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Marvel HeroClix: The Amazing Spider-Man Preview Prime Figures

Marvel HeroClix Amazing Spider-Man: Frank Drake and Hannibal King!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Amazing Spider-Man set by checking out a couple of monster fighters (with one being the prime figure from the common slot).  We offer a pair of super natural detectives from the office of  Borderline Investigations.   First up is figure #013a, Frank Drake!

 13a-Frank-Drake

Frank Drake can hide in the shadows with a full dial of Stealth, representing his time with the super natural hunters, the Nightstalkers.  From a protected spot provided by this cover, Frank Drake can attack with a 5 range using “Linda,” a.k.a. “the Exorcist,” his nano-tech weapon capable of disrupting occult energies, represented with nearly a full dial of Penetrating/Psychic Blast.   A closing click of Blades/Claws/Fangs is representative of knives he always keeps on himself.

Frank Drake has a special power that illustrates his training hunting super natural threats called Vampire Hunter.  This special power allows Frank Drake to use Outwit, and when he targets a figure with either the Mystical or Monster keyword, he may use Outwit a second time on that figure.   As he is a descendent of Count Dracula before he turned, Frank Drake has Willpower on both his opening and closing clicks.

At 55 points, Frank Drake will come in handy on a team aiming to deal with mystical monsters, or on theme teams built around the Detective or Midnight Sons keywords.  And speaking of those keywords, who better to team with than a partner, #013b Hannibal King!

 013b-HannibalKing

Hannibal King has no wild dial to represent his vampire powers as he’s never consumed fresh human blood, choosing instead to rely on small animals or blood banks to feed.   Hannibal King begins play with a special power called Form of Mist, Form of Wolf that allows him to use Running Shot and Stealth.  This special power also gives him the option at the beginning of his turn to modify his attack or defense by +1 or +2, and decrease the unchoosen power by the same amount until your next turn.  Helping with this special power, Hannibal King has the Flight combat ability to help him navigate the map with ease.   Should an opposing figure choose to base him, Hannibal King has Super Strength on this stretch of his dial, allowing to hold an object to prepare for this to happen.  Toughness will allow him to absorb a bit of damage, and Outwit will allow him to deprive an opposing figure of a key power.

In the middle of his dial, Hannibal King changes into a wolf, a favorite way for him to fight.  In this section of his dial, Charge will allow him to take the fight to an opposing figure.  Once in adjacent to an enemy, he can choose to do his printed 3 or 2 damage, or attempt to do more with Blades/Claws/Fangs.  In either case, he can do penetrating damage with Exploit Weakness.   Hannibal King also puts his heighted senses to work to try to avoid attacks with Super Senses. 

On his last two clicks, Hannibal King can try to heal by making a last ditch close combat attack to heal a click with Steal Energy, or simply roll for Regeneration.  Either way, the Indomitable combat ability will allow him to ignore pushing damage, as it will throughout his dial.

Hannibal King has a couple of solid theme team choices with the Detective, Midnight Son, and Monster keywords.  At 107 points, there is plenty of room to add more to whatever force you include him on.

That’s all the time we have for today, but be sure to join us later next week for more Amazing Spider-Man goodness by spotlighting another member of the Nightstalkers, and next week for another Prime figure preview!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix The Amazing Spider-Man: Morbius!

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Amazing Spider-Man preview, we visit with a man who has fought with and against Spider-Man at various points in his career and recently escaped from the supervillain prison known as The Raft.  From the pages of his new series (which hits comic book racks this week), please welcome Dr. Michael Morbius (aka Morbius, the living vampire)!

028-Morbius

Morbius has a “Wild Dial” similar to Dracula and the Vampire in that he doesn’t begin play on click #1.  As described in his Vampiric Hunger trait, Morbius begins the game on click #3.  Vampiric Hunger also allows Morbius to use Steal Energy and when he does, he may heal past his starting line on click #3, up to click #1.

In addition to Vampiric Hunger, Morbius has a second trait called No Vampiric Weaknesses which prevents characters from targeting him with Exploit Weakness.

Morbius begins on click #3 with two clicks of Charge in his speed slot as he moves in for an attack.  Charge is followed by Stealth for the remainder of Morbius’ dial as he strikes from the shadows.  Charge also appears on clicks #1 and #2 if Morbius heals to that portion of his dial via the Vampiric Hunger trait.

Defensively, Morbius has the Indomitable combat ability and begins with two clicks of Toughness to soak up some damage from counter attacks.  Toughness is followed by two clicks of Super Senses as his enhanced sight and smell help him evade attacks.  If Morbius heals above click #3 by the Vampiric Hunger trait, he’s greeted by two clicks of Invulnerability.  On Morbius’ last two clicks he has Regeneration as his vampire-like healing factor helps him get back to more dangerous parts of his dial.

In his damage slot, Morbius begins on click #3 with a special power called Antibody Serum Creator, which represents his work to find a cure for his vampire-like condition.  With Antibody Serum Creator, Morbius can use Outwit.  When he uses Outwit to counter a power that isn’t a defensive power, he counters the same power on each other opposing character within 10 squares and line of fire.  If Morbius heals to clicks #1 or #2, he gains Perplex.

At 133 points, Morbius makes up a significant portion of a force in smaller-point matches but can be added to themed teams with ease thanks to his array of keywords:  Legion of Monsters, Midnight Sons, Monster, S.H.I.E.L.D., and Scientist.

Thanks for reading!  Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview.  Until then, keep your Clix off their K.O.’s!

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Marvel HeroClix: The Amazing Spider-Man Preview

Marvel HeroClix The Amazing Spider-Man: The Vampire and Dracula!

Greetings HeroClix Fans!

Welcome back as we take another look at a couple of figures from the upcoming Marvel HeroClix: Amazing Spider-Man set.  As previously revealed, this set includes a sub theme of Marvel monsters and today’s preview takes a look at one of the darkest of monsters, their master, and introduces the first kind of “Wild Dial” new to HeroClix, figure #012: the Vampire!

 

012-Vampire

The Vampire has two traits, the first of which introduces the new “Wild Dial” ability called Vampiric Hunger. This trait causes the Vampire to begin the game on click #2.  It also allows the Vampire to use Steal Energy, and when it does, it may heal past its starting line on click #2, up to click #1.  As you can see, a Vampire gets better combat values and Super Strength, a power not found elsewhere on its dial.  The Vampire’s second trait is (appropriately) titled The Scent of Blood, and it allows a player to modify the speed, attack, and damage values of the Vampire by +1 if an opposing figure has taken damage this turn.  

As indicated above, the Vampire begins his dial on click #2 with the ability to hide from opposing figures with Stealth.  Toughness allows the Vampire to shrug off some damage from a counter attack, while the potent combination of Steal Energy (thanks to the Vampiric Hunger Trait) and Exploit Weakness ensure that the Vampire remains a dangerous adversary on the battlefield.

The end of the Vampire’s dial allows him to pursue opposing figures with Charge, while Combat Reflexes demonstrates the Vampire’s ability to avoid close combat attacks.  The Vampire picks up some immunities and draw thanks to some late-dial Battle Fury as well.  At 43 points, the Vampire can fit on most teams with ease, and can be added to Monster and Mystical theme teams.

The next figure today is one of the most powerful vampire lords ever, Dracula!

 016-Dracula

Like the generic Vampire before him, Dracula possesses two traits; Vampiric Hunger makes click #4 his starting line, and like the Vampire, Dracula can use Steal Energy to heal past this starting line up to click #1, where he gets access to his most powerful portion of his dial.

Dracula’s second trait is called Hypnotize My Victims, and it allows him to use Stealth.  Hypnotize My Victims also gives him the ability to use a special variant of Mind Control that allows him to target characters with the Animal or Monster keywordsor when Dracula damages an opposing figure, they are marked with a Mesmerize token and he can later target them with Mind Control (regardless of their keywords).  In any case, he takes a maximum of 1 damage from this use of Mind Control.

As indicated above, Dracula begins on click #4 and Invulnerability will reduce damage for his first two clicks while he brings the fight to an opposing figure with Charge. Exploit Weakness will make sure he gets to use his Steal Energy, healing him into his most powerful clicks.   As Dracula heals toward his top click, he is still able to use Charge, and now he possesses Super Strength.   Impervious is now his damage reducer up to the top his dial.  On his top two clicks, Dracula gains the ability to manipulate dice rolls with Probability Control, and on his top click Dracula enjoys his highest combat values and he can use Hypersonic Speed. 

Late-dial, Dracula has a run of Blades/Claws/Fangs while a few clicks of Shape Change grants him another layer of protection as he demonstrates his ability to change forms.  Mid-dial, Dracula gains a couple clicks of Flurry to be able to make an extra close combat attack.

Near the end of his dial, Dracula possesses a couple of clicks of Outwit which will allow him to deprive an opposing figure of a key power.  And for the final few clicks of his dial, Dracula has a special power called Mistform.  This special power allows Dracula to use Regeneration as a free action, and as an additional free action, Dracula can choose to use Combat Reflexes or Energy Shield Deflection until your next turn, regardless of whether or not the Mistform power is showing on his dial or lost somehow.

Dracula comes in at 214 points and the Indomitable combat ability will allow him to act without fear of pushing.   Dracula  can be played in theme teams built around the Legion of Monsters, Monster, Mystical, Past, and Ruler keywords.   Dracula will be a significant portion of your force in a 300 point game, but has a strong power set that can pay off by giving you a more powerful figure.

That’s all for today.  Be sure to come back as we continue to explore the Marvel HeroClix: Amazing Spider-Man set! Have a great weekend and keep your Clix off their K.O.’s!