Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Attuma and Nerkkod!

Greetings Heroclix Fans!

Today we continue our previews of the Marvel HeroClix: Fear Itself set by looking toward the seas at Attuma and his identity as one of The Worthy, Nerkkod (Breaker of Oceans)!

015 Attuma

Attuma has a trait called Atlantean Vision which says once per game, give Attuma a free action and place up to six water terrain markers on the map in squares of clear terrain and at least six squares from any opposing character; these squares are water terrain this game. Attuma can use Super Senses when occupying water terrain. This allows Attuma to take advantage of his Swim movement ability as well as his special damage power Lord of the Murky Depths. Lord of the Murky Depths says that opposing characters within 6 squares and occupying water terrain can’t be given power actions. Combined with the trait, this allows Attuma to slightly lock down characters on an opposing team for a turn if he is within the 6 squares.

Attuma also starts out with Charge, which he has for his half his dial. Attuma starts out defensively with Invulnerability to lower damage dealt to him by 2. Mid-dial he also has Blades/Claws/Fangs, allowing him to possibly charge in and do 6 damage. Attuma also ends his dial with Toughness and Close Combat Expert.

At only 109 points, Attuma is a real terror of the sea and is welcome on any Atlantis, Lethal Legion, Ruler, or Warrior teams.

022 Nerkkod

Nerkkod (Breaker of the Oceans) comes in at 215 points, is Indomitable, and has the trait Hammer of Nerkkod. Hammer of Nerkkod says that Nerkkod can use Running Shot. When Nerkkod is KO’d, you may place #S105 Nerkkod’s Hammer in an adjacent square and friendly characters modify their relic roll by +1 this game. Nerkkod has a range of 4 with two targets and has a special damage power called Undersea, which increases his damage value by 1 and makes his range 10 if he occupies water terrain. Nerkkod also starts his dial out with an 11 movement and Force Blast, allowing him to either knock someone back off of him or move 6 squares and make a ranged attack with his trait Running Shot which he can use Pulse Wave as well if he sees fit, which can hit up to 5 squares worth of targets if he runs into water terrain.

Nerkkod also has a special movement power called Revert: Attuma which allows him to be given a free action to be replaced with a figure named Attuma on the same click number as the one Nerkkod is on when he reverts and you may assign #S105 Nerkkod’s Hammer to that character and it can’t be given an action this turn. Nerkkod also ends his dial with Energy Explosion, allowing him to keep damaging multiple characters if he needs to.

Nerkkod is ready to take on the masses with any characters with the Asgardian, Atlantis, Brute, Deity, Ruler, or The Worthy keywords.

Marvel HeroClix: Fear Itself events are available in many stores across the globe.  Be sure to check out the WizKids Event System and find a store hosting an event near you!

This concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, avoid that water terrain!

Categories
Marvel HeroClix: Fear Itself organized play Preview

Marvel HeroClix Fear Itself: The Serpent!

Greetings, HeroClix Fans!

For today’s Marvel HeroClix: Fear Itself preview, we take a break from looking at those chosen to be The Mighty or The Worthy and turn the spotlight to The Serpent himself!

 027 The Serpent

This version of The Serpent depicts Cul Borson as the frail old man freed from captivity by the Red Skull’s daughter, Sin.  The Serpent comes into play at 100 points and has the Power Cosmic team ability, which means he can use Willpower and his powers can’t be countered.  The Serpent also has a range of seven squares and has one target for his ranged attacks.

The first three clicks of The Serpent’s dial are nearly identical, both in terms of his power set and combat values.  The only difference is The Serpent’s speed value dips to a 6 on his third click.  In his speed slot he starts with Phasing/Teleport as he spreads terror and fear across the Earth.  The Serpent also has three clicks of Penetrating/Psychic Blast as he cuts through even the sturdiest Asgardian armor.  Super Senses occupies his defense slot and allows him to evade attacks altogether on a d6 result of 5 or 6.

A special power called I Am Your All-Father, Now appears in The Serpent’s damage slot and allows him to use Enhancement and Leadership.  When The Serpent succeeds on a roll for Leadership, he may also remove an action token from any adjacent character with the Asgardian keyword.

The last three clicks of The Serpent’s dial are also nearly identical, with some slight differences.  I Am Your All-Father, Now remains for one more click before making way for Probability Control.  His attack slot features Pulse Wave over Penetrating/Psychic Blast.  Defensively, The Serpent switches from Super Senses to Toughness.

In his speed slot, The Serpent drops Phasing/Teleport and gains a special power called Summon the Worthy to Defend Me.  To use this special power, give The Serpent a power action then place up to two friendly characters with The Worthy keyword adjacent to him.  Those characters can’t be given an action this turn.

Naturally, The Serpent has the Asgardian, Deity, and The Worthy for keywords.  For additional thematic team building, he also has the Brute keyword.  In Golden Age play, assign the Immortal Contempt feat to The Serpent and for 10 points his attack value gets a +1 bump when he attacks a character with the Deity or Cosmic keywords that is also a lower point value.

The Serpent works best when he strikes behind the scenes, attacking when a prime opportunity presents itself but mainly allowing other characters with The Worthy and Asgardian keywords to play off his I Am Your All-Father, Now and Summon the Worthy to Defend Me special powers.  Some appropriate allies for The Serpent include Mokk (Breaker of Faith), Kuurth (Breaker of Stone) and Greithoth (Breaker of Wills).  All three characters have both the The Worthy and Asgardian keywords.

Thanks for reading!  Join us next time as we reveal more secrets from the Marvel HeroClix: Fear Itself Organized Play set!  Until then, may all your Impervious rolls be successful!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Hawkeye!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we set our mark on Hawkeye.

019 Hawkeye

As we start our look at the top of Hawkeye’s combat dial, we see he possesses three combat abilities. He is a Flier, a Sharpshooter, and he is Indomitable. Hawkeye also has a range of 8 squares with a single target. All for a starting cost of just 135 points.

Hawkeye’s dial is exactly what one should expect: A couple of clicks of Running Shot in his speed slot. Some Toughness and Energy Shield/Deflection on defense, and his damage is mainly covered by Enhancement and Ranged Combat Expert.

Now let’s get to the fun with Hawkeye’s special attack power, Mighty Bow. Hawkeye can use Incapacitate as if he had three targets. When he does and after actions resolve, roll a d6. On a result of 4-6, each hit character is dealt damage equal to the number of action tokens they have.

On click number 5 Hawkeye has the Mighty Revert: Hawkeye special power, which reads: “When turning the dial, if this click is revealed due to damage taken from an opponent’s attack, stop turning the dial. Give Hawkeye a free action and replace him with a figure with the same name and less points that’s the same number of clicks from its starting line. That character can’t be given an action this turn and modifies its attack and damage values by +1 for the rest of the game. This power can’t be ignored.”

Hawkeye has four keywords, and each will make it possible for him to use Additional Team Abilities (or “ATA’s”).

With the keyword “Avengers” he would have access to four ATAs, including ATA 056 Avengers (Heroic Age). For an extra 2 points you could make it so that after Hawkeye is given a move action, you would roll a d6 and on the result of a 6 remove an action token from him.

Next, Hawkeye has “Great Lakes Avengers”, this ATA will make it so during an attack made by Hawkeye, any opposing character can’t use Probability Control unless a friendly character has already used Probability Control during this attack.

The Mighty ATA

Third is the Marvel HeroClix: Fear Itself ATA, The Mighty. When Hawkeye is using this team ability and hits an opposing character and the attack roll is doubles, place a Mighty token on this card for each 100 points of the game’s build total. Before any attack roll you may remove one Mighty token from this card and modify the attacking character’s attack value by -1 for this attack. It also states that when Hawkeye is using this ATA that he would modify his attack value by +1 when attacking a character using The Worthy ATA or possessing The Worthy keyword.

Hawkeye’s fourth and last keyword is Thunderbolts and that ATA allows Hawkeye to at the beginning of the game, choose any Marvel team ability other than an ATA, a wild card team ability, or a team ability that can’t  be used by wildcards. Hawkeye can now use the chosen team ability if he couldn’t already.

When using Hawkeye in your sealed Marvel HeroClix: Fear Itself tournaments you would be limited to only using The Mighty ATA, but after Fear Itself is where the fun begins. Some team building could start with Hawkeye on a Thunderbolts theme team and adding CW #041 Baron Zemo. Then, with Baron Zemo’s The Thunderbolts Gambit trait, add in the rookie version of FI #024 Greithoth. Since Greithoth has the Masters of Evil keyword he would gain the Thunderbolts keyword and ATA.

Let’s see where our cost is: Hawkeye is 135 points and CW #041 Baron Zemo is 100 points. Add FI #024r Greithoth at 150 and 8 points for each character assigned the ATA, and you’ve got a 409-point force! This is just a start; where would you take it from here?

Thanks for reading! Please join us for more upcoming and exciting Marvel HeroClix: Fear Itself previews. Until then, Shape Change for the Win!!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Mokk-Breaker of Faith!

Greetings HeroClix Fans!

Welcome back to “Fear Itself Friday” as we take a closer look at another of The Serpent’s Worthy.  Paul Pierre Duval has long been a thorn in the Avengers‘ collective side as the villainous Grey Gargoyle but his obsession with eternal life has brought him into constant conflict with Thor, God of Thunder many times over the years.  Perhaps this is why the Grey Gargoyle was deemed worthy of The Serpent’s blessing, which transformed him into Mokk, the Breaker of Faith!

023 Mokk

One of the most feared powers in the Grey Gargoyle’s arsenal has long been his ability to petrify his victims with just a touch.  As Mokk – Breaker of Faith, this power has been amplified and is represented by his Advanced Petrification trait.  Advanced Petrification denies non-free actions to any opposing characters within four squares if they’re a lower point value than Mokk! Considering Mokk – Breaker of Faith is 240 points, denying actions should be an easy enough strategy provided you can maneuver him into position against his enemies.

Speaking of maneuverability, Mokk – Breaker of Faith possesses a full dial of Running Shot thanks to his Hammer of Mokk trait.  Add in the Flier ability and you have a figure that can maneuver into position to best take advantage of ranged attacks (tricky but not impossible with Mokk’s 4 range value) and then potentially deny opposing characters the ability to retaliate.  (In 300 point games, consider moving in a couple of Asgardian Trolls, since they’re only 25 points each, to follow up with attacks of their own or to further tie down the opposition and Mokk – Breaker of Faith can bat clean up with his Hammer in subsequent turns.)

However, that’s not all the Hammer of Mokk trait gives the former Grey Gargoyle! A full dial of Plasticity ensures that anyone foolish enough to engage Mokk in close-combat will likely regret the decision as he uses his petrification powers to hold them fast to where they stand, and pummel them with his Asgardian might!

Mokk – Breaker of Faith possesses aggressive combat values throughout his dial, and his Indomitable ability will allow you to make best use of his powers.  Mokk begins play with Super Strength allowing him to use objects for even greater impact when combined with his natural 4 damage value and Exploit Weakness! On his second click, Mokk – Breaker of Faith also picks up Charge to compliment his full dial of Running Shot!

Mid-way through his dial, Mokk – Breaker of Faith gains the now-familiar Revert special power, allowing him to be exchanged with a character called Grey Gargoyle and the Hammer of Mokk special object.  Players can elect to use the Grey Gargoyle from Marvel HeroClix: Secret Invasion (SI 010) but it’s probably a safe bet that a new Grey Gargoyle is on the horizon (spoilers).  Mid- to late-dial Mokk also gains Incapacitate to further exemplify his petrification powers.

Defensively, Mokk – Breaker of Faith begins play with Impervious, then enjoys a healthy stretch of Invulnerability and finally ends his dial with two clicks of Toughness.  However, if played correctly you’ll probably never see those two clicks of Toughness as Mokk will be locking down his foes with a mix of positioning, his powers, and relentless attacks (thanks again to his Indomitable combat ability).

Predictably, Mokk – Breaker of Faith possesses the Asgardian and The Worthy keywords, but Brute, Diety, and Masters of Evil allow for some great thematic team builds as well.  No matter how you slice it, Mokk – Breaker of Faith is a compelling figure and deadly adversary on the battlefield!

Thanks for joining us today for our latest Marvel HeroClix: Fear Itself article.  Join us again next week as we continue to look at The Worthy with a villainess determined to prove her might over men.  Until then, keep your Clix off their K.O.’s!

Categories
Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Greithoth, Breaker of Wills!

Greetings HeroClix Fans!

Welcome to another preview of the upcoming and exciting Marvel HeroClix: Fear Itself storyline Organized Play series!  This week we continue our journey into The Worthy and examine Greithoth, Breaker of Wills.

024-Greithoth

As we start out our look let’s talk about Greithoth’s traits.  The first, Hammer of Greithoth, allows him to use Running Shot on all 8 clicks of his dial.  The other aspect of this is that when Greithoth is KO’d, you may place his hammer (FI #S104 Greithoth’s Hammer) in an adjacent square and friendly characters modify their relic rolls by +1 this game.

Greithoth’s other trait, Extreme Absorption, shows us who he truly is.  When Greithoth hits a character who can use Impervious, Invincible, or Invulnerability, he may choose to use that power this game.

As we begin to reveal Greithoth’s dial it’s worthy to note that he is also a Giant character.  This gives Greithoth the ability to use the Giant Reach and Giant Size abilities.  Giant Reach will make it easier for him to break away, allow him to carry friendly smaller characters, and could possibly give him twice as many targets when making a close combat attack.  Giant Size, on the other hand, allows him to use Improved Movement (elevated, hindering, outdoor blocking and opposing characters that he did not start out his move adjacent to)  and he can’t be knocked back.  It may also possibly help him target characters on higher elevations than himself, as he is considered to be on the same elevation as the opposing character.  The other cool thing about both abilities is they can’t be countered.

Greithoth has an experienced starting line at 200 points for the first two clicks of his dial.  On these clicks, Greithoth possesses Plasticity, Super Strength, and Invulnerability.  He is going to get close, hold you in place, pound you with an object, and make it that much harder for you to deal him damage.  The only difference is on click 2 he may use his range of four squares and a single target to hit with Ranged Combat Expert.

On click 3 Greithoth starts his rookie dial at 150 points.  He continues to use Plasticity and Super Strength, but his defense goes to Toughness.  With Greithoth having stats like an 11 attack, 18 on defense and 4 damage … where, oh where should I use my Perplex? Greithoth keeps Perplex for two clicks.

On clicks 5 to 7 his special Revert power shows up.  This allows you to give Greithoth a free action and replace him with a figure named Absorbing Man of equal or less points that’s the same number of clicks from its starting line.  You may then assign Greithoth’s Hammer to that character and it can’t be given an action this turn.  Greithoth finishes out his dial with some Ranged Combat Expert and Toughness.

And let’s not forget that Greithoth is Indomitable; he won’t have to worry about taking any pushing damage, so this guy should be moving or attacking 2 out of 3 turns.

Since Greithoth has dual starting lines, he will be able to give you lots of options during the Marvel HeroClix: Fear Itself sealed tournaments.  Greithoth should lend himself very nicely to theme team building with his keywords (Asgardian, Brute, Deity, Masters of Evil, and The Worthy).

Thanks for reading! Please join us for more upcoming and exciting Marvel HeroClix: Fear Itself previews. Until then, Shape Change for the Win!