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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Justice League Team Base!

Greetings HeroClix Fans!

Welcome to another team base preview from the upcoming DC HeroClix: Teen Titans set!  Today we travel to the Watchtower to take a look at the Justice League team base!

T002-Justice-League

First off, Justice League can be played at three point values:  565, 365 and 265 points.  Justice League has only the Justice League keyword but three team abilities:  Justice League, Superman Ally, and Batman Ally.

Justice League has two traits, the first of which is “The Founding Members.”  When all members are attached to the Justice League team base, the Justice League’s powers and abilities can’t be countered.  The second trait is called “Watchtower.”  At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team.  Opposing characters with that team ability or keyword can’t use Stealth.

The Justice League team base has a range of 8 squares and starts with Running Shot and a speed value of 12.  An attack value of 12 with Super Strength, a defense of 20 with Impervious, and a damage value of 6 damage with Outwit rounds out the rest of the starting click.  The second click stays the same but without Outwit.  On Clicks 3 and 4, the speed slot gains Phasing/Teleport and the Justice League picks up two special powers: the first is “Truth and Justice,” which prevents opposing characters within four squares from having their combat values modified if the modified value would be higher than the original.  The second special power  allows Justice League to use Defend, Super Senses, and Toughness and is called “We Depend on Each Other.”  In the damage slot Justice League has Shape Change.

At this point in the dial, Justice League is at its 365-point starting line.  Here, the dial starts with Charge and keeps “Truth and Justice.”  Defensively, it picks up Invulnerability.  On click 7, the dial switches to Hypersonic Speed and the team regains Super Strength.  Defensively, it regains “We Depend on Each Other.”  On click 8, Justice League also picks up the use of Perplex.

This is where the 265-point starting line begins.  Justice League has 2 clicks of Running Shot, Super Strength, Impervious, and Perplex. On clicks 11 and 12, Hypersonic Speed returns and the team dial regains “Truth and Justice.”  Its defense is covered by Invulnerability and it regains Shape Change with the possibility of avoiding an attack altogether.

On click 13 Phasing/Teleport returns to movement and defense turns back to “We Depend on Each Other”. Justice League also gains the use of Outwit which will come in handy to counter a power or ability used by an opposing character. On click 14 as well as the next two clicks Super Strength returns. On clicks 15, 16, and 17 Justice League regains the use of Hypersonic Speed and Invulnerability.

On clicks 18 and 19, Justice League’s last two clicks, it has the use of Phasing/ Teleport, “We Depend on Each Other,” and Perplex.

The Asset Dial on the Justice League will provide a wide range of uses depending on which League member(s) you are channeling at the time:

  • Aquaman lets Justice League ignore Shape Change and their attacks can’t be evaded.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Cyborg allows Justice League to use the Sharpshooter ability and modifies their range value by +2.
  • The Flash makes it so opposing characters using Hypersonic Speed modify their attack and damage values by -1.
  • Green Lantern allows Justice League to use Barrier and Telekinesis.
  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  •  Wonder Woman allows Justice League to use Energy Shield/Deflection.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team members that are attached and use their asset ability.

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Later this week we’ll take a closer look at the individual dials of all seven members of the Justice League.  Until then, Shape Change for the win!

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DC HeroClix TabApp TabApp

DC HeroClix TabApp: DC Super Heroes are Here!

Greetings HeroClix Fans!

Today, we take a closer look at the latest additions to the HeroClix TabApp familyHeroClix TabApp is a real-time super hero adventure game intended for ages 8 and up.  The big bonus is that each HeroClix TabApp figure is 100% compatible with the HeroClix game engine and comes with its own character card, and today we begin our in-depth look at the figures that comprise our first of two DC HeroClix TabApp sets with the DC Super Heroes TabApp pack.

 

The first figure in the set is the Man of Steel himself,  Superman, playable at either 250 or 150 points.  Superman begins play getting himself into position to use his Running Shot with a printed 7 range, and the Indomitable combat ability will allow him to act again next turn with no fear of pushing damage.   Retaliating against the Superman will be a challenge as he has an opening 19 defense with Impervious to protect him.    His second click sees him switch tactics as he now has Charge to go after any foe that attempts to escape him, and Exploit Weakness will ensure that the damage sticks.  A little further into his dial, Superman again switches tactics as he now has Hypersonic Speed to utilize his entire movement to make a close or range attack.    In this stretch, Superman changes his damage reducer to Invulnerable.

Mid-dial is where Superman’s 150 point start line is located.  He begins play (or continues on) with Hypersonic Speed, and still has a few clicks of Invulnerable to protect himself.   After this is again the effective combination of Charge and Exploit Weakness.   His next click will see the return of Running Shot, and Superman will trade damage reducers again, this time for a few clicks of Toughness. 

At the end of his dial, Superman his ability to pummel an opponent as Flurry will be on the rest of his dial.  Toughness will continue to protect Superman as his defensive values climb back to the values at the front of his dial.  On his last click, Superman can bet on his ability to damage an adjacent figure in close combat as Exploit Weakness is paired with Flurry, while being protected by his printed 19 defense, or, try to get a good roll on his Regeneration. 

Superman also possesses a trait called Strength from the Yellow Sun, which allows him to use Super Strength.  This trait goes on to say that when he uses an object in an attack, the damage is reduced by 1, and after the action resolves, the target is dealt 1 unavoidable damage.   Superman has the Justice League and Superman Ally team abilities, and can fit on many theme teams with the Justice League, Kryptonian, Metropolis, Reporter and Trinity keywords.  Or, you can download HeroClix TabApp and play the solo game for some real-time heroic action!

Next up in the DC Super Heroes  DC HeroClix TabApp set is the Caped Crusader, Batman!

 

Like Superman, Batman can be played at two point levels, in this case either 75 or 100 points.  First, Batman has an Improved Movement ability that allows him to ignore hindering terrain for movement purposes called Familiar Terrain.  Batman also has a trait called Hiding in the Shadows that allows a square he occupies to be considered hindering terrain for line of fire purposes if he is adjacent to a wall, blocking terrain or a square of higher elevated terrain.  This pairs very nicely with his Batman Ally team ability, and he also has the Justice League team ability.

Batman begins play with a special power on his opening clicks that lets him take the fight right to an opposing figure or two called Earth’s Greatest Fighter, which allows him to use both Charge and Flurry.  Toughness will allow him to reduce damage these clicks.  Batman has Perplex on his first click, to allow the modification of a combat value to best help himself or his team, followed by a click of Outwit to allow his to deprive an opposing figure of a key power.

Midway into Batman’s dial is his 75 point starting line.   At this point, Batman Incapacitate, which can be used with his printed 5 range, or in close combat, where he will be more challenging to hit due to his string of Combat Reflexes.  Outwit will again allow him to remove a power from an opposing figure.  His next click will again give him his Earth’s Greatest Fighter special power for a couple of clicks.  These clicks have Perplex, and then Incapacitate on them.   On his last click, Batman again has Toughness to protect him, and Outwit to be a help to the rest of your force.

Batman can easily fit onto many theme teams with the Batman Family, Justice League, Martial Artist and Trinity keywords, or can go on a solo adventure in the HeroClix TabApp game.

Last, and certainly not least, is the Warrior Princess of the Amazons, Wonder Woman!

 

Playable at either 75 or 150 points, Wonder Woman has a trait called Amazonian Princess that allows her to use Leadership, with the added effect that if she rolls a 6, she may remove an action token from herself or an adjacent character with the Amazon or Trinity keyword.

Wonder Woman begins play with the always potent combination of Charge and Super Strength, while she is protected from harm with Invulnerable.   The Indomitable combat ability will allow her to act without fear of pushing damage.  This combination of powers will pretty much cover the first three clicks of Wonder Woman’s dial, until she trades Charge for Plasticity and Exploit Weakness. 

Mid-dial is Wonder Woman’s 75 point starting line, which looks familiar with two clicks of Charge followed by a click of Plasticity.  Defensively, Wonder Woman gains a special power called Indestructible Bracelets, which allows her to use Energy Shield Deflection, Super Senses and Toughness.   This stretch of her dial also begins with Exploit Weakness, and then a couple of clicks of Close Combat Expert.  The end of Wonder Woman’s dial sees her again able to deal penetrating damage with closing clicks of Exploit Weakness, or she can choose to try to regain health with Regeneration.  

As with all the figures in this pack, Wonder Woman can be used to undertake her own adventure with the HeroClx TabApp download, or team up on you HeroClix force with the Amazon, Justice League, Trinity or Warrior keywords.

We hope you’ve enjoyed this first look at the HeroClix TabApp and combat dials for the DC Superheroes HeroClix TabApp packHeroClix TabApp packs will be available at Toys ‘R Us, Wal Mart,  and your friendly local game and comic stores, and you can get the HeroClix TabApp app FOR FREE  in the iTunes App Store!

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DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Batman, Superman, and Wonder Woman!

Greetings HeroClix Fans!

Welcome back as we begin our series of previews for the DC HeroClix: Streets of Gotham set! Streets of Gotham is the second installment in the No Man’s Land Storyline Organized Play event seriesas well as a follow up release to the DC HeroClix: Batman set.  Available as a countertop display, the core release of DC HeroClix: Streets of Gotham will be sold in single-figure boosters and Team packs similar to the Avengers movie countertop display release from earlier this year.  (More details can be found here on our Retailers Assets Page)

Today, we look at one of the Team packs available in the set.  This Team pack was first shared with our retail partners via oure newest feature, the WizKids Wire and features DC Comics’ Trinity of Batman, Superman, and Wonder Woman!  First, let’s start with Batman:

Gotham’s Dark Knight comes into play at 76 points and has a range of 4.  He also an Improved Movement ability, Bat-Training, which allows him to ignore hindering and elevated terrain when he moves.  Speaking of movement, Batman starts his dial with two clicks of Stealth which blocks hindered lines of fire to him.  Stealth is followed on Batman’s dial by three clicks of Flurry as he takes on two opponents at once.

To aid Batman in his covert endeavors, he has Smoke Cloud in the attack slot of his first click and works well with his Stealth.  Once Batman is off his top click, he drops Smoke Cloud in favor of a special power, It’s Necessary for the World to Be Afraid of Us, which appears for the remainder of Batman’s dial.  With this special power, when Batman rolls doubles (excluding a critical miss) and misses with that roll, it’s instead considered a hit if the target has one action token.

If an opposing character somehow manages to strike Batman from range or with a close combat attack, he then relies on his body armor (Toughness) to protect him on his first click.  He also has the Indomitable combat ability, which allows him to use WillpowerToughness is followed by three clicks of Combat Reflexes as Batman ditches the body armor and relies upon his combat training to keep him from getting hit.  In his damage slot, he starts with two clicks of Outwit as he stays three steps ahead of his opponents, then switches to three clicks of Perplex to show that he’s prepared for almost anything.

Batman makes a viable choice against forces that rely on ranged attacks as many opponents will likely find themselves taking the fight up close instead.  While Batman works best as a close combat attacker, his Justice League teammate Superman can hurt an opponent from both near and far.

Superman has a full dial of Super Strength in his attack slot, which allows him to pick up objects and use them in attacks.  He also has a range of 7 for those times when he’s attacking without any objects. In his movement slot, Superman starts his dial with two clicks of Charge to get him into combat quickly.  That’s followed by a click of Hypersonic Speed as Superman swiftly moves around the map and attacks while daring opponents to catch him if they can!  Hypersonic Speed returns on clicks five and six while Running Shot occupies the remainder of his speed slots.

Earth’s sun strengthens Superman so defensively he starts with two clicks of Impervious.  That’s followed a pair of Invulnerability clicks to show that Superman’s still bulletproof despite having moved toward the heart of his dial.  Toughness becomes Superman’s defensive power of choice on his last four clicks as he shows his opponents that he’s unyielding in his fight for what’s right.  On his fourth, seventh and eighth clicks, Superman can really pack a punch with his ranged attacks by using his Heat Vision (Ranged Combat Expert).

At 196 points, Superman makes up the majority of a force in smaller-point games. However, he has a great set of combat values and makes an excellent choice as the centerpiece for many teams.

Finally, we come to the third member of the DC Trinity, Wonder Woman:

Wonder Woman begins play with a Trait, Lasso of Truth, which allows her to use Incapacitate as if she had a range value of 6.  When Wonder Woman uses Incapacitate, hit characters can’t have their combat values modified until your next turn.

Coming in at 125 points, Wonder Woman begins her dial with a click of Charge as she fearlessly enters combat.  Once she’s made her attack, she defends herself with a special power called Bullets and Bracelets, which allows her to use Toughness.  In addition, Wonder Woman can use Defend if an adjacent friendly character is the target of a ranged attack.  Bullets and Bracelets appears on Wonder Woman’s first four clicks.  On Wonder Woman’s first three clicks, she can deal extra damage by using Close Combat Expert.

Once Wonder Woman is off her top click, she drops Charge in favor of Flurry for her next three clicks as her warrior’s fury takes over.  Charge, however, returns on her last three clicks and makes a nice companion to Quake, which appears in Wonder Woman’s attack slot.  In her defense slot, she drops Bullets and Bracelets for Invulnerability as her status as Zeus’ daughter allows her to absorb damage.

Wonder Woman’s combat values remain steady until her last two clicks.  Bullets and Bracelets makes her an ideal teammate for characters that could use a defensive boost through Defend. On the offensive end, Wonder Woman can dish out a lot of damage thanks to Close Combat Expert and Flurry.

All three team pack characters have the Justice League keyword and the JLA team ability, which allows you to use a move action that does not count toward your available actions for the turn.  In addition, Batman has the Batman Family keyword, Superman possesses the Kryptonian and Metropolis keywords, and Wonder Woman has the Amazon and Warrior keywords.

That’s all we have for today!  Please join us again soon as we continue to reveal more secrets from the DC HeroClix: Streets of Gotham set.  Until then, keep your Clix off their KOs!

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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!

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Justice League Preview

Amazon Princess of the Justice League: Wonder Woman!

Greetings, HeroClix fans!

 

For today’s DC HeroClix: Justice League preview we shine the spotlight on a warrior who commands an equal amount of respect from the superhero community as her colleagues Superman and Batman.  From the island nation of Themyscira, please welcome the daughter of Hippolyta and Zeus, Wonder Woman!

DC HeroClix: Justice League features more than 20 ALL-NEW, unique sculpts and dials for characters in the New 52 DC Universe.  As one of the New 52 Universe’s strongest characters, Wonder Woman packs quite a punch with the combo of Charge and Super Strength on her first click.  Those powers are backed defensively by Impervious.

Wonder Woman’s next two clicks feature the same mix of powers:  Charge remains in her movement slot to help her defend the helpless, while her Amazon strength is represented via Close Combat Expert in her damage slot.  Defensively, Wonder Woman switches from Impervious to Invulnerability.  She also has the Indomitable combat ability.

As we reach the heart of Wonder Woman’s dial, Charge makes way for three clicks of Flurry to show that Diana has two bracelets to go along with her two fists. A special power, Lasso of Truth, appears on these same three clicks and represents Wonder Woman’s ubiquitous weapon!  When Wonder Woman is given a power action to use Lasso of Truth, she can make a ranged combat attack as if she had a range value of 4. The attack deals no damage but a character that is hit is given an action token and all its speed and damage powers are countered until your next turn.

Defensively, Wonder Woman puts her hand-to-hand Amazon training to use as she drops Invulnerability in favor of Combat Reflexes for two clicks.  Wonder Woman gains Toughness on her last three clicks.

Charge and Super Strength return on Wonder Woman’s last two clicks. In case there are no objects for Diana to use with her Super Strength, she also regains Close Combat Expert to help her dish out extra damage.

Wonder Woman comes in at 136 points and has the Justice League team ability.  She makes a viable main attacker on many forces and her keywords (Amazon, Deity, Justice League, and Warrior) offer plenty of options for team building.

Thanks for reading!  Please join us next time for our next DC HeroClix: Justice League preview when we visit with a monarch who spends as much time on land as he does in water!  Until then, keep your Clix off their KOs!