allowing him to use the attack value of an adjacent teammate using this team ability.  At 85 points, Scarecrow has the ability to instill your opponent with fear!

We hope you enjoyed today’s preview!  Join us again this next Monday as we continue to explore the DC HeroClix: The Dark Knight Rises set when we explore both sides of the same coin!  Until then, keep your Clix off their KO’s!

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Preview The Dark Knight Rises

A True Dynamic Duo! Alfred Pennyworth & Lucius Fox

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises set preview we shine the spotlight on two men who work behind the scenes to help the Caped Crusader in his never-ending war against crime.  First up, please welcome Bruce Wayne’s ever-loyal valet and confidant from both the Batman Begins and The Dark Knight movies, Alfred Pennyworth!

Alfred begins play with a trait that represents his ability to be by Batman’s side when needed. The trait, Alfred, I Need You, activates when Alfred is given a move action and it resolves. When that happens, he may be placed adjacent to a friendly character that possesses a team ability or keyword Alfred also possesses.  The friendly character must be within two squares and line of fire.

As one of Batman’s greatest supporters, it’s appropriate that Alfred starts his dial with two clicks of Defend in order to share his defense value with his teammates. This ability is backed by three clicks of a special power in Alfred’s damage slot, Why Do We Fall?, which allows him to use Perplex and Support. Mid-dial, Alfred gets out his shotgun to protect Wayne Manor and gains Energy Explosion. Alfred is still quite the pugilist, which is represented on his last two clicks as Close Combat Expert!

Alfred has a range of three and possesses the Batman Ally team ability, which allows him to use Stealth and harkens back to his days as an intelligence agent for the British Army’s Special Air Service. Speaking of Alfred’s military service, he has the Soldier and Gotham City keywords. Finally, Alfred clocks in at 55 points, which makes him a great, low-cost addition to any force!

Arguably, Lucius Fox’s value to Batman is just as great as Alfred’s – even though the former claims he doesn’t know the Dark Knight’s real identity. Lucius Fox is 35 points and begins play with a special power in the first two clicks of his damage slot.  This special power, Head of Wayne Industries, allows him to use Leadership and Perplex. When he uses Leadership, he may remove tokens from higher-pointed characters if they possess the Batman Ally team ability! On Lucius Fox’s last two clicks, he gains Outwit.

With a low point cost, a pair of handy keywords (Gotham City and Scientist), and access to the always popular powers Perplex and Outwit,  Lucius Fox should find his way onto many teams!

That’s all we have for today!  Join us on Wednesday for our next Marvel HeroClix: Avengers Movie set preview when we stand vigilant with a guardian of Asgard whose resolve is unquestioned!

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Heroclix Preview The Dark Knight Rises

International Mystery Man: Henri Ducard

Greetings HeroClix Fans!

Today we continue our previews of the DC HeroClix: The Dark Knight Rises movie set  as we visit with a man who helped create the Dark Knight.  From the film Batman Begins, we are pleased to present Henri Ducard!

 

Henri Ducard begins play getting himself where he neads to be with ease using Leap/Climb for his first three clicksIn his attack slot, Henri Ducard begins play with one click of Smoke Cloud, making his Batman Ally team ability that much more useful.  This pairs nicely with his opening click of Combat Reflexes, as opposing figures will most likely have to get close to deal him.  Henri Ducard begins play with a special power on the first to clicks of his damage slot called Surely You Don’t Begrudge Me Dual Identities?, allowing  Henri Ducard to use Outwit and Shape Change.

On his second click, Henri Ducard shows his skill with a blade in the form of four clicks of Blades/Claws/Fangs.  Three clicks of Mastermind  in this same streach of dial shows his willingness to sacrifice pawns to acomplish his goals.  On clicks 3 and 4, Henri Ducard trades his special power for 2 regular clicks of Outwit.  On his last two clicks, Henri Ducard has Exploit Weekness, one overlapping with Blades/Claws/Fangs.  Also on these clicks, Henri Ducard has a defensive special power, Is Ra’s al Ghul Immortal/, that says when Henri Ducard takes damage, stop turning his dial when this power is revealed.  Henri Ducard can use Regeneraton, but if he does not heal when he uses this power, deal him 1 unavoidable damage.  Possibly taking a click of damage if Regeneration fails is a bit of a negitive, but having 2 clicks of a power that eliminates most damage from even the most powerfull attack is a decent tradeoff.

Henri Ducard posessess two team abilities, the Batman Ally team ability, giving him Stealth, and the Underworld team ability, that lets him carry a friendly figure if they are also using this team ability or two if both are a lower point cost.  He also possesses the Indomitable combat ability, letting him use Willpower, and he has the Herald, League of Assassins and Martial Artist keywords, giving him some solid theme team options.  For 7 points, Henri Ducard can use the Additional Team Ability League of Assassins, blocking lines of fire to him if he is adjacent to a wall or blocking terrain.   League of Assassins, as with all ATAs, is available to download in the Print and Play section of this website.   At 85 points, Henri Ducard will be a useful addition to a lot of different team builds.

 

That is all for today.  Thanks for reading, and join us next Monday as we preview another figure from the DC HeroClix: The Dark Knight Rises movie set, when we check in with a couple of men who help make Bruce Wayne and Batman’s world turn!

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Heroclix Preview The Dark Knight Rises

Batman…Begins!

Greetings HeroClix Fans!

Today we launch our previews of the DC HeroClix: The Dark Knight Rises movie set! We could think of no one better to begin our previews than the protector of Gotham City, The Dark Knight!

The Dark Knight begins play maneuvering into the action thanks to the Charge on his first 3 clicks.  The Dark Knight begins showing off his wonderful toys with the Sonar Surveillance special power.   Sonar Surveillance grants the The Dark Knight the Sharpshooter ability as well as a modified form of Outwit, which allows him to target a character within 6 squares without requiring line of fire!  early-dial Perplex rounds out The Dark Knight’s arsenal, representing his ability to adapt to a wide variety of threats.

Late-dial, The Dark Knight switches to more aggressive tactics with his gauntlets spikes, represented by Blades/Claws/Fangs.  On his last 3 clicksThe Dark Knight utilizes Leap/Climb to move around the battlefield unimpeded, easily allowing him to take best advantage of his end-dial Outwit!

Defensively, The Dark Knight’s armored Batsuit initially provides 3 clicks of Invulnerability, while late-dial the Armored But Agile special power grants The Dark Knight both Super Senses and Toughness!  

At 129 points, The Dark Knight possesses the Batman Ally team ability, granting him Stealth, while the Indomitable ability grants Willpower.   The Dark Knight possesses the Gotham City and Martial Artist keywords, allowing for some good theme team options, as well as a 6 range .

The Dark Knight can also come into the game as a 60 point Alter Ego.  For these 60 points you get 2 clicks each of Leap/Climb, Blades/Claws/Fangs, Outwit, and Super Senses and Toughness, from his special power, as well as Willpower and Stealth, from his printed combat and team abilities!

Next, let’s take a look at the man under the Cape and Cowl, Bruce Wayne!

One of the first things you’ll notice is Bruce Wayne possesses a trait called Your Plan is to Blackmail this Person?.  This Trait states offers a limited form of protection to both Bruce Wayne or an adjacent friendly character from Outwit.  Should an opposing figure attempt to counter one of Bruce’s powers or abilities, or that of an adjacent friendly figure, that opposing character runs the risk of being dealt an action token or one penetrating damage! This will definitely make an opponent think twice about using Outwit against Bruce and his friends!

Renown for his ability to avoid responsibility and meetings, Bruce Wayne begins play with Leap/Climb.    Early-dial Outwit and Defend demonstrates Bruce’s hidden talents, as he covertly finds way to prevent harm to the innocents around him.  Late-dial, Bruce Wayne is still hard to hit thanks to Combat Reflexes, while the Alter Ego special power on his last 2 clicks allows him to be replaced with either #001 The Dark Knight or #029 The Batman!

At 60 points, Bruce Wayne is a solid support figure and possesses the Batman Ally team ability, and his ability to Alter-Ego into 2 different versions of Gotham City’s champion is nothing to overlook as well when building your teams!

Speaking of which, let’s take a look at figure #029, The Batman!

 

The Batman is all about mobility! The Glider Cape Trait allows The Batman the use of both Charge and the Flight ability as he swoops down upon his foes!   Once in position, early-dial Leap/Climb allows The Batman to remain a maneuverable option for your force, especially when once considers his Summon the Bats special power.  Summon the Bats allows The Batman to use Smoke Cloud and Incapacitate as if he had 2 targets, both of which pair nicely with The Batman’s six range and allows for a level of  batteground control when used strategically.  Early-dial Outwit further enhances The Batman’s utility as he counters his foes’ powers or abilities.

Mid-dial, The Batman continues to enjoy the use of Leap/Climb and his Trait, and picks up Close Combat Expert as he moves on the offensive with brutal results.  Late-dial, the Close Combat Expert gives way to even more Outwit as The Batman displays his tactical planning and cunning.

Defensively, The Batman shows off his armored Batsuit with 2 clicks of Toughness initially.  He then switches to mid-dial Invulnerability, and finally returns to some late-dial Toughness.  

The Batman possesses the Detective, Gotham City and Martial Artist keywords, as well as the Indomitable ability and the Batman Ally team abilityAt 140 points, this is a solid Batman to add to any force!

When brought into the game with Bruce Wayne’s Alter Ego ability, The Batman has 3 clicks of life at 60 points. On those clicks, The Batman has a click of Close Combat Expert followed by 2 clicks of Outwit, as well as Leap/Climb and Toughness on all 3 clicks.  And with his trait and printed abilities added in, the Flight ability, Charge, Willpower and Stealth on all 3 clicks!

Thanks for joining us today as we kick off our newest DC HeroClix set.  Be sure to check us out next Monday as we preview another figure as we travel to the far East to visit one of Bruce’s first instructors.  In the meantime, enjoy these three figures from DC HeroClix: The Dark Knight Rises, due out in stores this June!