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Announcements Marvel HeroClix

Marvel HeroClix: Avengers ID Cards

HeroClix Fans!

The Marvel HeroClix: Avengers ID Cards are circulating into stores near you! We previously mentioned that there are over 45 cards available through the Marvel HeroClix: Avengers Assemble, Marvel HeroClix: Age of Ultron Storyline OP and Marvel HeroClix: Nick Fury, Agent of S.H.I.E.L.D. Booster Bricks. There are more available at conventions and special events including our National/World Championships, Age of Ultron Storyline OP Events and Ant-Man Micro Tournament Weekend.

Check out the collection below, including ID Cards not yet available!

Marvel HeroClix: Avengers Assemble Booster Brick

Marvel HeroClix: Avengers ID Card- Black WidowMarvel HeroClix: Avengers ID Card- FalconMarvel HeroClix: Avengers ID Card- Hawkeye

Black Widow, Falcon & Hawkeye

Marvel HeroClix: Avengers ID Card- HerculesMarvel HeroClix: Avengers ID Card- JusticeMarvel HeroClix: Avengers ID Card- Mockingbird

Hercules, Justice & Mockingbird

Marvel HeroClix: Avengers ID Card- NovaMarvel HeroClix: Avengers ID Card- RoninMarvel HeroClix: Avengers ID Card- Sandman

Nova, Ronin & Sandman

Marvel HeroClix: Avengers ID Card- SersiMarvel HeroClix: Avengers ID Card- HellcatMarvel HeroClix: Avengers ID Card- Jarvis

Sersi, Hellcat & Jarvis

Marvel HeroClix: Avengers ID Card- ManifoldMarvel HeroClix: Avengers ID Card- Rick JonesMarvel HeroClix: Avengers ID Card- Triathlon

Manifold, Rick Jones & Triathlon

 

Marvel HeroClix: Original Avengers Fast Forces Pack

Marvel HeroClix: Avengers ID Card- Hank Pym

Hank Pym

 

Marvel HeroClix: Age of Ultron Storyline OP Booster Brick 1

Marvel HeroClix: Avengers ID Card- ProtectorMarvel HeroClix: Avengers ID Card- VisionMarvel HeroClix: Avengers ID Card- Wasp

Protector, Vision & Wasp

Marvel HeroClix: Avengers ID Card- JocastaMarvel HeroClix: Avengers ID Card- Machine Man

Jocasta & Machine Man

 

Marvel HeroClix: Age of Ultron Storyline OP Booster Brick 1

Marvel HeroClix: Avengers ID Card- Iron FistMarvel HeroClix: Avengers ID Card- Luke CageMarvel HeroClix: Avengers ID Card- Spectrum

Iron Fist, Luke Cage & Spectrum

Marvel HeroClix: Avengers ID Card- Wonder ManMarvel HeroClix: Avengers ID Card- Jessica Jones

Wonder Man & Jessica Jones

 

Marvel HeroClix: Age of Ultron OP Kits 1-4

Marvel HeroClix: Avengers ID Card- Iron ManMarvel HeroClix: Avengers ID Card- HulkMarvel HeroClix: Avengers ID Card- Captain America

Iron Man, Hulk & Captain America

Marvel HeroClix: Avengers ID Card- Thor

Thor

 

Marvel HeroClix: Nick Fury, Agent of S.H.I.E.L.D

Marvel HeroClix: Avengers ID Card- Black KnightMarvel HeroClix: Avengers ID Card- Black PantherMarvel HeroClix: Avengers ID Card- Ms. Marvel

Black Knight, Black Panther & Ms. Marvel

Marvel HeroClix: Avengers ID Card- QuasarMarvel HeroClix: Avengers ID Card- QuakeMarvel HeroClix: Avengers ID Card- She-Hulk

Quasar, Quake & She-Hulk

Marvel HeroClix: Avengers ID Card- S.H.I.E.L.D. Priority AccessMarvel HeroClix: Avengers ID Card- S.H.I.E.L.D. ReinforcementMarvel HeroClix: Avengers ID Card- U.S. Agent

S.H.I.E.L.D. Priority Access, S.H.I.E.L.D. Reinforcements & U.S. Agent

Marvel HeroClix: Avengers ID Card- War MachineMarvel HeroClix: Avengers ID Card- Bucky BarnesMarvel HeroClix: Avengers ID Card- Moon Knight

War Machine, Bucky Barnes & Moon Knight

  Marvel HeroClix: Avengers ID Card- Red HulkMarvel HeroClix: Avengers ID Card- Spider-WomanMarvel HeroClix: Avengers ID Card- Venom

Red Hulk, Spider-Woman & Venom

 

Convention/ Event Exclusive Avengers ID Cards

Marvel HeroClix: Avengers ID Card- Ant-ManMarvel HeroClix: Avengers ID Card- AresMarvel HeroClix: Avengers ID Card- Daredevil

Ant-Man, Ares & Daredevil

Marvel HeroClix: Avengers ID Card- Doctor StrangeMarvel HeroClix: Avengers ID Card- NamorMarvel HeroClix: Avengers ID Card- Shang-Chi

     Doctor Strange, Namor & Shang-Chi

Marvel HeroClix: Avengers ID Card- Spider-ManMarvel HeroClix: Captain Marvel ID CardMarvel HeroClix: Tigra ID Card

Spider-Man, Captain Marvel (TBA) & Tigra (TBA)

Marvel HeroClix: Avengers ID Card- SentryMarvel HeroClix: Avengers ID Card- Swordsman

Sentry (TBA) & Swordsman (TBA)

Don’t miss your chance at a complete Avengers ID Card Set! Find them, win them and use them to dominate the tabletop. Collect them all and unlock achievements in the WizKids Event System. Play them individually or participate in the Marvel HeroClix: Age of Ultron Storyline OP event series to get your Avengers Round Table resource allowing you to add up to 6 Avengers ID Cards!

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Marvel HeroClix: Avengers Assemble

Marvel HeroClix: Avengers Assemble- Ragnarok & Thor!

Greetings HeroClix Fans!

Welcome back for another exciting preview from the upcoming Marvel HeroClix: Avengers Assemble. Today, we first take a look at an ally of the mighty Thor protector Asgard and Midgard, meet Ragnarok.

Marvel HeroClix: Avengers Assemble- Ragnarok

Ragnarok is a clone of Thor created early on during the Civil War event when Reed Richard’s and Hank Pym used DNA from a strand of Thor’s hair that Tony Stark found at a meeting years before.

For a mere 200 points, Ragnarok brings the thunder to bear. His dial is 9 clicks deep and he is powerful enough on each of those clicks to make your opponent realize it is truly the end, Ragnarok. He has the Flight symbol, Indomitable, and an 8 range with 2 targets that will work really well with his 2 opening clicks with Energy Explosion. His trait, Abomination of Midgard, states Ragnarok modifies his attack and damage value by +1 when targeting a character with the Asgardian or Avengers keyword. His keywords are Asgardian, Dark Avengers, and Robot. It won’t be difficult to create a theme team with him.

Ragnarok’s dial is really strong and power wise is consistent all the way down. His top 2 clicks have identical powers, Running Shot, Energy Explosion, Impervious, and Shape Change. His damage value is 5 on both clicks, but with the Energy Explosion, you’ll do 2 splash damage to adjacent opponents and his 12 attack will make sure you hit. His Shape Change paired with Impervious can prevent an attack, or reduce an attacks damage to zero, or at a minimum, reduce it by 2. He is meant to be out on the field in the thick of battle, not mewling behind a support piece like an unworthy coward!

On his 3rd and 4th clicks he is ready to get in close and hit hard with his Charge and Super Strength. With an Ultra Heavy Object, Ragnarok could dish out 7 damage on these clicks! On clicks 4 through 6 he also has Close Combat Expert that will make sure he hits, and hits hard. His defense on all these has gone down to Invulnerability, but by now he will have weakened his foes and they won’t be able to hit him for much damage anyway but if they do, his Pulse Wave on clicks 5 and 6 will make sure they’ll keep their distance.

Ragnarok sees a return of Charge and Penetrating/Psychic Blast on click 7 and a “stop” click special defense power called The Thunder is Mine! It states Ragnarok can use Impervious. When this power is first revealed, stop turning the dial and all opposing characters adjacent to Ragnarok are knocked back a number of squares equal to the damage dealt to Ragnarok this action. This power and its knock back can’t be ignored. For his last two clicks, he possesses Sidestep, Penetrating/Psychic Blast, and Toughness. His attack and damage values at the end are high for his rally call, but his defense value is flagging. He has the will and ability to finish the battle, but a lucky shot can finish him here as well.

Now let’s take a closer look at Thor, son of Odin, initially sent to Midgard (Earth) to teach him humility because of the boastful pride he exhibited in Asgard. He became a founding member of the Avengers and adopted Midgard proclaiming to be its protector.

Marvel HeroClix: Avengers Assemble- Thor

 

Thor has a dual point cost at 228 and 100 points. For both point values, Thor has the Flight and Indomitable symbols along with a range of 8 with 2 targets. His trait, It’s an Avengers World says Thor and adjacent friendly characters with a lower point value and the Avengers keyword can use Energy Explosion. If they are named Captain America or Iron Man, they don’t have to be adjacent or a lower point value. Add some Avengers of a lower point value with Penetrating/Psychic Blast or Precision Strike and vanquish thy foe!

At his 228 point value Thor has an additional 4 clicks of life. All very similar in powers and high in combat values. The top of his dial starts with Running Shot, Pulse Wave, Invincible, and Enhancement. A 10 movement, 12 attack, and 5 damage is going to assure victorious battles ahead. Thor’s next 3 clicks have the same powers except he trades Invincible for Impervious. His combat values stay high as well.

Thor’s 100 point dial starts as more of a close combat specialty with Charge, Invincible, and Empower on its opening click. Thor has Empower on the rest of his clicks except the last and his trait can require adjacency showing that Thor is meant to wield Mjolnir next to his allies in battle not from behind and not alone. His next 3 clicks transition to Flurry and Invulnerable and for his entire dial his damage never falls under a 3, so even then he could deal up to 6 damage with a close combat attack. On his last click Charge comes back, but he also gains a 19 defense with Regeneration that would allow him to heal up to the top click of his 100 point dial if you roll the dice just right, a true hero’s rally!

You could pair both Ragnarok and Thor (at 100 points) for an even 300 point Asgardian keyworded theme team. They could do well together with Ragnarok using Thor’s Empower. Both of them have great range and mobility but a team with Outwit could cause problems for them. Thor really will shine with Avengers keyworded characters because of his trait, and because of his Avengers keyword as well.

Unfortunately, this preview has come to an end! Don’t worry, we will be back next week for more mighty previews from Marvel HeroClix: Avengers Assemble!

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Marvel HeroClix: Age of Ultron

Meet the Avengers: Age of Ultron (Part 1)

Greetings HeroClix fans, and welcome to the first of our exciting previews from the upcoming Marvel HeroClix Avengers: Age of Ultron set, based upon this summer’s upcoming blockbuster! Over the next couple of days, we’ll be diving into the six figures from the movie starter set, today focusing on three signature Avengers – Captain America, Thor, and Iron Man Mk. 43!

As is tradition with the characters represented in the Marvel Cinematic Universe, all three characters come equipped with the Avengers Initiative team ability, which ensures that hindering terrain won’t be an issue when moving or drawing lines of fire – and with a range of 8 squares for Thor and a range of 7 squares with 2 targets for Iron Man, you’ll be able to fire off shots from all over the map without fear of Stealth derailing your attack. And don’t think Captain America misses out – sure, he has a range of 0 squares, but he can really take advantage of both Sidestep and Charge without having to concern himself with finding a path around hindering terrain.

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Each of these characters comes with the standard powers you’d expect them to have, but we wanted to jump in a bit deeper with their special powers. Captain America, for example, begins with a trait called Shield Toss. Again, he has a range of 0 squares, but his trait states that whenever Cap makes a close combat attack, all squares within 6 squares and line of fire are considered adjacent. Steve also comes with a special power over the majority of his dial on damage called Heart of the Avengers. This power states that he can use Leadership, and may choose to use it normally, or as a power action. If it is used as a power action and is successful, he may in turn remove an action token from all friendly characters with the Avengers keyword within 6 squares!

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Up next, we have the Asgardian God of Thunder, Thor, who has a versatile dial that can be played at either 150 or 100 points. The Odinson, of course, is armed with a mythical hammer, which is represented by his trait The Might of Mjolnir.  This trait states that when Thor makes an attack, you have the choice of if that attack generates knock back or not. While a relatively straightforward effect, its advantages are numerous – will that knock back of 4 squares take your opponent over the edge of a mountain, or slam them into a wall? Thor also has a special power over three clicks of his speed, called Bring the Hammer Down, which allows him to use Charge and Quake. When he uses Charge, you have the choice to not halve his speed value from it, but if you do, he may only activate Quake with the close combat action.

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Where things get exciting and a bit more complex is with the billionaire playboy philanthropist Iron Man Mk. 43. To start, Tony brings a trait called The House Party Protocol. Once per game, this trait allows Iron Man Mk. 43 to be given a power action that doesn’t deal pushing damage. You’ll then be allowed to bring in an Iron Legion figure (from the gravity feed of the Marvel HeroClix Avengers: Age of Ultron set) from outside of the game, and place it in a square adjacent to Tony on its red starting line. This is only a temporary benefit, however – the first time the Iron Legion takes damage, it’s removed from the game, and your opponent scores no points for its defeat. Iron Man Mk. 43 also kicks in the afterburners with his speed special power called Sometimes You Have to Run Before You Can Walk. This power states that Iron Man Mk. 43 can use Running Shot, and when he does, his speed value doesn’t get cut in half from its use.

Each of these characters brings something a little bit different to the table, with Captain America and Thor having indomitable dials that encourage pushing. In addition to that, each has a wide array of keywords, both generic and named, that will make them very versatile when branching out from just this starter set.

So, there you have it! Our first three characters from the Marvel HeroClix Avengers: Age of Ultron starter set! Be sure to stop by soon as we check in with the next three members of the Avengers. Until then, push for the win!

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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: Dracula!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Marvel HeroClix: Fear Itself storyline organized play series! Today we walk with the Lord of Death himself, Dracula.

 028 Dracula

Dracula has the wild dial mechanic and has a trait called “Vampiric Hunter”, so Dracula will begin the game on click #4. Dracula can use Steal Energy and when he does, he may heal past his starting line.

So let us start on click #4 and Dracula has a special power called “Vampiric Assault”, this will allow Dracula to use Charge, Flurry and Stealth. For defense he has Impervious and he also possesses Leadership. At 220 points Dracula should not find a shortage of lower point friendly characters to remove an action token from.

Now let’s look at Dracula’s first attack, from 5 squares out he uses Charge and becomes adjacent to an opposing character for a close combat action. Dracula should choose a square of hindering terrain to end his movement in, to take full advantage of his use of Stealth. He then uses Flurry and with his 11 attack would deal damage with the first attack to trigger Steal Energy and heal up to click #3. Using the second attack that Flurry grants, let’s say he deals damage again and would heal up to click #2.

At this point in his dial Dracula now gains his special defensive power called “Blood Armor”. This will allow Dracula to use Impervious but if an opposing character took damage from his attack since its last turn, this power can’t be countered and reduces the damage to 0 on a result of a 4 – 6.

Dracula is a Flier and can use the Flight and Carry combat abilities. When he uses Flight he will be able to ignore elevated, hindering and outdoor blocking terrain, as well as characters that he did not start out his movement adjacent to. Dracula also has Indomitable which will allow him to use Willpower.

In the next round Dracula, if not already adjacent to an opposing character, could use Flight to ignore the appropriate terrain and Charge 6 squares. Dracula has a 12 movement on click #2 and Charge has you half the characters speed value for the action. Dracula still can use Flurry and on his first attack, with a 12 attack value, let’s say he misses. On the second attack Dracula hits and deals damage, Dracula would heal to click #1 because of his Steal Energy trait. On click #1 Dracula has a 13 movement with his special “Vampiric Assault” power, a 13 attack, a 19 defense with his special “Blood Armor” power, and deals 5 damage with Exploit Weakness. We can see the reason this guy is not only “Unique” but also a “Super Rare”.

Now let’s go back to click #4 and look at the other side of Dracula’s dial. Dracula will have the use of Charge for 4 clicks. He has Blades/Claws/Fangs on clicks #5 and #7. For defense Dracula has Impervious for 2 clicks and then Invulnerability for 2 clicks. On click #6 Dracula picks up the use of Outwit and keeps it for 3 clicks. Dracula has a 0 range so his target for Outwit would need to be within “Line of Fire” and the 6 minimum range provided by the power.

Dracula gains Earthbound/Neutralized on clicks number 9 and 10, so would no longer be able to use the Flier or Indomitable combat abilities. For defense Dracula now has Toughness.

Dracula’s keywords are Legion of Monsters, Monster, Mystical, Ruler, and Warrior. At 220 points you would have to get creative to find a fun 300 point team, but could you imagine the friendship Dracula and say someone who can use Mind Control on friendly “Monsters” could have?

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: 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: Titania and Skirn-Breaker of Men!

Greetings HeroClix fans!

Today we continue our Marvel HeroClix: Fear Itself previews with Titania and her identity as one of The Worthy, Skirn (Breaker of Men)!

008 Titania

Titania has a trait called Prove I’m the Strongest Woman (Or Man) There is which states: “Titania can use Super Strength. Titania modifies her attack by +2 when attacking a character that can use Super Strength.Titania also starts out her first two clicks with Charge and a speed value of 9. Titania also starts out with Invulnerability.

Mid-dial, Titania gets Flurry and her Invulnerability turns into Toughness. At the end of her dial Titania gets Charge back and gains Quake and Battle Fury. These powers plus her Indomitable combat ability make Titania a 105-point beat-stick that fits well into any Frightful Four, Masters of Evil, Femizons, or Brute teams.

025 Skirn

Skirn has an Improved Movement ability called No Other Man Touches Me, which allows her to ignore hindering terrain and other characters when she moves. Skirn has Indomitable as well as two traits, Hammer of Skirn and Hammer Collision. Hammer of Skirn says that Skirn can use Charge. When Skirn is KOed, you may place #S103 Skirn’s Hammer in an adjacent square and friendly characters modify their relic rolls by +1 this game. Hammer Collision says if Skirn is adjacent to a friendly character with the keyword The Worthy, she can use Pulse Wave as if she had a range of 8. If that character is named Greithoth, her Pulse Wave does 3 damage instead of 1 when targeting more than one character. Adjacent friendly characters with The Worthy keyword ignore this use of Pulse Wave.

Skirn starts her dial out with Plasticity, Super Strength, and Invulnerability. Skirn also gets Close Combat Expert and Outwit later in her dial. Skirn also has a special movement power called Revert: Titania which allows her to revert back to a character named Titania as a free action on the same number of clicks from its starting line. It also assigns to Titania the #S103 Skirn’s Hammer.

Skirn is a formidable foe for 150 points that your opponent will fear seeing on the map.

Thank you for joining us as we preview more of the Marvel HeroClix: Fear Itself set. Keep checking as we preview more. Until then, keep those clix off those KOs!

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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: 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!