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Design Insight

Design Insight- Under the Hood

WizKids HeroClix

Design Insight

Dear HeroClix Players,

We hope you had an awesome release day!  As we celebrate the 50th Anniversary of Nick Fury with the release of the Marvel HeroClix: Nick Fury, Agent of S.H.I.E.L.D. set, a number of you may have had the good fortune of pulling one of the new vehicles that are the chase figures in this set and noticed that there has been an overhaul of the vehicle rules. This leads us to today’s Design Insight article.

Before we take this baby out on the road, let’s consult the owner’s manual with a quick review of the old vehicle rules…:

OLD Vehicle Rules

Old Vehicle RuleOld Vehicle Rule 2

 

Old Vehicle Rule 3

… and take a look at the specs of the 2015 model vehicle rules:

NEW Vehicle Rules

New Vehicle RuleNew Vehicle Rules 2

One thing you may notice right off the line is that the new vehicle rules are much more sleek and streamlined— all part of our ongoing effort to cut complexity wherever possible while still maintaining the strategic game play of the underlying mechanic (…huh, I wasn’t even going for a vehicle pun there).

So, let’s break down each part and see what makes this baby purr…

Vehicles

The first paragraph simply denotes that Vehicles are indicated by the WHEEL defense symbol and grants all vehicles with Improved Movement: Hindering and the ability to automatically break away.  It also stipulates that vehicles cannot be assigned resources or resource attachments or have damage transferred to it (so no Mastermind-ing damage to vehicles).  You may notice that vehicles did lose Improved Movement: Characters and the ability to make ranged attacks while adjacent as general vehicle abilities… instead these will be granted to certain vehicles as their own Improved abilities or via other abilities/special powers (as an example, see Ram in Options and Upgrades below).

Piloting

In the Piloting section, we see how a character can become a pilot of a vehicle, how a pilot exits a vehicle and the restrictions on the combat symbols of characters that would not allow them to become a pilot— Duos, Team Bases, other Vehicles, bystanders and non-standard size characters (Tiny, Giant, Colossal) are all restricted from being Pilots.  While being a pilot, if a character no longer meets the prerequisite of being friendly to the vehicle or they gain one of the restricted combat symbols, the pilot is ejected from the vehicle and placed in an adjacent square (square chosen by the controlling player).

We also see the line “Vehicles without a pilot can’t be given actions”— while this is a general rule for Vehicles, some vehicles come equipped with the Autopilot option (see Autopilot below) as a separate trait.

In the last line we see a reference to Pilot Abilities… while none of the 2015 vehicle models have Pilot Abilities, that doesn’t necessarily mean that you might not see these options on some future models!

Passengers

The rules under the Passenger section are not much functionally different from the old vehicle rules, just pulled into its own section that focuses on the vehicle’s ability to carry passengers.  The one major difference is that vehicles now only ignore the speed symbol of characters instead of all combat symbols— sorry Galactus, you are going to have to find your own ride.

Pilot Attacks

HeroClix is a game of superhero combat—so let’s get to the part where we shoot stuff!  Some vehicles have their own attack/damage/range values to represent those on-board weapons while other vehicles have 0s for attack/damage/range if they do not have weapons of their own.  In either case, if your pilot has better stats, you may choose to replace the vehicles attack, damage and range values to represent the pilot using their own weapons/superpowers. A few important note to make 1) you must replace all three values… you cannot choose which ones to replace if one of your pilot’s values are not as good as the vehicle’s value and 2) borrowing the pilot’s range value does not give you the number of targets of the pilot, you would still use the number of targets of the vehicle… the pilot does needs to keep one hand on the wheel after all.

You may also give the vehicle a free action to be able to use a standard attack or damage power from the pilot until your next turn—but if you do the vehicle cannot use any other attack or damage powers that it might have on its dial (or from any other sources).

Wrecked Vehicles

When a vehicle is KO’ed, it is considered Wrecked… hopefully your insurance will cover that.  When this occurs, the vehicle is removed from the map and replaced with a standard heavy object (note that this is different from old vehicle rules that had vehicle remain on the map and had them act as an ultra-heavy object).  If a character is unfortunate enough to be piloting a vehicle when it is wrecked, that pilot has a 50/50 chance of being dealt either 1 or 2 unavoidable damage before being ejected from the vehicle.

One last difference… in the previous vehicle rules, characters with Battle Fury could not pilot vehicles.  We felt that this was that added in as part of the vehicle rules for “flavor” and not for game balance— and while it did make for great road rage joke fodder we ultimately decided to remove it as an unnecessary layer of complexity on the vehicle rules. So… Hulk Crash!

Options & Upgrades

Autopilot—

Autopilot

Instead of being part of the general rules for vehicles, Autopilot will now be assigned to certain vehicles as a separate trait.  The Autopilot trait will allow vehicles to be given an action without a pilot with the same caveat that the vehicle will suffer 1 unavoidable damage if that action involves an attack.

Ram—

Ram

The Ram ability will now be given to certain vehicles as a trait or special power (in this case as a special power on Captain America’s Motorcycle).  This allows us to better customize the effects of the Ram ability for each vehicle— not only the effect on the poor saps being run over but also the effect on the vehicle itself… would you like to purchase the collision damage waiver before you head out on the road?

Personal Craft—

Personal Craft

Personal Craft is a new trait on some vehicles that allows certain vehicle to be part of a themed team if that team includes a specific character.  So, Thanos can always ride his throne into battle— as he should… he has spent eons crafting that butt groove.

Thank you all for joining us on this test drive of the new 2015 vehicle rules— we hope to see you riding around the HeroClix map once these new vehicle have all rolled off the showroom floor.  Visit your local game store now and pick up a booster pack of Marvel HeroClix: Nick Fury, Agent of S.H.I.E.L.D. today for your chance to grab the keys and take these exciting new vehicles for a spin!

Please note: the new vehicle rules now replace the old vehicle rules— for the official rules article stating such, please see the New Vehicle Rules article on HeroClix.com.

 

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DC HeroClix: Batman Preview

The Vehicles of DC HeroClix: Batman – The Batwing!

Greetings HeroClix Fans!

Sometimes the Caped Crusader needs to fly the not-so-friendly skies in his ongoing campaign against crime.  For today’s DC HeroClix: Batman preview, we are pleased to bring to you the vehicle in which Batman conducts his aerial crime fighting, the Batwing!

 

The Batwing rests on a 2 x 4 base and, like other vehicles in the DC HeroClix: Batman set, can be played in Autopilot and Piloted modes.  The Batwing has plenty of theme team options with the Batman Family, Gotham City and Vehicle keywords.

When using the Autopilot dial, the Batwing comes in at 72 points and can carry three characters.  The Batwing also has a range of 7 and has one target for its ranged attacks.

The Batwing’s Autopilot dial begins with Running Shot in its speed slot.  This power returns to the Batwing’s dial on its third, sixth, and eighth clicks.  In its attack slot, the Batwing begins with a five-click run of Energy Explosion in its attack slot.  Energy Explosion returns for a short run on the Batwing’s ninth click.  Defensively, the Batwing starts with three clicks of Energy Shield/Deflection as it uses the clouds as cover, then switches mid-dial to its kinetic defense armor (Toughness).  Energy Shield/Deflection returns toward the end of the Batwing’s dial.

Let’s take a look now at the Piloted version of the Batwing!

 

The Piloted Batwing comes into play at 144 points but can carry two characters.  It still maintains a range of 8 but increases its targets to two.

The Piloted Batwing comes with two Pilot Abilities.  The first Pilot Ability, Airdrop, requires that the pilot have the Batman Ally or Outsiders team abilities.  When the Batwing uses the Carry ability, it can place carried characters in any square it moves through during the move.  This differs from the normal use of Carry, which requires the carried characters to be placed when the movement ends for the action.

Overwatch is the second Pilot Ability and requires that the pilot be named Alfred Pennyworth, Batman, Lady Blackhawk, Metamorpho, Nightwing or Red Robin.  When an opposing character 6 or fewer squares from the Batwing deals damage to it or any other friendly character, mark the opposing character with an Overwatch token (if it isn’t already marked).  Until the end of your next turn, any friendly character attacking a character marked with an Overwatch token modifies their attack value by +1.

The Batwing Piloted dial begins with three clicks of Running Shot as it swoops into position then attacks from range.  Running Shot returns for another three-click run on click nine.

In its attack slot, the Batwing Piloted dial starts with a long run of a special power called Rooftop Scanners.  This special power modifies the Batwing’s attack value by +1 when it targets characters that can use the Flight ability and characters occupying elevated terrain.  Rooftop Scanners is followed on the Batwing’s Piloted dial by a long run of Energy Explosion.

The Piloted Batwing opens its defensive slot with two clicks of Super Senses as it performs evasive maneuvers to evade attacks.  Super Senses is followed by a short run of Energy Shield/Deflection, which also appears toward the end of the Piloted Batwing’s dial.  Sandwiched between those runs of Energy Shield/Deflection are five clicks of Toughness.

Mid-dial, the Batwing’s Piloted dial picks up Ranged Combat Expert in its damage slot as it makes tactical strikes against its targets.

Thanks for joining us!  Please come back next time as we reveal more secrets from upcoming HeroClix releases!  Until then, fasten your seat belts, make sure your seats and trays are in their upright positions, and thank you for flying with WizKids!

Categories
DC HeroClix: Batman Preview Vehicles

The Vehicles of DC HeroClix: Batman – The Invisible Jet!

Greetings HeroClix Fans!

For today’s DC HeroClix: Batman preview, we take a look at a vehicle in the DC Universe that is arguably only surpassed by the Batmobile in terms of recognition and popularity.  We present to you Wonder Woman’s Invisible Jet! (click on image below to enlarge)

 

The Invisible Jet can be played in either Autopilot mode for 50 points or Piloted mode for 106 points.  Both versions have the Amazon, Justice League, Justice Society, and Vehicle keywords.  Both versions also have a range of six and can target a single character with ranged attacks.

The Autopiloted Invisible Jet hits the map with a trait called Difficult to Spot which modifies its defense value by -1 against ranged combat attacks for each opposing character adjacent to it.  The Piloted version also has a trait, Invisible, in which any character within five squares from the Invisible Jet can’t draw line of fire to it.

When Autopiloted, the Invisible Jet begins with three clicks of Phasing/Teleport as it flies at supersonic speed.  Defensively, it starts with two clicks of Energy Shield/Deflection which makes it a difficult target to hit with ranged attacks.  Energy Shield/Deflection is followed by three clicks of a special power, Taking Cover Beneath The Wings.  With this power, friendly characters adjacent to the Invisible Jet can use Super Senses but only succeed on a roll of 6.  In addition, when they use Super Senses and roll a 1 or 2, after actions resolve the Invisible Jet is dealt one unavoidable damage.  In the same three slots as Taking Cover Beneath The Wings, the Invisible Jet has Shape Change to make it even more difficult to attack.

As we reach the back half of the dial, the Invisible Jet drops Taking Cover Beneath The Wings and picks up a click of Regeneration.  That’s followed by three more clicks of Taking Cover Beneath The Wings and another click of Regeneration on the Invisible Jet’s final click.  Offensively, the Invisible Jet picks up Pulse Wave on its last four clicks.

The Autopiloted Invisible Jet possesses the <Standing Man/Passenger> 4 symbol, which allows it to transport up to four friendly characters without the -2 penalty to its speed value for using the Carry combat ability.

The Piloted version of the Invisible Jet possesses the <Standing Man/Passenger> 3 symbol and begins its dial with a five-click run of Phasing/Teleport.  Like its Autopiloted counterpart, it picks up Pulse Wave toward the end of its dial.  In this instance, the Piloted Invisible Jet has six clicks of the power starting on its eighth click.

Defensively, the Invisible Jet starts with three clicks of Taking Cover Beneath The Wings.  Those clicks are backed by Shape Change in the damage slot.  Shape Change sticks around for another click but Energy Shield/Deflection becomes the Invisible Jet’s defensive power of choice for the next three clicks.  A slightly longer run (five clicks) of Taking Cover Beneath The Wings follows Energy Shield/Deflection.  On the Invisible Jet’s last four clicks it Regeneration and Shape Change.

The Invisible Jet has a pair of Pilot Abilities, Purple Ray Rejuvenation and Extended Dome.

The prerequisite for Purple Ray Rejuvenation is that the pilot must have the Amazon keyword, the Justice Society team symbol or the Justice League team symbol.  When the Invisible Jet carries a character, after actions resolve, one carried character that has no action tokens may be given a non-free action this turn.  However, if you do then that character is given a second action token after the action resolves.

The prerequisite for Extended Dome is that the pilot must be named Artemis, Donna Troy, Queen Hippolyta, Troia, Wonder Girl or Wonder Woman.  After the resolution of a move action made by the Invisible Jet, it can immediately use Barrier as a free action and place six blocking terrain markers instead of four.  When Barrier is used as part of Extended Dome, two of the blocking terrain markers must be adjacent to the Invisible Jet but not to each other.

Thanks for reading!  Join us next week for more DC HeroClix: Batman previews, including visits with two characters that are making their HeroClix debuts!