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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!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Iron Fist!

Greetings Heroclix Fans!

Today we will continue our previews of the Marvel Heroclix : Fear Itself set with a double dose of Iron Fist!

007 Iron Fist

Iron Fist has an improved movement power called Master of K’un Lun which allows him to ignore elevated, hindering terrain, and other characters for movement purposes. Iron Fist has a special defensive power called Immortal Weapon of Agamotto which lets Iron Fist use Combat Reflexes and Super Senses. Iron Fist also had a special damage power called The Iron Fist which says Iron Fist can use Close Combat Expert. When he does and has no action tokens, if his attack is at least 2 greater than his target’s defense value, modify his damage value by an additional +1.

Iron Fist’s dial starts with these two special powers as well as Charge. Iron Fist has Charge most of his dial though at the middle of his dial he loses the special powers and gains Willpower and Exploit Weakness instead. Iron Fist’s last two clicks have Regeneration, allowing him to possibly heal back up to his second click. Iron Fist is an 80 point close combat beast.

018 Iron Fist

We also have The Mighty version of Iron Fist. One of the first differences you will notice between The Mighty version of Iron Fist and the normal Iron Fist is that The Mighty version has Flight, Indomitable, and a range value of 4. Also The Mighty Version of Iron Fist is 94 points, which is 14 points more.  Iron Fist’s dial also starts out with a special attack power called Mighty Hammer and Chain which says Give Iron Fist a power action, choose an opposing character within range and line of fire, and roll a d6. If the d6 result is higher than the number of squares to that character, you may place that character in a square adjacent to Iron Fist. On any result, you may then make a close combat attack. This allows Iron Fist to move character in closer before he hits them, which will be helpful if you can’t move Iron Fist close enough with Telekinesis or if you just want to place a character where another friendly character can blast away at them.

Iron Fist’s dial also starts out with Charge, Combat Reflexes, and Close Combat Expert. Mid Dial Iron Fist gets Super Senses and Quake. Also on click 5 Iron Fist has a special damage power called Mighty Revert: Iron Fist which, when it is shown, has you stop clicking the dial. It also allows you to give Iron Fist a free action to replace him with a figure with the same name and a lesser point value on the same click. It also gives the new character +1 attack and damage for the rest of the game, and the power cannot be ignored.

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!

That concludes our preview for today, please keep checking for more previews from Marvel Heroclix: Fear Itself set. Until next time, keep Charging on in!

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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!

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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!!

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Marvel HeroClix: Fear Itself Preview

Marvel HeroClix Fear Itself: Red She-Hulk!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming and exciting Marvel HeroClix: Fear Itself storyline organized play series! Our first couple of previews showcased The Worthy; well today we begin our look into The Mighty with a double dose of Red She-Hulk!

 006 Red She-Hulk

First, we take a look at the common Red She-Hulk (#006), who starts with a trait called Triggered Regeneration.  At the end of your turn and after you have cleared action tokens from your force, if Red She-Hulk still has two action tokens then she is healed of 1 damage. For a character that also has Indomitable, this is a great way to keep her alive and in the game.

Red She-Hulk comes out fighting with four clicks of Charge and a special power called Stronger than Jennifer. This allows Red She-Hulk to use Super Strength, and when she uses an object during an attack, increase the damage dealt by +1.

Red She-Hulk is just 119 points, so for playability Red She-Hulk could Charge in from five squares away, pick up a standard heavy object using Super Strength, and use her 11 attack to crush someone with the object. Her base damage is 4 on her opening clicks, which is modified by +2 for the heavy object and an additional +1 from Stronger than Jennifer. This boosts her to a damage value of 7 … WOW!!!

For defense, Red She-Hulk starts out with two clicks of Invulnerability and then on click 3 she switches to Toughness. Also on click 3 she picks up some Close Combat Expert that she can use for her next 4 clicks.

On click 5 Red She-Hulk will be able to use Leap/Climb but loses Stronger than Jennifer. However, she switches to regular use of Super Strength. On Red She-Hulk’s last click she regains Invulnerability with an 18 defense.

Red She-Hulk will add to theme team building with Brute, Defenders, and Intelligencia as her keywords. Team her up with (GG #206) Dr. Strange on a Defenders team. Dr. Strange carries her up into position and aids with Energy Shield/Deflection. With Perplex, Dr. Strange can modify one of Red She-Hulk’s combat values once she is ready to Charge in. Just a thought…

020 Red She-Hulk

The Mighty version of Red She-Hulk (#020) comes with a combat ability we have never seen on any version before: . This allows her to use the Carry and Flight combat abilities. If you pulled both versions of Red She-Hulk out of your Marvel HeroClix: Fear Itself boosters, she could literally carry herself into battle!

Red She-Hulk has a full dial of Charge and starts with a 10 movement. On her top four clicks Red She-Hulk has a special attack power called Mighty Big-@$$ Sword. This allows Red She-Hulk to use Blades/Claws/Fangs. Red She-Hulk may be given a close combat action that does not generate knock back; when she does, on a result of 4-6 on the d6 roll for using Blades/Claws/Fangs, after actions resolve, deal the same amount of damage to an opposing character adjacent to the target but not adjacent to Red She-Hulk. For the rest of Red She-Hulk’s dial her attack slots have Super Strength.

Red She-Hulk’s defense symbol is Indomitable and her dial is covered by 3 different damage-reducing powers. She starts with two clicks of Impervious, then two clicks of Invulnerability.  Her last 3 clicks have Toughness. Just try and damage her.

On click 5, Red She-Hulk has the Mighty Revert special power. When turning the dial, if this click is revealed due to damage taken from an opponent’s attack, stop turning the dial. Give Red She-Hulk a free action and replace her 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.

Finally, Red She-Hulk has a trait called I’m Keeping the Sword, which reads: “When Red She-Hulk uses Mighty Revert, the replacement character can use Blades/Claws/Fangs.”

I can’t wait to use her in Golden Age games and Mighty Revert her into WS #053 Red She-Hulk, who is such a beast in her late dial anyway.

Red She-Hulk (#020) has a point value of just 155 and should be an asset to teams that share her keywords: Brute, Defenders, and The Mighty.

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

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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!

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Marvel HeroClix: Fear Itself organized play Preview Special

Marvel HeroClix Fear Itself: Kuurth of the Worthy!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Fear Itself storyline Organized Play series! Earlier this week, Figures.Com spotlighted the Blitzkrieg U.S.A. scenario pack in an advanced review where fans got to see the first of the Worthy, Skadi, and her nemesis Captain America.

Next, we brought you a preview of The Book of the Skull resource dial which will be one of two participation prizes from the Marvel HeroClix: Fear Itself month one Organized Play kit.  (Stay tuned for details on the second participation prize soon!) The Book of the Skull will fuel your quest for the eight Hammers of the Worthy over six months’ worth of play in Fear Itself, and will become more powerful with each event!

Today, we bring you one of Skadi’s Worthy; an unstoppable warrior empowered by the crimson energies of Cytorrak and now granted one of the eight mystic Hammers of the Worthy by the Serpent.  He is Kuurth, Breaker of Stone!

026 Kuurth

The first thing we notice about Kuurth (Breaker of Stone) is that he has the Improved Movement ability, specifically in regards to hindering and blocking terrain (the latter being destroyed as Kuurth rampages through it).  Plan 4 :Unstoppable ensures that Kuurth will not be stymied by map environment once he’s set his eyes on his prey!

Next up we see that Kuurth (Breaker of Stone) possesses a trait appropriately entitled the Hammer of Kuurth.  Hammer of Kuurth allows him to use Charge for his entire dial, meaning that Kuurth will be able to really take advantage of his Plan 4: Unstoppable trait as he redecorates whatever map he happens to find himself on.  Additionally, Hammer of Kuurth states that if Kuurth is KOed, you may place his Hammer special object  (Fear Itself #s101 Kuurth Hammer) in an adjacent square.  If a friendly figure attempts to pick it up, they get a +1 to their relic roll for it!  Talk about keeping your toys for your team!

Early-dial, we see that Kuurth has Super Strength, allowing him to dish out more damage with objects, which is saying something considering he begins play with an opening 11 attack and 5 damage!  In addition to these already impressive capabilities, Kuurth possesses a special power (first on his opening click, and then sprinkled throughout his dial) called Grab and Smash. Grab and Smash not only allows Kuurth to break away automatically, but he can use the Carry ability to take an opposing character along for the ride! And as if re-positioning an opposing figure wasn’t good enough, if Kuurth happens to carry his enemy through walls or blocking terrain, that figure is going to take damage equal to the number of walls and/or squares of blocking terrain they travelled through! (Maximum of 4 damage) Talk about adding injury to insult!

Grab and Smash alternates throughout Kuurth’s dial with Exploit Weakness, meaning when Kuurth isn’t playing taxi to his foes, he’s rending their defense with penetrating damage!   Mid-dial, we see the first appearance of Kuurth’s Revert: Juggernaut special power, allowing you to give Kuurth a free action and replace him with a figure named Juggernaut of an equal or lesser point value, the same number of clicks from it’s starting line. As an added bonus, you may assign the Fear Itself #s101 Kuurth Hammer special object to that figure (but it can’t be given an action this turn).

Invulnerability replaces Impervious as Kuurth’s damage reducer of choice at this point as well.

Finally, toward the end-dial, Kuurth picks up Quake, allowing him to attack multiple targets with the same attack,  and Toughness helps prevent some late-game damage to Kuurth on his final two clicks.

Kuurth can be played on theme teams built with the Asgardian, Brute, Deity, The Worthy, and Thunderbolts keywords.  The Indomitable combat ability will let him act two turns in a row with no fear of pushing damage.  At 199 points, Kuurth brings outstanding damage output, along with an attack value that will all but ensure he can get the job done, while allowing for easy substitution with a Juggernaut figure if you elect to use the Revert special power.

We hope you’ve enjoyed this close look at Kuurth (Breaker of Stone).  Please join us next week when we continue our look at Marvel HeroClix Fear Itself with another villain-turned-Worthy who served the Serpent as his “Breaker of Wills“.  Until then, keep your clix off their K.O.s and do not give in to fear!