DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversay: Catwoman!

Greetings HeroClix Fans!

We continue our series of previews for the DC HeroClix: 10th Anniversary set by highlighting Gotham City’s classiest cat burglar and an on-again, off-again love interest of the Caped Crusader.  Please welcome Selina Kyle, aka Catwoman!

The 10th Anniversary Catwoman’s dial is inspired by her DC HeroClix: Unleashed counterpart and comes in at 35 points.  This anniversary version of Catwoman starts with a click of Stealth in her movement slot to show that she’s a thief at heart.  She then drops Stealth and gains Leap/Climb on her next three clicks as she makes the purrfect getaway!

In her damage slot, Catwoman bares her diamond-tipped claws (Exploit Weakness) on all but her last two clicks.  Defensively, Catwoman starts with two clicks of Willpower, then follows up with two clicks of Super SensesCatwoman’s last two clicks are unusual in that her movement, attack, and damage values are zeroes.  However, Catwoman also has Regeneration on both clicks to help her stay in the game.

You’ll want to keep Catwoman around long enough to use her Battlefield Promotion: Catwoman trait.  When Catwoman hits one or more opposing characters, place a Promotion Token on her character card after actions resolve.  You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on Catwoman’s character card.  On a result of 8 or higher, replace #008 Catwoman with #015 Catwoman on the same click number.

Catwoman has a range of two and has the Animal and Batman Family keywords.  At only 35 points, she leaves plenty of room on a force for other attackers and support characters.

Now that we’ve seen the Golden Age version of Catwoman, let’s take a look at her Modern Age counterpart!


This version of Catwoman comes in at 68 points and, like #008 Catwoman, has a range of two.  She also begins play with a trait, Bad Luck When I Cross Your Path, which prevents other characters who are assigned a relic or a resource and are within six squares of Catwoman from using the effects of the relic or resource.

Catwoman begins her movement slot with three clicks of a special power, Burglar, which lets her use Leap/Climb and Stealth.  Burglar is followed by three clicks of regular use of Leap/Climb.  In her attack slot, Catwoman keeps her claws sheathed until she reaches the middle of her dial.  At that point, she picks up two clicks of Blades/Claws/Fangs to potentially dish out extra damage to anyone foolish enough to get near her.

Defensively, Catwoman starts with two clicks of Super Senses as she stays three steps ahead of her opponents.  Mid-dial, Catwoman shows that she’s a ferocious fighter via three clicks of Combat Reflexes.  On her last click, Catwoman gains Regeneration as she calls upon one of her nine lives to keep her in the fight.  Two clicks of Close Combat Expert bookend the front and back of Catwoman’s dial and represent her training from Wildcat.  Mid-dial, she switches to Outwit just to show that she’s smarter than you.

Catwoman has the Calculator team ability, which makes her a Wild Card, and the Birds of Prey, Gotham City, and Martial Artist keywords.  At 68 points and with a trait that prevents other characters within six squares from using a relic or a resource assigned to them, Catwoman makes a great choice for many teams.

Thanks for reading!  Join us next week as we continue with even more exciting HeroClix previewsUntil then, keep on Clixing!

DC HeroClix: Batman Preview Prime Figures

I Shall Become a BAT – Batman, the Caped Crusader!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: Batman set continues today with a closer look at Batman and some of his winged friends!

Batman begins play with a trait, Flock of Bats, which plays into his analysis that criminals are a superstitious cowardly lot who are fearful of the image of a bat.  To use Flock of Bats, give Batman a free action to attach an adjacent Flock of Bats to his base or remove an attached Flock of Bats and place it in an adjacent square.  When a Flock of Bats is attached, Batman can use its special power but the flock does not return to your starting area after the special power is used. If Batman is KOd with a Flock of Bats attached, place any attached Flock of Bats in an adjacent square before removing him from the game.

We’ll go into more detail later about what each Flock of Bats can do but for now let’s not keep the Dark Knight waiting and take a look at his dial!

Batman clocks in at 88 points.  He also has a 60-point starting line on his fourth click that is used when he is brought into play via #002 Bruce Wayne’s Alter Ego: Batman special power.  Batman also has the Improved plus on his base and his character card shows that he has an Improved Movement combat ability titled I Will Be Where I’m Needed.  This ability allows Batman to ignore elevated terrain, hindering terrain, and characters while moving.

Batman has a range of six and can target a single character with his ranged attacks.  However, Gotham City’s protector starts his dial by taking the fight up close with three clicks of Charge in his movement slot.  His attack values stay consistent throughout his dial, never dipping below a 10. Mid-dial, Batman gains two clicks of Quake to let his foes know that he will never be outnumbered! Defensively, Batman has the Indomitable combat ability and starts with four clicks of Combat Reflexes.

Batman’s damage slot starts with two clicks of Outwit to show that he’s smarter than Gotham’s criminal element. He then gains two clicks of Perplex to represent his preparedness in fighting crime.  Finally, Batman ends his dial with two clicks of Close Combat Expert to show his superior fighting skills.

This version of Batman has the Batman Ally team ability and only one keyword (Batman Family) but is an excellent addition to any force.

What’s this?  A black bat has just flown through the window!  A creature of the night! It must be part of the Flock of Bats (Black) that can attach to BatmanFlock of Bats (Black) costs 13 points and has a trait, Small, But Annoying, which prevents it from using the Carry ability.  The Flock of Bats (Black) has Plasticity in its movement slot and a special power in its damage slot, Shadow of the Bats.  When Flock of Bats (Black) is given a power action to use Shadow of the Bats, until the beginning of your next turn, squares that are adjacent to this Flock of Bats are hindering terrain for line of fire purposes.  When this special power is used, at the beginning of your next turn place this Flock of Bats in your starting area.

Whew!  That was interesting! We’ll take a look at another Flock of Bats later but now let’s turn our attention to The Caped Crusader!

The Caped Crusader is a Prime character, as noted by the green ring around his base and the green background on his character card.  Prime characters take the Unique game mechanic to another level in that you may only field ONE Prime character per force regardless of the build total.

Weighing in at 139 points, The Caped Crusader has an Improved Movement ability, My Surroundings Can Be Advantageous, which allows him to ignore elevated terrain, hindering terrain, and characters while moving.  The Caped Crusader also has a pair of traits.  The first trait, Allies in Darkness, allows The Caped Crusader to begin the game with a Flock of Bats attached to his base at no additional cost.  While at least one Flock of Bats is attached to The Caped Crusader, he can use Super Senses.  You may give an attached Flock of Bats a move action to detach from The Caped Crusader and move on the map.  When The Caped Crusader has less than three Flocks of Bats attached, the Flock of Bats may end its move in the same square as The Caped Crusader; if it does, the Flock of Bats attaches to The Caped Crusader.

The second trait, I Shall Become A Bat, allows The Caped Crusader to take a free action and switch places with any unattached Flock of Bats on the map, even if the Flock of Bats didn’t start the game attached to The Caped Crusader.

The Caped Crusader starts his dial with Charge and an attack value of 12. He has a range of five and can target two characters with his ranged attacks.  Defensively, The Caped Crusader has the Indomitable combat ability and a full run of Toughness on his dial to represent his Kevlar, Titanium weave body armor.  In his damage slot, The Caped Crusader starts with two clicks of Exploit Weakness.

On The Caped Crusader’s second click, he loses Charge but gains a special power in his attack slot, The Bats Obey Me.  To use this special power, give The Caped Crusader a power action then give up to three unattached Flock of Bats move actions as free actions.  The Bats Obey Me appears on The Caped Crusader’s second, fourth, and sixth clicks.

Mid-dial, The Caped Crusader gains Running Shot and drops Exploit Weakness in favor of Probability Control. On his next click, Probability Control is replaced by Close Combat Expert to show that The Caped Crusader has other ways to hurt you aside from utilizing pressure points.

As we reach the back end of The Caped Crusader’s dial, we see that he retains Close Combat Expert and regains Charge.  On his last click, Probability Control returns and Charge makes way for Flurry as The Caped Crusader uses everything he has to vanquish his foes!

The Caped Crusader naturally has the Batman Ally team ability and an array of useful keywords to make his inclusion on any force that much easier.

But what have we here? A brown bat and a grey bat flying together!  It’s an omen!  These must be members of the Flock of Bats (Brown) and Flock of Bats (Grey)!  Both Flock of Bats (Brown) and Flock of Bats (Grey) have the Small, But Annoying trait, which prevents them from using the Carry ability.  Flock of Bats (Brown) comes in at 15 points while Flock of Bats (Grey) costs 18 points. (click on images below to enlarge)






Flock of Bats (Brown) has Super Senses in its defense slot and a special power, I Shall Become…, which comes into play when the Flock of Bats is given a power action.  Until the beginning of your next turn, characters adjacent to this Flock of Bats who can use Stealth modify their attack value by +1.  Flock of Bats (Grey) has Poison in its attack slot and its special power, Cowardly and Superstitious, activates when the Flock of Bats is given a power action.  Until the beginning of your next turn, before any opposing character adjacent to the Flock of Bats may be given a power action, roll a d6.  On a result of 1-3 place an action token on that character.  If the character may still be given a non-free action, it must continue to be given it.

Like Flock of Bats (Black), when Flock of Bats (Brown) and Flock of Bats (Grey) use their special power, they’re placed in your starting area at the beginning of your next turn.

That’s all we have for today!  Please join us next time as we reveal more secrets from upcoming HeroClix released.  Until then, keep your Clix guano-free and off their K.O.’s!

DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Batmobile!

Greetings HeroClix Fans!

Today we are very pleased to begin a week of special sneak-peeks into the next DC HeroClix set, Batman! Arriving in stores everywhere this fall, and coinciding with the release of  the next HeroClix Storyline event, DC HeroClix: No Man’s Land, DC HeroClix: Batman introduces the next big game mechanic for HeroClix: Vehicles. 

We know fans are very excited about Vehicles in HeroClix, and these special pieces are definitely going to be the driving (ha! get it?) force behind  some special strategies, tricks, and tactics in the months to come after release.   However, before we take a look at a vehicle from the set, let’s take a moment and familiarize ourselves with the game play mechanics of Vehicles so that we have a better idea of what they will bring to your HeroClix game.

So, what exactly is a Vehicle? 


A Vehicle is a HeroClix character marked with the <Steering Wheel> defense symbol.   Vehicles can be played in one of two modes, Autopilot and Piloted (defined below), each with its own point value.   As with figures with multiple starting lines and/or point values, you must choose which mode the vehicle will be played in when building your force.   

A Vehicle can use the Carry ability, but does not modify its speed value by -2 and can carry up to the maximum number of friendly characters indicated on the vehicle’s base next to the <Standing Man> symbol.  When using the Carry ability, Vehicles ignore the combat symbols of friendly characters.  (Pretty much any friendly character can ride in a Vehicle.) 

Vehicles can use Improved Movement: Hindering Terrain and Characters.  (Easy enough, Vehicles run over terrain that would slow down a character, as well as characters. Vehicles can make ranged combat attacks against opposing characters to whom it can draw a line of fire, even when it is adjacent to an opposing character.  (Much like a colossal figure, Vehicles can shoot out of adjacency.)  A Vehicle can’t be dealt damage through the Mastermind power.

Now let’s have a look at the two ways to play a Vehicle: Autopiloted and Piloted.

Autopiloted Vehicles

When a vehicle in Autopilot mode is given an action, after actions resolve, if the vehicle made an attack during that action, deal it 1 unavoidable damage.  (Pretty simple, if a vehicle makes an attack, it takes a of click damage.  In this mode, a Vehicle acts as an independent character on your force, just like any other figure.)

Piloted Vehicles

A friendly character adjacent to a Vehicle in Piloted mode can be given a free action to become the Vehicle’s Pilot, that is unless the character is another Vehicle or can use Battle Fury (which makes sense: a Vehicle can’t drive a Vehicle, no Battle Fury helps prevent “road rage”.  Beyond that, any adjacent friendly character can be the pilot.)  A Vehicle in Piloted mode may only have one Pilot at a time. A character who becomes a vehicle’s Pilot is removed from the battlefield and placed on the vehicle’s character card; all of a pilot’s powers and abilities are ignored, unless a game effect specifies it activates when the character is a Pilot.  (As per normal HeroClix rules, a character off the battlefield can’t affect the battlefield.  However, there are some Vehicle effects that will allow a Pilot to use its abilities.  More on that in a bit.) 

When a character becomes its Pilot, the Vehicle may not be given an action until your next turn.  (Safety first; the Pilot has to buckle up.)  A Vehicle may also possess additional traits called Pilot Abilities.  When a Pilot matches any prerequisite listed for a pilot ability, the vehicle possesses that trait.  (This is the bit that will allow a Vehicle to use a Pilot’s powers and abilities.  We will look at one of these traits when we look at a Vehicle below.  It is important to note that if there are multiple prerequisites, and the Pilot meets them all, the Vehicle can use them all.)

A vehicle’s pilot can eject from the vehicle and return to the battlefield by giving the vehicle a free action, as long as the character did not become the vehicle’s pilot during the same turn.  When a pilot ejects, place the character in a square adjacent to the vehicle (or the closest unoccupied square it can legally occupy); the character may not be given a non-free action this turn and it may not be given an action to become this vehicle’s pilot again this turn.

The time between a character becoming a Pilot and being ejected is called a Trip.  During a game, different characters may take a trip in a given vehicle.  The same character might take multiple trips with a Vehicle.  Once per Trip, the Vehicle may be given a free action to replace its combat values with any or all of the combat values of its pilot.  (Need a higher attack, defense or damage that the Pilot has? This will help out your Vehicle a bit.)  When you do, the Pilot is dealt 1 unavoidable damage at the beginning of your next turn even if it is no longer the Pilot of that Vehicle.  (This is the price that must be paid for using this ability.)  If the pilot can use Battle Fury, it immediately ejects.  (Again,road Rage is unacceptable.  Even in HeroClix.)

When a vehicle in Piloted mode does not have a Pilot and is given a non-free action, after actions resolve, deal it 1 unavoidable damage.  (As with an Unpiloted Vehicle, there is only so much a Vehicle can do with remote control.  However, it is important to note that while an Unpiloted Vehicle takes damage after an action that results in an attack, a Piloted Vehicle without a Pilot takes damage after any non-free action.)

So what happens to a Vehicle that is K.O.’ed?  It becomes a Wrecked Vehicle, which has its own game effects.  Let’s have a look:

Wrecked Vehicles

When a Vehicle is knocked out, it is Wrecked.  A Wrecked Vehicle is defeated but its figure remains on the battlefield; all of its powers, abilities, and values are ignored and it is considered an Ultra Heavy Object until the end of the game.  (As you can imagine, a destroyed Vehicle doesn’t just disappear.  So it becomes an object that can only be lifted by figures with Super Strength and are over 100 points, and modifies damage by +3.)  If a Vehicle has a Pilot when it is wrecked, the Pilot immediately ejects into a square of its controller’s choosing and is dealt 1 unavoidable damage.  (Getting thrown out of a blowing up Vehicle probably smarts after all.)

So what about the bit where a Vehicle ignores characters for movement?  What kind of extra benefit is there for this on a Vehicle?


Some vehicles have the Ram combat ability:

Give this character a move action; it may only move along a straight horizontal or vertical path and it can’t change its orientation.  (Easy enough: go straight in the direction the vehicle is pointing and it can’t turn.)  After actions resolve, make a close combat action as a free action that targets all opposing characters that were moved through.  (Some people can dodge an oncoming Vehicle, some can’t.)  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.  (For example: the vehicle we will look at starts with a printed 3 damage.  So each hit character is dealt 3 damage.  And this Vehicle takes 1 unavoidable damage for each 100 points of characters hit.  Hitting a lot of characters or a really big one is bound to dent a fender.)

Now we have an idea of the rules of a Vehicle, let’s take a look at one of them, shall we?  Let’s start with perhaps the most iconic vehicle in the DC Universe, the Batmobile! (click on image to enlarge)


Batmobile, like all vehicles, can be played two ways: in Autopiloted mode, which will cost 64 points to add to your force, or Piloted at 119 points.  Both versions have the Batman Family, Gotham City, or Vehicle keywords.  Being able to avoid hindering terrain for movement, as per the vehicle rules, will allow the Batmobile to utilize its Batman Ally team ability to block line of fire to it, without worrying about modifying its speed value.

The Autopiloted Batmobile begins play with a special power called Bat-Tracer that allows the Batmobile to modify its attack by +1 for each time the target character has taken damage from an attack this turn.  Protecting the Batmobile from counter attack is its holocromatic camouflage (Shape Change) allowing it the potential to avoid attacks, and its armored body (Toughness) providing some damage reduction.  On its second click, Batmobile gains a long run of Flurry, allowing it to make two close combat actions for one action.

MId-dial, both Shape Change and Toughness leave the dial as the Batmobile picks up a small run of Energy Shield/Deflection.  Next we see some special powers alternating on the dial as Bat-Tracer departs for now and Targeted EMP shows up.  The Targeted EMP special power allows the Batmobile to use Outwit, but only targeting characters with the Armor, Robot or Vehicle keyword.

End-dial Targeted EMP is replaced by Bat-Tracer, which can be a large asset on this part of the dial, as the Batmobile has reached the lowest attack values on its dial.  As the Batmobile has a 0 range, Combat Reflexes will be a welcome addition to the rest of its dial.

The Autopiloted Batmobile possesses the <Standing Man> 4 symbol, allowing it to transport up to four of your figures around the map, all without the normal -2 penalty to movement from a normal character’s Carry ability.

The Piloted version of the Batmobile, at 119 points, brings something a little different to your force.  The Batmobile begins play with a special power called Look Out! It’s Batman! which allows the Batmobile to use Charge and the Ram ability.  When it uses the Ram ability, modify the attack value of up to three hit characters by -1 until the beginning of your next turn.  This power will give the Batmobile some move and attack options for nearly half of its dial.  A few opening clicks of the Targeted EMP again allows the use of Outwit against characters with the Armor, Robot and Vehicle keywords, and Toughness will provide a bit of damage reduction for the first third of its dial.

Mid-dial, Toughness is replaced by Shape Change,  and the Batmobile trades its move-and-attack special power for Flurry. Near the end of its dial, the Batmobile gives up Shape Change for Combat Reflexes for the rest of its dial.

The Batmobile has a 4 range, as well as the keywords and Batman Ally team ability mentioned above.  The Batmobile possesses consistent combat values, but again a Pilot can be given a free action to let the Batmobile use some or all of its combat values, for a click of unavoidable damage.

We mentioned Piloted Abilities in the description of what a Vehicle can do, and the Batmobile has two:

The first is called Familiar Controls.  It has the following prerequisites to use it: the Pilot must have the Batman Ally team ability or Batman Family keyword.  When the Batmobile replaces its combat values with the combat values of its pilot, modify any replaced combat value by +1.  This can go a long way to improve the already decent values of the Batmobile.

The second Piloted Ability is called Batcomputer Link.  The prerequisites for its use are: the Pilot must be named Alfred Pennyworth, Batman, Red Robin, Robin, or Nightwing.  For one of these figures as the Pilot, the Batmobile can use any standard damage power possessed by its pilot.

Keep in mind that any friendly figure can be made the Pilot of the Batmobile, you just get the greatest “Batmobile for your buck” when you use #001 Batman or #017 Robin.

As you can see, Vehicles are going to add a whole new level of strategic and tactical play to your HeroClix games, and introduces a mechanic long-awaited by fans! That is all for today, but be sure to come back later this week as we continue our special sneak-peeks into DC HeroClix: Batman.   We continue by turning a spotlight on Gotham City’s most eligible bachelor, and then even later in the week we follow up with a new game mechanic introduced in the 2012 rulebook– Wait, what’s that?  It sounds like…Bats?

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!

Justice League Preview

Justice League: The Batman!

Greetings HeroClix fans!

For today’s DC HeroClix: Justice League preview, we turn the spotlight on Gotham City’s Dark Knight, Batman!

After he witnessed the death of his parents, Bruce Wayne trained his body and mind to handle the rigors of fighting crime while disguised as The Caped Crusader.  To represent some of this training, Batman begins play with a trait, Drop in from the Roof, which allows him to use Leap/ClimbBatman also possesses the Batman Ally team ability, which allows him to use Stealth.

Batman begins his dial with three clicks of Charge in his movement slot, which allows Gotham City’s “creature of the night” to move into position for a close-combat attack.  This power is followed up mid-dial with two clicks of Flurry.  On his last two clicks, Batman switches from a close-combat attacker and strikes at range with Running Shot.  This is backed in Batman’s attack slot by two clicks of IncapacitateBatman also has a range of five and can target two characters with his ranged attacks.

Defensively, Batman shows he is Tempered and Trained in his war against crime with a special power that allows him to use Toughness and Combat ReflexesTempered and Trained appears on the first three clicks of Batman’s dial.  The Dark Knight also has the Indomitable combat ability, which allows him to ignore pushing damage by using Willpower.  Mid-dial, Batman drops his special power and gains regular use of Toughness for two clicks.  On his final two clicks, Batman keeps his opponents off balance by switching from Toughness to Combat Reflexes.

The Caped Crusader starts and ends his dial with Outwit in his damage slot to help him expose criminals as a cowardly lot. Batman’s training has also taught him that criminals are a suspicious lot and he takes advantage of this knowledge with two clicks of Exploit Weakness.  This is followed by two clicks of Perplex!

Batman clocks in at 119 points, which leaves plenty of room on a force for other attackers and/or support characters.  Batman also has a handful of keywords that should make it easy to build a team around him.

That’s all we have for today!  Players, collectors, and retailers should note that DC HeroClix: Justice League is a standalone set that features all-new, unique sculpts based on the New 52 universe. Until next time, keep your Clix off their KOs!

Heroclix Preview The Dark Knight Rises

Gotham City’s Disturbed Duo: Harvey Dent & Two-Face!

Greetings HeroClix Fans!

For today’s DC HeroClix: The Dark Knight Rises preview, we spotlight a man who was Gotham City’s top lawman until circumstances (and The Joker) forced him to turn the other cheek.  From the Film The Dark Knight, we are pleased to present Gotham City’s District Attorney, Harvey Dent!

Harvey Dent clocks in at 60 points and has the Batman Ally team ability, which allows him to use Stealth.  He also has a range of five and the Gotham City, Police, and Politician keywords to offer you options during team building.

In The Dark Knight, the district attorney’s war against organized crime inspired law-abiding Gothamites and struck fear in the hearts of the city’s underworld.  Appropriately, Harvey Dent begins play with a trait, I Believe In Harvey Dent, which allows friendly characters adjacent to him to use Willpower until the end of the turn.

Harvey Dent’s dial begins defensively with three clicks of a special power that represents the lack of fear he shows toward Gotham City’s criminals.  The power, The Scum Should Be Afraid of ME, allows Harvey Dent to modify his attack or defense value by +1 for each opposing character adjacent to him at the beginning of your turn.  This boost remains until the beginning of your next turn.

On his top two clicks, Harvey Dent sports light-blue powers in his attack and damage slots:  Incapacitate is used to show his work in locking up Gotham’s criminals and Probability Control represent him not leaving things to chance.  Mid-dial, Harvey Dent gains Flurry for three clicks as he begins to lose control in his desire to rid Gotham City of crime.  Still, Harvey Dent is Gotham’s White Knight; as such, he also has Outwit on the same three clicks he has Flurry.  Toughness on his last two clicks represents the district attorney’s ability to recover from the fire that led to his transformation into Two-Face.


Luck wasn’t with Two-Face on that fateful day when the left side of his face was burned away.  Two-Face begins play with a special power in his attack slot, Your Good Luck, His Bad Luck, which appears on his first three clicks.  Your Good Luck, His Bad Luck kicks in when Two-Face makes an attack roll and his attack total is one less than the defense of his target.  When this happens, Two-Face may immediately attack a different opposing character adjacent to his original target!

Stealth appears in the first to clicks of Two-Face’s movement slot to represent his slide into darkness.  That’s followed by three clicks of Flurry to show that Two-Face still has a temper!  Defensively, Two-Face has the Indomitable combat ability and Super Senses appears on his first two clicks.  In his damage slot, Two-Face’s scarred coin makes its appearance on the front half of his dial in the form of Probability Control.  On the back end of his dial, he switches to Outwit.

Two-Face comes in at 65 points and has a range of five.  He also has the Batman Enemy team ability, which allows him to share his attack values with other friendly characters using the same team ability, and the Arkham Asylum and Gotham Underworld keywords.

That’s all we have for today!  Join us for our next DC HeroClix: The Dark Knight Rises preview when we visit with a man who helped hone Bruce Wayne’s combat skills!  Until then, keep your Clix off their KO’s!