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 [News] DC Trinity War

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Date d'inscription : 21/08/2013

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MessageSujet: [News] DC Trinity War   [News] DC Trinity War EmptyMer 31 Déc - 20:41:29

Greetings HeroClix Fans!

Today, we’re excited to introduce our series of previews for the DC HeroClix: Justice League Trinity War! Of course, there’s no finer way to introduce the set than by featuring a pair of powerhouses starting with the face of the DC Universe, the Man of Steel, Superman!

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Superman possesses a trait called “A New Kind of Justice League,” which will make already effective Justice League teams even more dangerous. Granting any adjacent friendly characters with a lower point value and the Justice League keyword the Superman Ally team ability will allow for strategic positioning options and opens up characters like Booster Gold, Green Lantern, Cyborg, and Guy Gardner to freely take ranged combat shots at opposing characters without having to worry about Stealth getting in the way. Better yet, if you pair Superman with Batman or Wonder Woman, those characters don’t have to be adjacent or have a lower point value to take advantage of this spectacular trait.

The Special Powers that Superman has run the gamut of his abilities. In the middle of his dial on his attack, he has a Special Power called “Freeze Breath” which grants Superman Incapacitate. On top of that, if he uses it as a close combat action, he’s able to target all adjacent opposing characters! Additionally, when using it as a ranged combat action, if his target is hit, all untargeted characters adjacent to the target are hit. That’s some serious board control! To go along with that on his attack he has the standard power Super Strength at the top and near the close of his dial.

Defensively, Superman starts off with a 19 defense and a click of Invincible, before transitioning into his Defense Special Power called “True Invulnerability Comes From Within,” which grants Clark the use of Impervious. As a bonus, if Superman was damaged by an opposing character’s attack since your last turn, Superman is healed of one damage. Later on down the dial, Superman has Invulnerability, and then closes out his dial with super senses. Not to be overlooked is the fact that he is Indomitable, so don’t be afraid to push the Kryptonian hero!

Superman has a damage Special Power on his top dial of both his 250 and 115 point starting lines called “Inspiring Hero.” This grants Superman the ability to use Leadership. With that comes a great added effect – if he does use Leadership and succeeds, the attack and defense values of all friendly characters is modified by +1 until your next turn. He closes out his attack with two clicks of Ranged Combat Expert, which play together nicely with both the Superman Ally team ability, and his seven range.

Superman’s dial begins strongly for his movement powers, starting with a 12 with Hypersonic Speed, before moving through Running Shot, Charge, and finally closing out with Sidestep. Superman  never lacks for mobility, and this dial has it in spades – every click leaves options for Superman to get into the mix or out of trouble, and his damage levels will leave your opponent second guessing their positioning against a team featuring the last son of Krypton.

As mentioned earlier, Superman has two point costs for his dial, opening with 250 points for 10 clicks, or 115 points for 5 clicks. He also features the keywords Justice League, Kryptonian, Metropolis, and Trinity, which will allow Kal-El to fit in on many themed teams as the featured attacker. He also qualifies for several significant Additional Team Abilities (ATAs), including Justice League: Silver Age, Justice League Dark, and Kryptonian. With all those strong ATAs, don’t overlook Justice League: New 52, which will make use of his “Inspiring Hero” special power.

And now we have one of the members of the twisted alternate version of the Justice League on Earth 3 known as the Crime Syndicate!

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Ultraman possesses a long dormant team ability representing his corrupt alliance of evil.  To recap, you can find a description of the Crime Syndicate team ability (as well as all other DC HeroClix team abilities) here.

That use of Probability Control (even at the potential expense of his allies) as well as the Improved symbol granting him the ability to ignore hindering terrain for line of fire means that opposing characters will have a hard time avoiding the deadly attacks of Ultraman.

Being a mirror opposite of Superman, Ultraman is weaker when exposed to the sun.  This is represented on his dial by the trait Hiding From the Sun, which prevents his powers from being countered when Ultraman occupies hindering terrain.  And seeing as the Wing symbol allows him to move in and out of hindering terrain at will, Ultraman should have no problem staying in the shade.

When selecting to start Ultraman on his larger point value of 225, he starts off with 2 clicks of Hypersonic Speed, Super Strength, and Invincible.  But don’t let this focus on up close brawling powers cause you to miss his 8 range and the Ranged Combat Expert present on his second as well as his fourth click which doubles as the starting line of his 125 point value.

It’s still damage reducers all the way down Ultraman’s dial even once the first two clicks of Invincible wear off with Impervious, Invulnerability, and Toughness for two clicks each.  And to burn through your opponents damage reducers, the ever-popular combination of Running Shot and Penetrating/Psychic Blast make an appearance on clicks 3 and 5, letting Ultraman dish out the penetrating damage.  But even when those powers aren’t around on clicks 4 and 6, Charge accompanies the return of Super Strength to keep the big hits coming.

As he is known to fly off the handle quite a bit more easily than Superman, Ultraman ends his dial off with a couple clicks of Battle Fury and brings back Hypersonic Speed.  This rage, coupled with the Indomitable symbol granting him Willpower throughout his dial, means Ultraman will not stop until all of his opponents are no longer capable of interfering with his plans.

Ultraman has the Crime Syndicate and Ruler keywords representing his megalomaniacal tendencies and can either be a tentpole figure at his full 225 point value or a bit more of a (moderately reluctant) team player when fielded at 125 points.

Now that you’ve seen the good and the evil versions of the Man of Steel, please join us next time when we continue the sneak peek at the DC Heroclix: Justice League Trinity War set with a look at the mystical side of the New 52 universe.



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-superman-ultraman/#ixzz3NVRS4ETB


Dernière édition par colossus le Ven 2 Jan - 20:55:02, édité 1 fois
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 2 Jan - 20:54:45

Happy New Year HeroClix Fans!

It’s not uncommon for many people to take a look back at their lives as they inaugurate a new year, so we thought we’d look at a pair of long-lived characters from the upcoming DC HeroClix: Justice League – Trinity War.

First up is the winged warrior better known as Hawkman!

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Hawkman begins play with a fantastic Speed-based special power called I Own the Sky which allows Hawkman to use Charge. However, when he does, Hawkman does not have to halve his speed value (allowing for a full-movement Charge) and if he successfully hits his target, he can then use Sidestep as well! With his impressive combat values, Hawkman can readily maneuver in for a first strike attack using I Own the Sky and his full 10 speed value, then move out of the way thanks to Sidestep, allowing for an unobstructed target for subsequent ranged or close combat attacks by his teammates.

Hawkman’s combat dial also opens up with two powers that demonstrate his melee skills and ferocity in combat. Precision Strike ensures that when he successfully hits targets with a close combat attack (say, when he uses I Own the Sky), the target will take at least one click of damage. If Hawkman uses a close combat action, Close Combat Expert will give him either an attack or damage boost (or both!)

Near the end of his combat dial, Hawkman’s Precision Strike is replaced with a new Attack-based special power called No Matter the Odds, They Will Fall Before Me (NMtOTWFBM). NMtOTWFBM grants Hawkman the use of the Quake standard power, and if he is part of a Justice League of America themed team he can be given a move action and then use Quake as a free action!
Defensively, Hawkman’s combat dial opens with Energy Shield/Deflection which grants him a defense bonus when he is targeted by ranged combat attacks. Mid- to end-dial, Combat Reflexes grants Hawkman a defense bonus against close combat attacks.

Near the end of his dial, Hawkman’s I Own the Sky special power is replaced with standard Charge, while Close Combat Expert is replaced by Battle Fury. Hawkman cannot make ranged attacks due to Battle Fury (no big deal since his range value of 0), but Battle Fury does protect him from both Incapacitate and Mind Control attacks.
Hawkman’s competitive and consistent combat values help make him a fantastic addition to any HeroClix team. The JLA team ability and his Justice League of America, Past and Warrior keywords make him an easy addition to competitive and fun theme teams.

Next up, we look at a seemingly immortal villain, Vandal Savage!

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Vandal Savage possesses two traits that reflect his long-lived experience and biology; Seemingly Immortal grants Vandal Savage a click of healing if his player clears two action tokens from him. The second trait, I Was Alexander, Genghis, Vlad… grants Vandal Savage the use of Leadership. When Vandal Savage uses Leadership and succeeds, friendly characters on his team receive a +1 bonus to their attack values for that turn!

Vandal Savage’s combat dial possesses a myriad of powers (again, reflecting his long life’s experience): he begins play with Charge, Toughness and Shape Change which allows him to get directly into the fray, withstand a few hits, and avoid attacks entirely. Vandal Savage also starts with an attack special power called Trained in Every Style of Fighting which grants Vandal Savage the use of Close Combat Expert, and Probability Control when he uses Close Combat Expert.

After his first click, the Trained in Every Style of Fighting Style special power is replaced by the Super Strength while Flurry replaces Charge. Near the mid-point of his combat dial, Vandal Savage gains the use of Stealth, Invulnerability, and a new special power titled Tactician That Won A Thousand Wars. This Damage-based special power grants Vandal Savage the use of Outwit and Perplex as if possessed a range value of 8 and the Improved Targeting: Characters combat ability.

Mid-dial (or the beginning of his 160-point combat dial – more on that later), Vandal Savage again gains the use of Charge and the Trained in Every Fighting Style special power. Vandal Savage also gains enhanced protection from Invincibility.

Mid- to late dial, Vandal Savage’s combat dial is a mix of powers and special powers we’ve seen earlier, with the addition of Plasticity (which makes it easier for Vandal Savage to break away while making it harder for his opponents to do the same), as well as Steal Energy, allowing Vandal Savage to regain clicks of health while he simultaneously attacks his enemies.

Vandal Savage’s combat values are largely consistent throughout his dial; his attack value climbs steadily towards the end of his dial, while his defense dips a little but largely Vandal Savage’s combat dials remain competitive and worthwhile throughout his entire dial.

Vandal Savage can be played at two different point values (250 and 160) allowing him to fit on a myriad of team builds and strategies. He possesses the Demon Knights, Injustice Society, Past, Ruler and Secret Society of Super-Villains keywords which makes him an easy addition to a broad variety to themed teams.

We hope you’ve enjoyed this look at two more of the exciting figures found in the upcoming DC HeroClix: Justice League – Trinity War set! Stay tuned to HeroClix.com for more fantastic previews to come, and happy New Year to all of our fans!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-hawkman-vandal-savage/#ixzz3NhBsu0Qo
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 5 Jan - 21:45:23

Greetings HeroClix Fans!

Our latest preview from the upcoming DC HeroClix: Justice League – Trinity War is an A.R.G.U.S. scientist and (reluctant) member of the government sanctioned Justice League of America. We are of course referring to Arthur Light, better known as Doctor Light!

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Doctor Light’s metahuman powers are all center around his ability to control light. Offensively, this is represented by some opening clicks of Penetrating/Psychic Blast, which allows Doctor Light to bypass damage-reducing powers on any successfully hit targets. Mid-dial, Doctor Light switches tactics as he becomes more involved in the fray (he is a scientist first and foremost after all) as he replaces Penetrating/Psychic Blast for the more explosive Pulse Wave, allowing Doctor Light to attack multiple foes simultaneously.

Adding to Doctor Light’s offensive capabilities are further enhanced thanks to a couple of clicks of Running Shot which parallel the occurrence of Pulse Wave on Doctor Light’s combat dial. This potent combination enables Doctor Light to maneuver into the best position available (thanks to Running Shot) and unleash his Pulse Wave against opposing figures within range.

Defensively, Doctor Light gains a bonus against ranged combat attacks targeting him thanks to Energy Shield/Deflection. Mid- to late dial, Doctor Light’s new energy-based existence is represented by his ability to potentially recover from attacks courtesy of two clicks of Regeneration.

As we mentioned earlier, Doctor Light is a scientist and his keen understanding of metahuman energy-based abilities allows him to help his allies strike where they can do the most good. This is represented by three clicks of Enhancement which will add one to the damage dealt by any friendly character’s ranged combat attack who happens to be adjacent to Doctor Light. Late-dial, Doctor Light’s energy-based existence is represented by two clicks of Shape Change, potentially adding to his defensive capabilities (after all, if his opponent’s cannot target him, they cannot damage him!)

Doctor Light is not a powerhouse by any means, but he is a team player and will make a great back-up or tertiary attacker for any A.R.G.U.S., Justice League of America, or Scientist themed teams. At 56 points, Doctor Light will be an easy addition to most team builds and strategies.

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After being seemingly killed in battle by Superman during the Trinity War, Doctor Light was soon after found to still be alive, albeit changed dramatically into a fully energy-based metahuman! The common Prime version of the character brings a host of offensive capabilities to the table.

The Prime Doctor Light begins play more aggressively than his flesh and blood counterpart; his combat dial opens with Running Shot and Penetrating/Psychic Blast!

Running Shot is enhanced by the Prime Doctor Light’s trait, Bouncing Around the World at Light Speed. This trait allows Doctor Light’s player to roll a six-sided die at the beginning of their turn and replace Doctor Light’s speed value with the die result plus his printed speed value! Further adding to Doctor Light’s mobility is his Enhanced Mobility: Blocking Terrain combat ability; when Doctor Light decides to attack someone with Running Shot, his opponent’s will be hard-pressed to find a safe spot to hide!

Mid- to late-dial, Doctor Light exchanges Running Shot for Phasing/Teleport which further enhances his mobility by allowing him to bypass virtually every obstacle in his path. Doctor Light also picks up a couple of clicks of Ranged Combat Expert as well as Pulse Wave; two fantastic and potent ranged combat options depending on whatever the situation at the moment calls for.

Initially, Doctor Light receives some potential protection from being targeted and attacks thanks to the combination of Shape Change and Super Senses. Mid-dial, Doctor Light gains the use of Invincibility which halves half of the damage dealt to him from attacks! Late-dial, Doctor Light’s Defense-based special power, Reforming Myself, grants Doctor Light Energy Shield/Deflection and, if Doctor Light is given a move action during your turn, he can also use Regeneration to get him back to earlier in his combat dial.

The Prime Doctor Light is a potent addition to any lineup – his array of offensive capabilities and consistent combat values makes him an easy choice for inclusion on any A.R.G.U.S., Justice League of America, or Scientist themed teams (just like his common counterpart in fact). The Prime Doctor Light is more expensive at 108 points, but still leaves enough room in a standard 300-point team build to include a host of options regardless of one’s HeroClix strategy.

We hope you’ve enjoyed this sneak-peek at the upcoming DC HeroClix: Justice League – Trinity War set. Stay tuned as we share more exciting characters in the days and weeks to come!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-dr-light/#ixzz3NywJhAna
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 7 Jan - 21:20:56

Greeting HeroClix Fans!

The DC HeroClix: Justice League Trinity War previews continue with two denizens of the supernatural corner of the New 52 universe. First up is the sometimes leader of all vampires, Andrew Bennett, occasionally known as I, Vampire.

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I, Vampire can be added to your force at either 75 or 170 points but both values cause Andrew to start at click one. His trait Rise of the Vampires and Beyond states that if you’ve fielded I, Vampire at 75 points he is KO’ed when he crosses the red KO line after his sixth click, otherwise he has access to all 9 clicks of his dial. He possesses the Justice League Dark and Monster keywords allowing him to side with some of the more powerful mystical heroes in the DC universe or with creatures a bit more in line with his darker side.

His dial starts off with a very deadly combo of close combat powers. Two clicks of Charge combine perfectly with the potentially devastating Blades/Claws/Fangs and Exploit Weakness on his attack and damage tracks. This will allow you to risk Bennett’s printed two damage for the chance of eliminating or, at the very least, crippling nearly any opponent.

And while I, Vampire has no range, his Flight combat ability will allow him to utilize the Hypersonic Speed he gains on his next two clicks well in an attempt to use the Steal Energy that he has for the rest of his dial save one very important click. But if you can use that signature power of vampires effectively, healing back up to his second click (and the penetrating damage it offers) is quite possible and perhaps even likely since the Indomitable symbol on the dial will allow for frequent feedings.

Clicks five and six, the last two you’ll get for 75 points, give way to a bit of a less aggressive version of I, Vampire. Phasing/Teleport provides even more reliable movement while Outwit gives the vampire the means to disrupt your opponent’s plans.

Now I, Vampire isn’t all offense as his early dial brings Toughness representing the resilience of the undead, which gives way to Combat Reflexes and Super Senses making those hits miss just a little bit more easily. And now that we have seen what 75 points will bring to your force, the next three clicks are what happens when Andrew is allowed to absorb the power of Cain, the first vampire!

Perhaps most importantly is the special power that replaces Steal Energy on I, Vampire‘s attack track for one click only called Empowered By Cain’s Demise that will ensure that you get to experience the true power of a vampire unleashed. This special power stops the dial from being turned any further when the power is revealed.

A pair of special powers gives I, Vampire‘s final three clicks some bite (we couldn’t help it). The first, appearing on the movement track, is Ultimate Vampire which grants I, Vampire Hypersonic Speed, the Mystics team ability, and prevents his powers from being countered. And on his damage track, Resurrection Energies grants Probability Control and a lets you give Bennett a power action to heal each adjacent friendly character of one damage.

Impervious and the return of Steal Energy conspire to keep I, Vampire on that deadly 7th click where his very high combat values will cause problems galore for your opponent.

And now that we’ve looked at an ageless demon, let’s turn to one of the younger members of the mystical community, Tim Hunter!

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As a young man fated to wield great magical power but still not yet trained in the mystic arts, Tim Hunter is a 58 point addition to your force that benefits greatly from team synergy with both his Justice League Dark and Mystical keyworded allies. For example, the Expelled Unnatural Magic trait, which protects Tim himself and adjacent allies with the Justice League Dark keyword from being targeted by your opponent’s use of Probability Control.

Tim Hunter‘s first three of his four clicks are not terribly impressive stats wise but, some very versatile special powers along with the presence of Phasing/Teleport can make him a valued addition to your force. The first special power, Mentored by the Trenchcoat Brigade, allows you to give Tim a free action and copy all of the powers of an adjacent Mystical ally until the beginning of your next turn. And in keeping with the adjacency theme, the Everyone’s Annoyingly Concerned For My Welfare defensive special ability allows Tim Hunter to replace his defense value with the unmodified value of those same Mystical friends.

But if Tim’s mentors and protectors can manage to get him to his fourth click, his training pays off and his combat values skyrocket. Along with impressive brute force, Tim Hunter gains Running Shot, Impervious, and Perplex along with a special power called Destined to be the World’s Greatest Magician. This all inclusive power gives Tim Energy Shield/Deflection, Probability Control, Pulse Wave, Super Senses, and Willpower which is a lot more power than you typically see on a 58 point figure.

The key with both Tim Hunter and I, Vampire will be utilizing their early strengths appropriately and then getting them to their powerful end dials and keeping them around long enough to get your points worth.

We hope you’ve enjoyed this sneak-peek at the upcoming DC HeroClix: Justice League – Trinity War set. Stay tuned as we share more exciting characters in the days and weeks to come!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-vampire-tim-hunter/#ixzz3OAXBWYrQ
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 9 Jan - 20:03:38

Greetings HeroClix Fans!

Today we bring you another preview from the upcoming DC HeroClix: Justice League – Trinity War set! Today we are storming in with two great characters, Firestorm and Deathstorm. We’ll start this fire with Firestorm!

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Ronnie Raymond and Martin Stein were caught in a nuclear explosion, and the weird part was they didn’t die. Instead they were fused together to make Firestorm! Now Ronnie and Jason Rusch combine thanks to the Firestorm Matrix, which grants the ability to rearrange the atomic and subatomic structure of inorganic matter, rearranging subatomic particles to create objects of different atomic characteristics of equal mass.

Firestorm is a svelte 140 points of heroic fusion! He/They possess the Wing symbol and a 7 range with two targets. He/They also have the keyword Justice League of America. Top click Firestorm starts with Running Shot, Invincible, Outwit, and the special attack power Hydrogen? That One’s Easy states Firestorm can use Energy Explosion and Precision Strike. This ensures when Firestorm hits, it will burn through your opponent’s defenses!

If pushed or damaged onto his/their 2nd click, Firestorm keeps his special power but changes to Phasing/Teleport, Toughness, and Perplex. His attack and defense combat values increase as well so you may choose to use his Perplex to increase his damage or range value instead for another attack. By click 3 he/they regain Running Shot and Outwit so pushing is a good option him/them.

On clicks 4 and 5 Phasing/Teleport makes a reappearance. Newly added is the addition of Poison and Ranged Combat Expert as well. On click 5 his Toughness turns into Energy Shield/Deflection so make sure he/they are parked in hindering terrain to get a +3 boost to defense from ranged attacks. The last 2 clicks are heralded by Earthbound/Neutralized and Pulse Wave, which once again can give you some really good options. Your opponent may keep their distance to stay out of the range of Pulse Wave, or conversely, Firestorm can now be carried somewhere to safety to give him time to use Regeneration on click 7.

Speaking of defense, Firestorm has the trait CH2=C(CH3)CH=CH2 that in today’s game can really give him/them some protection from your opponent’s attacks. It reads when Firestorm would take damage from another character assigned a resource, Firestorm ignores that damage and rolls a d6. When he does, on a result of 1 – 3, deal Firestorm 1 unavoidable damage. This ability can’t be ignored. So if you go against an opponent with a resource on a single character, use Firestorm to take care of that character while the rest of your team protects him/them.

Up next, Deathstorm!

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On Earth-3, Professor Martin Stein would experiment on humans to unlock secrets of life by giving his experiments death with the ultimate goal to experiment on himself. He fused himself with a corpse, became Deathstorm then followed the Crime Syndicate to the main DC Universe after their earth was destroyed.

At 150 Points, Deathstorm is half of a 300 point team, does he have what it takes to justify his cost? He starts with the Wing symbol, a 7 range and 2 targets just like his counterpart above, but Deathstorm possesses Improved Targeting: Ignores elevated and hindering terrain for line of fire purposes. Winning the dice roll for map choice and utilizing a map with multiple levels of elevated terrain could work really well for him. His keywords are Crime Syndicate and Scientist.

He also has the Crime Syndicate team ability that says, “Characters using the Crime Syndicate team ability can use Probability Control. When a roll is ignored because of this team ability an action token must be placed on a friendly character on the battlefield or the roll is not ignored. Uncopyable.” This token can be on any friendly character, even cheap support pieces that are across the map in your starting area that you don’t even have to have line of fire to. Perhaps one or two 33 point S.T.A.R. Labs Technicians, with the Scientist keyword, the ability to give characters Precision Strike, and she possesses Telekinesis, and Support, just sayin’.

Deathstorm starts his 7 click dial with Running Shot, Invulnerability, and the special damage power Human Experimentation that says Deathstorm can use Perplex. When he does, if he targets a character 75 points or less, he may modify a combat value other than damage by +2 or -2. Perhaps a 40 point A.R.G.U.S. Researcher could help with range here?

His second click changes to Phasing/Teleport and Toughness while retaining his special power through click 3. Click 3 he regains Running Shot and he obtains Energy Explosion for the next 3 clicks. Together with his Perplex and CSA team ability Probability Control, hitting an opponent won’t be a problem.

On click 4 Deathstorm gets Outwit and the special defense power Absorb Your Energies. It states Deathstorm can use Energy Shield/ Deflection and Toughness. If this click is revealed as a result of taking damage from a ranged combat attack, after actions resolve, roll a d6 and heal him of damage equal to the result. Potentially, if your dice rolls are really good, he can’t be killed! His last click he possesses Regeneration.

For a 300 point theme team, try Deathstorm, a S.T.A.R. Labs Technician and A.R.G.U.S. Researcher from DC HeroClix: The Flash set, and Egghead from the DC HeroClix: Batman Classic TV set. A +4 to map roll to get map choice with plenty of elevated terrain, plenty of Perplex, Probability Control, Outwit, Support, and Telekinesis to keep Deathstorm doing what he does best!

That finishes this preview, but make sure you stay “inside” next week for the next preview from the DC HeroClix: Justice League – Trinity War set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-firestorm-deathstorm/#ixzz3OLurSOlN
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 12 Jan - 21:13:31

Greetings HeroClix Fans!

We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set!  Today, we take a look at two men who share the same alias but lead different criminal organizations.  First up is Earth 3’s version of Alfred Pennyworth, aka The Outsider!

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The Outsider comes into play at 66 points and boasts a five-click dial.  He has a three-square range with a single target and a pair of named keywords (Crime Syndicate and Secret Society of Super Villains) to provide you with options when including him on themed teams.  The Outsider has two printed team abilities:  Calculator allows him to act as a wild card.  The uncopyable Crime Syndicate lets him use Probability Control, but he may place an action token on a friendly character on the battlefield when ignoring a roll when using the team ability.

True to his character, The Outsider works primarily behind the scenes while the rest of his team handles the heavy lifting.  The Outsider hits the battlefield with a trait called A Different Kind of Butler that can keep his teammates cleared of tokens that are assigned through the use of Probability Control.  Themed Team Probability Control (TTPC) and the Crime Syndicate team ability immediately come to mind.  A Different Kind of Butler reads, “When a friendly character uses Probability Control and an action token would be assigned as a result, you may deal The Outsider 1 unavoidable damage instead.”

A Different Kind of Butler is not only helpful by managing action tokens that are assigned through the use of Probability Control, it also helps The Outsider move off his top two clicks and assume a vital role for his team.  We’ll explain why a little later; for now, let’s take a look at The Outsider’s top two clicks.

The Outsider starts his dial with the same mix of powers:  Stealth in his speed slot means you’ll want to play him on a map with plenty of printed hindering terrain.  If that’s not available, The Outsider can create his own hindering terrain by using Smoke Cloud.  Willpower in his defense slot let him ignore pushing damage while Outwit in his damage slot allows him to counter a foe’s power or combat ability as needed.

On clicks 3 and 4, The Outsider’s power set changes up.  Stealth is replaced with Phasing/Teleport and high speed values of 11 and 10, respectively, to move him where he can be at his most beneficial (or disruptive).  Willpower is dropped in favor of Energy Shield/Deflection and defense values of 15.  Support takes over for Outwit, allowing The Outsider to heal his teammates of damage.

Earlier, we mentioned The Outsider taking an active role for his team once he’s off his top two clicks.  A special power called Dimensional Portal replaces Smoke Cloud in The Outsider’s attack slot that lets him yank his teammates out of fight – or into one, depending on your situation.  When you give The Outsider a power action to activate Dimensional Portal, you may place up to two friendly characters that share a keyword with him into squares that are adjacent to him.  The Outsider can then use Smoke Cloud as a free action to provide some cover for his teammates or drop a foe’s attack value by -1.  Characters that are placed adjacent to The Outsider via Dimensional Portal can’t be given non-free actions until your next turn.

On The Outsider’s last click, Dimensional Portal remains but Stealth makes a reappearance.  Regeneration shows up in the defense slot, allowing you to heal back to more useful clicks.

At only 66 points, The Outsider should easily find his way onto many teams.  Again, The Outsider is best used in a supportive role while he’s on his top two clicks, and don’t forget his trait.  When Dimensional Portal shows up on click three, be prepared to bring The Outsider’s teammates along.

We now move away from Earth 3 and look at crime boss Michael Desai, a key figure in the Flashpoint plane of reality.

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The Prime version of The Outsider is an uncommon in the DC HeroClix: Justice League – Trinity War set and has a value of 117 points.  He also has the Hypertime team ability, which potentially prevents opposing characters from moving into squares adjacent to him.  Movement isn’t much of an issue for The Outsider, however, as he comes into play with an Improved Movement ability called The Outsider is Out, which lets him ignore hindering terrain when he moves.

The first of The Outsider’s two traits is called Sinkhole and comes into effect at the beginning of the game.  With Sinkhole, you may choose to lower all elevated terrain by 1 elevation level (to a minimum of 1).  Additionally, The Outsider can use Quake.  If he has two action tokens, he can use it as a free action.  The Outsider has the Indomitable combat ability, so picking up two action tokens shouldn’t be a concern since you can ignore pushing damage.

The second trait, Indian Empire of Crime, allows The Outsider to ignore opposing characters’ Shape Change.  Additionally, when he deals damage it can’t be transferred so characters that use Mastermind won’t get to rely on their teammates to avoid damage.  Indian Empire of Crime also offers The Outsider with some protection for his powers and abilities since non-adjacent characters can’t target him with Outwit.

The Prime dial for The Outsider plays more aggressively than its counterpart.  On the first two clicks, The Outsider starts with the combination of Charge and Super Strength and attack values of 11 and 10, respectively.  If The Outsider’s Improved Movement ability wasn’t impressive enough for you, in the damage slot he has a special power called I’m Not One of You and I Don’t Belong Here, which lets him use Sidestep when he’s adjacent to an opposing character and automatically break away when doing so.  I’m Not One of You and I Don’t Belong Here makes a great addition to the Charge/Super Strength combo by removing The Outsider’s need to break away from adjacent opposing characters.

On the next three clicks, The Outsider lets loose with Flurry and Precision Strike.  Outwit appears on clicks 3 and 4.

Charge and Super Strength return on the last click; Probability Control appears in the damage slot.

Defensively, The Outsider starts with two clicks of Impervious to absorb most, if not all, damage dealt to him.  He then downgrades to two clicks of Toughness.  His defense values are a solid 17 on every one of his clicks.  Although The Outsider works primarily as a close combat attacker, he does have a range of five squares with a single target to throw your opponents off balance.

The Outsider has the Flashpoint and Ruler keywords to aid you in theme-team building.  At 117 points and with a power set with the potential to dish out plenty of damage, The Outsider makes for a viable primary attacker.

The non-Prime version of The Outsider requires some patience as you manipulate action tokens through the A Different Kind of Butler trait and in effectively using Dimensional Portal to get your team in or out of combat.  The Prime version of The Outsider is fairly straightforward attacker if you stay on those top two clicks.

We hope you’ve enjoyed this sneak peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we reveal more exciting characters in the days and weeks to come!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-outsider/#ixzz3Odk8Xfyp
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 14 Jan - 19:41:25

Greetings HeroClix fans!

The previews roll on for the upcoming DC HeroClix: Justice League -Trinity War set, this time with Earth’s Mightiest Mortal, Shazam!

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Having his powers bestowed upon him by The Wizard Shazam, Billy Batson displays his worth with his trait, Pure of Heart, which allows Shazam! to use Defend. Having 8 clicks of life, Shazam! will be able to utilize his higher defensive values that follow after his activation click, showing him transform from the boy Billy Batson to the mystical mortal, Shazam!

As he’s just a normal teenager on his first click, naturally he begins his movement with Earthbound/Neutralized, before moving onto Charge, which he possesses on his second, fifth, and eighth clicks. He also has a special power called Shazam! on his third, fourth, sixth, and seventh clicks which grant Shazam! the ability to use Flurry, Sidestep, and the Quintessence team ability. Remember, with Quintessence, Shazam! can choose to ignore pushing damage, and his powers cannot be countered!

Zeroing in now on his attack, Shazam! begins his dial with a special power called A Gift from the Wizard for My Friends. This power allows Shazam! to be given a free action, letting him to choose any adjacent friendly characters and dealing him 1 unavoidable damage. In exchange for that damage, however, you’re able to modify the combat values of the chosen characters by +1 until your next turn – even if the power is lost! Shazam! also carries Quake, symbolizing the lightning called down when he says the magic word, as well as Super Strength! The Big Red Cheese is here to fight!

An incredibly consistent specimen on the defensive side of things, Shazam! begins with a click of Combat Reflexes, representing his quick feet and reaction times as Billy Batson. However, after turning into Shazam!, his defensive abilities ramp up, giving him two clicks each of Impervious, Invincible, Invulnerable, and finally one final click of Regeneration, allowing him to stay in the fight for as long as possible! His damage powers run the spectrum of godly abilities as well, beginning with Outwit on his first, sixth, and seventh clicks, Probability Control on his second, third, and eighth clicks, and Perplex on his fourth and fifth.

Magical in nature, Shazam! possesses the Mystics team ability, allowing him to deal 1 unavoidable damage to any opponent that deals him damage. While he’s a cost investment at 183 points, the overall strong levels of his abilities and combat values will pay out, especially on Mystical themed teams. Also of note is the return of the long dormant Fawcett City keyword – break out those Mary Marvel and Captain Marvel, Jr pieces for a fun 489 point Golden Age team!

Of course, if you want to have fun with a Modern Age team, you could always pair Shazam! with the Trinity War prime figure – Freddy Freeman!

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While he doesn’t come loaded with a powerful trait like Shazam!, he’s more than capable in a fight. Possessing the Speed of Mercury, it should come as no surprise that Freddy Freeman comes loaded with move and attack powers on each click. His dial has four clicks of Hypersonic Speed, while also possessing Charge on clicks 2 and 3. Alongside those powers come strong opening values for his movement, beginning at an 11, sliding down in value before eventually closing at an 8.

On attack, he opens with three clicks of Super Strength, and given his 112 point value, he’s able to pick up Ultra Heavy objects, increasing his damage value by +3 during close combat attacks. Following that, and on his final 3 clicks of his 6 click dial, he has a power called Call the Lightning, a power which grants Freddy Freeman the ability to use Pulse Wave as if he had a range of 9. Even better, should he do so, after actions resolve, Freddy Freeman is healed of 1 damage for each hit opposing character. Even with that healing bonus, this is a great power for Freddy Freeman, as it allows him to be a little sneaky with his positioning, given his printed range of 0.

Defensively, Freddy Freeman has incredibly consistent values, with his Indomitable dial bouncing between an 18 and 17 depending on what click he’s on, and he carries damage reducers on each click. Opening with Impervious, Freddy Freeman then transitions into 2 clicks of Invulnerable, before finishing out with 3 clicks of Toughness. His remarkable consistency carries over to his Damage as well, where Freddy Freeman begins with a 4 value, before moving between a 3 and a 2 for the remainder of his dial. Also, don’t overlook his two clicks of Exploit Weakness, which couple nicely with the aforementioned Super Strength – 6 penetrating damage in close combat with an Ultra Heavy object is nothing to sneeze at!

While he’s not the main Marvel Family attraction, Freddy Freeman is actually a bit more versatile than Shazam! with regards to being a part of a theme team. Fitting in on Fawcett City, Mystical, Outsiders, Teen Titans, and Young Justice teams, Freddy Freeman can utilize keywords released in the majority of the DC modern age sets, taking strong advantage of the DC HeroClix: Teen Titans set, adding some much needed punch to otherwise more finesse teams.

That’s all for today’s previews HeroClix fans, but be sure to check back soon for more great previews from the DC HeroClix: Justice League – Trinity War set. Until then, may all your hits be crits!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-shazam-freddy-freeman/#ixzz3Op3uREmc
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 16 Jan - 19:16:15

Greetings HeroClix fans!

Today, we’re going to keep rolling on with the previews from the upcoming DC HeroClix: Justice League: Trinity War set, this time featuring the supernatural stuntman Blue Devil!

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Right off the bat, Blue Devil is packing a pair of spectacular traits, the first of which is called Demon Hunter. This trait allows for both adjacent friendly characters, and friendly characters with the Justice League Dark keyword to completely ignore the Mystics team ability. Given the Dark’s penchant for meddling with things that go bump in the night, this trait gives them a major advantage going into battle!

His second trait, Supernatural Exorcism, is one that will allow for Blue Devil to even the odds and cause some mayhem with characters with ‘stop’ clicks. This trait states that whenever Blue Devil damages a character, if a special power is revealed that would cause the dial to stop turning, after actions resolve, you would deal two unavoidable damage to that character! Those stop clicks can be a major problem in games if they unexpectedly arise, but Blue Devil evens the odds!

For movement, Blue Devil begins his seven click dial with a respectable nine, before dropping down to an eight, and eventually seven to close his dial out. On movement, he can utilize Running Shot alongside his six range with two targets at the top and bottom of his dial, while in the middle of his dial, he can get to higher ground with three clicks of Leap/Climb.

His attack features a special power called Hellfire on his first two and last two clicks, which allows Blue Devil to use both Energy Explosion and Penetrating/Psychic Blast. In the middle of his dial, he gains three clicks of Super Strength, so don’t be afraid to use this in conjunction with his Leap/Climb to get out of danger, grab a car door, and get back into the fight!

When it comes to defense, Blue Devil is no slouch. He opens up his dial with a click of Invulnerable and a 17 value, before transitioning to four clicks of Toughness. At the end of his dial, he closes things out with two clicks of Energy Shield/Deflection, which shows up precisely when it’s needed, as his defense eventually falls to a 15, making that +2 from ranged attacks a much appreciated bonus.

Finally, Blue Devil begins with two black clicks on his damage, dealing three base damage to go along with his Hellfire special power on Attack, meaning he’ll be able to do a fairly significant amount of penetrating damage thanks to Penetrating/Psychic Blast. Eventually, Blue Devil picks up three clicks of Probability Control, which again pairs in synergy with dwindling attack and defensive values.

Overall, Blue Devil is a spectacular 135 point addition to a Justice League Dark themed team, and at seven clicks of life and damage reducers, he’ll be sticking in the fight for awhile. Pair that with his Mystics team ability, and not only will he not go down without a fight, he’ll also be doing one click of damage right back to his attackers every time he takes damage. Additional keywords possessed by Blue Devil include the generic keywords Monster and Mystical, as well as the named keyword Shadowpact – he’ll pair up nicely with Etrigan the Demon!

That’s all for today, HeroClix fans! Be sure to check in next time as we delve even deeper into the world of DC HeroClix: Justice League: Trinity War! Until next time, may your dice be kind and your hits be crits!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-blue-devil/#ixzz3P0ehQZjf
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 19 Jan - 19:18:48

Greetings HeroClix Fans!

Welcome to another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set coming to a game store near you February 2015! Today we have two different Power Ring bearers from two different universes. Up first, Green Lantern!

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Simon Baz was chosen by Hal Jordan’s and Thaal Sinestro’s fused rings and became an officer in the Green Lantern Corps. For less than 100 points, (96 to be exact), this rookie Green Lantern has the will to be worth even more. With the Flier symbol, a single target 7 range, the Justice League team ability, and the Green Lantern team ability which allows him to carry up to 8 characters out on the battlefield. Add his keywords Green Lantern Corps and Justice League of America and you’ll easily find a place for Simon on your team.

Green Lantern will be an excellent follow-up attacker and support piece as well. The beginning of his dial we see a good mixture of powers that signify what a corpsman can be. Use him to ferry your team out onto the map with his 11 movement, or use Telekinesis to put attackers out immediately to start attacking and push him next turn to Charge or move him to utilize Enhancement for your other characters ranged attacks. Be careful with his placement though, he can be seen as an enticing target for your opponent since he has no damage reducers anywhere on his dial.

On click 4, Green Lantern refines his strategy to ranged attack piece. He now has Running Shot, Ranged Combat Expert and two special powers. The first, Willpower Through My Gun, is a special attack power that allows Green Lantern to use Improved Targeting: Ignores hindering terrain, Ignores opposing characters, and may make a ranged combat attack targeting adjacent opposing characters. This will work really well with his Ranged Combat Expert, and against an opposing characters Combat Reflexes as well.

Green Lantern’s second special power is a defense power. Protecting My New Friends allows Green Lantern to use Barrier and Combat Reflexes. When he uses Barrier, he may place one additional blocking terrain marker adjacent to each friendly character within range and with the Justice League of America keyword. These additional markers don’t need to be adjacent to other markers. The utility in the special power cannot be overly emphasized. Use Barrier to create a protective shield that will allow you to use Pulse Wave targeting a single character. You can have 4 Barrier tokens plus however many have the keyword. You could box an opposing character in to allow your other characters to clear for a turn and then go for the attack! Or just make a fortress to rest your teammates to allow them to rally on their next turn.

Next up, a Green Lantern that’s not here to protect you…

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Power Ring is the nefarious counterpart of Hal Jordan of Earth-One. Hal Jordan of Earth-3 was merely an aircraft cleaner when Abin Sur crash landed into Earth-3’s Coast City. Because he was weak-willed, he was chosen by the ring of Volthoom, and was easily tricked by into taking the ring. Wielding it now causes him to feel immense physical and psychological pain.

Power Ring has a point value of 70 you get a dial that is 6 clicks deep.. For this cost he gets the Flier and Sharpshooter combat symbols and a single target range of 6. He possesses the Crime Syndicate team ability and the keywords Cosmic, Crime Syndicate, and Herald. His trait The Ring Is Killing Me is a great representation of how Power Ring is hurt by his ring. It says when Power Ring is given a non-free action other than a move action, after actions resolve roll a d6. On a result of 1 or 2, deal him 1 unavoidable damage.

His top click starts with Telekinesis and Energy Shield/Deflection and two special powers, We’re Going Somewhere? and Power of Volthoom’s Ring. Let’s look at We’re Going Somewhere? first, it says Power Ring can use Phasing/Teleport. When Power Ring uses the Carry ability, he may carry up to 3 friendly characters that share a keyword with him regardless of their speed symbols. So this power allows him to get his team in place on the map without them having to make an action to do so, and this is great. However, he also can be in place for when his teammates attack, then carry them back behind defensive terrain!

Power of Volthoom’s Ring allows Power Ring to use Perplex. Opposing characters within 6 squares can’t use Perplex to target characters with a point value higher than their own. Having perplex to boost up combat values is always an appreciated power, but preventing your opponents characters from using it how they want, can only make it better.

On his second click Power Ring changes his entire power set. He now has Running Shot, Willpower, Enhancement, and the great equalizer, Pulse Wave. Characters that have a power that requires adjacency (Enhancement, Empower, Defend, etc.) typically don’t do well mixing it with Pulse Wave because your friendly characters would get caught in the blast. Power Ring has a 9 movement and 6 range so you should be able to use his Running Shot to get your team out of the Pulse Wave radius easily before or after friendly characters utilize his Enhancement. His dial on clicks 3 and 4 are identical as far as powers go, but his combat values start to decline some due to the pain of using the ring. His last 2 clicks he just has Phasing/Teleport, Willpower, and his special power, Power of Volthoom’s Ring, so while not dishing out much damage as an attacker, he is still a good character for Perplex and ferrying teammates around to help finish the battle.

That’s another preview from the upcoming DC HeroClix: Justice League – Trinity War set. Make sure you catch the next preview, ouY t’now tnaw ot ssim ti!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-green-lantern-power-ring/#ixzz3PICeklOG
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 21 Jan - 19:29:20

Greetings HeroClix Fans!

We’re here with another pair of awesome previews from the upcoming DC HeroClix: Justice League – Trinity War set! After the Justice League was defeated by Enchantress they knew they needed a team to face threats of a magic nature. Enter the Justice League Dark. We have two members of that team to show you and first up is Frankenstein!

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Frankenstein is a creature made of parts stitched together from multiple corpses and because he is neither dead nor alive, he is considered to be immortal. Coming in at 93 points, Frankenstein is an adept attacker. He excels as a close combat character with his possession of the Indomitable combat symbol and a single target range of four. He starts his 7 click dial with Charge, Toughness, and the special power Archangel’s Sword. This powers allows Frankenstein to use Blades/Claws/Fangs. When he does and the result is 4-6, hit characters can’t be healed this game, even if this power is lost. The way this power works, even if his damage dealt is reduced to zero, they still can’t heal. However, his damage never goes below a three on his entire dial, so choosing to deal his printed damage is an option as well.

On click 3, Frankenstein now possesses Outwit and the special movement power, Necronauts. It says when Frankenstein or a friendly character KO an opposing character with a point value of 50 or more with an attack, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn. This is great either for pressing on with attacks or for regrouping your team to reassess the situation.

On click 5 Frankenstein changes to Combat Reflexes and Close Combat Expert. At this point his attack has dropped to a 9 but his damage has gone up to a 4 so you can put some of the modification into attack and still do a lot of damage. End of dial he gains Sidestep and last click he gets Regeneration giving him the chance to get back to click 4 again. Frankenstein has the Creature Commandos, Justice League Dark, Monster, Past, Seven Soldiers, and the Soldier keywords so making a theme team with him is easy. Frankenstein is really a great close up and your face figure, but he needs some support and someone to take care of his attackers from range. In that role, we’re pleased to introduce the powerful mistress of magic, Zatanna!

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An ananym is a word whose spelling is derived by reversing the spelling of another word. This may be an unusual way to start a preview, but it is the name of Zatanna’s trait called Ananym. It states when you place your characters at the start of the game, you may turn Zatanna to click 6. If you do, this game turn her dial counter-clockwise when she is damaged and clockwise when she is healed and she can’t heal past click 6. This trait can’t be ignored. Let’s start at with click 6!

Zatanna has a point cost of 120, which buys you the Flier combat symbol, and a six range with 2 targets. She possesses the Celebrity, Justice League Dark, Mystical, and Shadowpact keywords as well as the Justice League and Mystics team abilities. Add the Shadowpact ATA to her and she will ignore other characters Mystics damage.

On click 6, Zatanna stars with Sidestep, Telekinesis, Defend, and the special damage power pleH mehT that says to give Zatanna a free action and choose one of the following to last until your next turn: Zatanna can use Barrier and Perplex or Zatanna can use Enhancement and Probability Control. She is taking more of a support role here than an attacker role. And speaking of support, she swaps out pleH mehT with Support on clicks 5 and 4. On click 5, her 11 attack and 16 defense with Defend will almost guarantee she’ll be able to heal her teammates.

Midway in her dial on clicks 4 and 3, Zatanna is transitioning to a more aggressive attacker and her Pulse Wave and that will ensure your opponent keeps their distance from her. Toughness will help reduce any damage she takes and keep her on the map. Her last 2 clicks, her powers are the same on both clicks, Running Shot, Energy Shield/Deflection, Outwit, and the special attack power gnignitS skcigaM that says Zatanna can use Penetrating/Psychic Blast and Precision Strike. He mobility and attacks are high as well as her damage. You get to make the choice of which end she starts her dial on and either can make sense depending on your team and your strategy. One thing is for sure; ll’uoy evol gniyalp annataZI

That’s all we have for today, join us again soon for the next preview from the DC HeroClix: Justice League – Trinity War set!



Read more: http://heroclix.com/uncategorized/dc-heroclix-justice-league-trinity-war-frankenstein-zatanna/#ixzz3PTwV4pgw
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 23 Jan - 19:30:44

Greetings HeroClix Fans!

We are getting close to the release date for the DC HeroClix: Justice League – Trinity War set coming early next month but that won’t slow us down in our previews for you! Today we have two magicians that used to train together now they fight each other John Constantine and Nick Necro.  Up first is the Hellblazer himself, John Constantine.

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John Constantine is 90 points of snarky, rude, chain smoking, user of the magic arts. He has 5 clicks of life with a range of 4 and a single target. His keywords are Justice League Dark, and Mystical and he possesses the Mystics team ability.  He has one trait; We Operate From the Shadows, Alright? It says John Constantine can use Stealth. Adjacent friendly characters with the Justice League Dark keyword can use Stealth. You can definitely hide a few teammates with this trait.

The top of his dial starts with Telekinesis, Energy Shield/Deflection, and 2 special powers. His damage power is called I Make My Own Luck. It allows John Constantine to use Probability Control, but can use it twice each turn. Even if your opponent’s character ignores Stealth, you have a +2 defense from range, and if he does hit, you can potentially make them re-roll twice!

John Constantine’s movement special power Ultimate Con Man states once per turn, choose Outwit or Perplex and John Constantine can use that power until your next turn. When he uses the chosen power to target an opposing character, that character can’t use the chosen power until your next turn. This power can’t be countered. This can even work on a character whose powers can’t be countered. If you Outwit a combat ability, they couldn’t use Outwit. Their Outwit is not countered they just can’t use it. The same would happen with Perplex, use it to modify an opposing character that can use Perplex; they can’t use it until your next turn even if they get it from a trait.

John Constantine’s dial jumps around just like he does magically. John’s 2nd click loses Telekinesis and his I Make My Own Luck power and gets Exploit Weakness. He is a bit of a scrapper and this reflects that.  His 3 click he gains Phasing/Teleport and Psychic Blast because sometimes he has to work a spell to retreat or blast a demon. His damage never gets above a 2, but he isn’t meant to be a main attacker. He is a support piece there to make sure your primary attackers hit and hit hard.

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Nick Necro used to be friends with John Constantine but had a falling out years ago and it doesn’t look like they’ll kiss and make up anytime soon.

Nick Necro is a Prime and has a cost of 111 points. For that you get 5 clicks of life, an 8 range with a single target, and possesses Improved Targeting: ignores hindering terrain and characters for line of fire. He has the keyword Mystical and has the Mystics team ability.

His trait, I Thought We Were Friends, allows Nick Necro to use Stealth. At the beginning of the game, you may choose an opposing character and that character cannot target Nick Necro unless Nick Necro or that character is the only character on its force on the map. You can really play the thorn in the side of the opposing character you choose with this trait, but remember, some powers like Poison and Pulse Wave don’t target so have some caution.

Nick Necro’s top 3 clicks are nearly identical stat wise and are identical power wise. Phasing/Teleport, Penetrating/Psychic Blast, Mastermind, and the special damage power Taught You Everything I Know. It states Nick Necro can use Outwit. Give Nick Necro a power action and target a character within range and line of fire. That character can’t use combat or team abilities and its combat values can’t be greater that its printed values until your next turn. In a game with relics and resources that grant modifiers to combat values or powers that grant the same, this could be a popular way to counter those activities!

On click 4, his power set changes completely. His powers change to Sidestep, Precision Strike, Perplex, and the special defense power Mystical Artifacts Are Drawn to Me. It say’s when this click is revealed due to damage taken from an opposing character’s attack, if the attacking character has a relic or resource assigned to them, stop turning the dial. That opponent chooses one: deal the attacker 3 unavoidable damage; or heal Nick Necro of 1 damage and remove from the game up to one relic or resource attachment assigned to the attacker.  On his last click he has Regeneration that has the potential to allow him to heal back to his top click.

Thanks for joining us for another preview from the DC HeroClix: Justice League – Trinity War set.  Be sure to check back for our next preview, you won’t want to miss it!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-john-constantine-nick-necro/#ixzz3PfdxBYJr
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 26 Jan - 19:30:57

Greeting HeroClix Fans!

Today we have a quick preview from the soon to be released DC HeroClix: Justice League – Trinity War set, we have two characters to previews, both with the name Alexander Luthor but from different Earth’s. Lex Luthor from Earth One and Mazahs! from Earth 3. First up, Lex Luthor!

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Lex Luthor has no super powers, rather he is a human that wears a battle suit that grants him super human strength, flight, and different types of energy projection and protection. He has 2 point values, 200 and 100 points. At all point values he has the Flier and Indomitable combat abilities along with a single target 7 range. Lex Luthor also has the Superman Enemy and Calculator team abilities and the keywords Celebrity, Injustice League, Justice League, Legion of Doom, Metropolis, Politician, and Ruler so creating a theme team with him will be easy.

Lex Luthor has the trait Right Under Their Noses. It says Lex Luthor begins the game with a Subterfuge token on his card. When Lex Luthor has a Subterfuge token on his card, opposing characters can only target him if they began the turn adjacent to him. When Lex Luthor targets an opposing character with an attack, remove all Subterfuge tokens from his card. Lex Luthor may not have a dual identity like some superheroes and supervillains, but he does have one. His public figure of CEO of LexCorp, philanthropist, and politician and his hidden persona of a megalomaniacal narcissistic power hungry all around villain. This trait shows his duality when he is forced to show his hand.

At his 200 point level, Lex Luthor is a formidable opponent that you’d prefer to field than have fielded against you. His top click starts with Running Shot, Pulse Wave, Impervious, and the special damage power The Syndicate is Bad for Business. It allows Lex Luthor to use Leadership and Outwit. When he uses Leadership and succeeds, he may instead remove the action token from a friendly character with the Injustice League keyword within 3 squares and regardless of point value. You cannot get a better top click to go with his trait. Since Pulse Wave does not target, he would not have to remove his Subterfuge tokens after using it. A character on your force that can use Telekinesis could be Lex’s best friend. It sometimes can be difficult to get a first strike against an opponent, but with Lex it’s much easier. Work it out right and you can pull off 2 Pulse Wave attacks before they can attack Lex Luthor even once.

Lex Luthor’s 2nd click only changes defense from Impervious to Invulnerability. His 3rd click does a complete change in lineup of powers. His battle suit changes to a close combat strategy. Charge, Super Strength, Toughness, and Exploit Weakness. With an ultra-heavy object, Lex could do 7 damage to an opposing character, but at this point, realize that you will have to remove his Subterfuge token since close combat attacks target characters.

At 100 points, he only has 4 clicks of life, so you’ll want to utilize his trait as long as possible before you expose him to attacks. His top 2 clicks both have Charge, Super Strength, and his special power, The Syndicate is Bad for Business. His defense is Invulnerability, then Toughness on his 2nd click. His third click he gets another special power, Back Underground that says when this click is revealed, add a Subterfuge token to Lex Luthor’s card. This same click he has Regeneration and Exploit Weakness. His last click he gains Earthbound/Neutralized and still retains Regeneration. It is possible to heal him back to his top click at 100 points, his 2nd click at 200 points where he can start all over again.

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Mazahs! is Earth 3’s version of Shazam! who can take the powers of others he kills. His trait Your Death Brings Me Power states when Mazahs! KO’s an opposing character, choose a standard power that character possessed on any click. Mazahs! can use that power for the rest of the game. A lot of lower point characters have really desirable powers and typically they can be KO’d fairly easily by characters like Mazahs! Stealth, Energy Shield/Deflection, Super Senses, Shape Change, and others can be had, sort of like a magic buffet of powers. A potential strategy is to go after the smaller pieces that can hinder you

Mazahs! dial is 8 click long and he has the Flier and Indomitable combat abilities along with a single target 7 range just like his opposite above. He has the Mystical keyword and the Mystics team ability which can sometimes give your opponent pause about attacking a character possessing it. His point cost of 210 is a large portion of a 300 point build, but he has the maneuverability and the combat stats to win if he has the support he needs.

Mazahs! starts his dial with Hypersonic Speed and Invincible. His 2nd click he has Probability Control. His 3rd click he briefly steps down to Invulnerable and gains a special attack power called The Dark Lightning. It states Mazahs! can use Pulse Wave. When he does, after actions resolve, each opposing character hit by the attack must choose a power it possesses. All other powers on these characters are countered until your next turn. This power doesn’t work well with Hypersonic Speed but it does remarkably well with the Running Shot he possesses for his next 3 clicks. His defensive powers cycle back through Invincible to Invulnerability to Toughness on click 6. His final 2 clicks he obtains Sidestep and Ranged Combat Expert.

Mazahs! is a capable character that can do some real damage, but what really can push him to the next level is the ability to take the powers of others characters he KO’s. Equip him with characters that can keep him in the battle or protect him while he is resting, you’ll have a good chance of winning the battle and becoming the hero Alexander Luthor believes he is.

Thanks for reading through todays preview and be sure to continue to check back with us as we preview more figures from the upcoming DC HeroClix: Justice League – Trinity War set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-lex-luthor-mazahs/#ixzz3PxB5yYO4
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 28 Jan - 20:34:07

Greetings HeroClix Fans!

Today we bring you another preview from the exciting upcoming DC HeroClix: Justice League – Trinity War set coming early February 2015! Two characters from the Secret Society of Super Villains are on the preview list for you today and it’s no secret, villains they are! On the menu are Dr. Sivana and Black Adam; let’s start with the first course, Dr. Sivana!

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Doctor Thaddeus Bodog Sivana or Dr. Sivana has a cost of 83 points for his five-click deep dial. He has a six-square range with a single target that will work well with his top two clicks of Psychic Blast and his final three clicks of Precision Strike. He can make a good secondary attacker with good damage values as well. Where Dr. Sivana shines though is his true villainous nature, staying back and letting others do the work for him!

On his top three clicks, Dr. Sivana has Stealth and the special power Eye See Your Magic. It allows Dr. Sivana to use Outwit. Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target. Dr. Sivana would still need to have line of fire and range to the initial target, but all other characters would just have to be within 8 squares. That’s evil stuff right there!

Defensively you want Dr. Sivana protected as a brick piece with an object could quickly dispatch him from the map. On click 3 however, he gains Mastermind for the rest of his dial, so keep him close to lesser-point fodder if you can. On his last two clicks he gains Mind Control to allow him to control his opponents like puppets, and Perplex to make sure he hits with his attacks.

Dr. Sivana has the Calculator team ability to wildcard his underlings’ team abilities and he has a trait that will come in handy against Mystical teams. His trait Magic Avoidance states that friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability. In today’s game there are so many ways to gain the Mystics team ability like a Power Battery with the Star Sapphire Ring or perhaps wildcarding it from a teammate like…

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Black Adam has two point values: 270 and 150 points. His traits and team abilities are present at both point costs so we can start with those. Black Adam has the Wing and Indomitable combat symbols so he can get where he needs to go, carry a friendly character, and push without taking damage to do so. Black Adam has a range of zero, so unless you get creative with ranged combat modifiers, he will be close combat only, but that’s what he’s good at. Black Adam has the Mystics team ability so your opponent may not like the sting of that when attacking him and he has the somewhat rare Injustice League team ability. It states that whenever a character using the Injustice League team ability attacks an opposing character that was attacked by another character using the Injustice League team ability this turn, the action does not count toward your available actions for the turn. Pair him with some inexpensive wildcard characters and use them to make multiple attacks; no need for Leadership!

Black Adam’s first trait, You Will Pay, states if Black Adam is the only character on your force that has not been KO’d, modify his attack value by +1. If Black Adam is the only character on your force that has not been KO’d and your force is a named themed team, instead modify all of Black Adam’s combat values by +1. You typically don’t want the rest of your team KO’d, but if it happens don’t forget to modify his combat values!

His second trait, By Magic Empowered, allows Black Adam to use Super Strength. Also Black Adam can’t be targeted by Outwit unless the targeting character has the Mystical keyword. Make sure you add an Ultra Heavy object to your build for +3 to damage! The inability to counter Black Adam’s powers in most cases is going to help immensely since he is a close combat piece. Most of his clicks have some sort of move-then-attack power; without this trait he could end up as an expensive taxi.

At his 270-point dial, Black Adam gains an additional four clicks for a total of nine clicks. His top click starts with a 10 movement and Hypersonic Speed, and his speed never goes below an 8. His defensive power is Invincible with a 17 defense. With a 12 attack and 5 printed damage, you could potentially swing for 8 damage with the Ultra Heavy object mentioned earlier, but it’s his second click you re058-black-adamally want to be on to use his special powers.

On his second click, Black Adam has the special movement power Justice Without Mercy, which says Black Adam can use Charge and Flurry. When Black Adam uses Charge he doesn’t halve his speed value and, if he isn’t carrying a character or holding an object, he can use Improved Movement: Ignores blocking terrain and destroys blocking terrain as the character moves through it. This special power really embodies Black Adam as a character. Black Adam can quickly run across the map, and he can carry an object and a character, then attack twice while potentially dealing up to 11 clicks of damage. Or 13 clicks of damage if you crit hit twice! Conversely, if you opponent decides to hide behind walls on an indoor map, you can bust right through them without wasting actions to destroy the walls with other characters.

Black Adam’s special attack power, The Thunder of the Gods states Black Adam can use Quake but his damage value becomes his printed damage value instead of 2. This can also work well with Black Adam’s Justice Without Mercy special power. If your opponent is hiding his team behind walls or barriers, they are likely grouped together and all set up for a 4-damage quake!

On his third click Black Adam replaces his special movement power with Flurry and trades Invincible with Impervious, giving him the chance to reduce damage dealt to him to zero. On his fourth click he regains Justice Without Mercy so he can full speed Charge to his next victim and repeat the process.

At his 150-point cost, Black Adam starts similarly to his 270-point top click. He starts off with Hypersonic Speed but has Invulnerability instead of Invincible for his next three clicks. Outwit makes an appearance as well for the next three clicks. He gets one click of Justice Without Mercy mid-dial so he may or may not land on it if he takes damage; I wouldn’t depend on it. Your best bet is to try and use his Hypersonic Speed to attack and then try to position him into safety. His last two clicks he loses Outwit and has Toughness for damage reduction.

Black Adam’s keywords (Injustice League, Mystical, Past, Ruler, and Secret Society of Super Villains) are numerous enough to where making a themed team is not going to be a problem. Black Adam has a lot going on, and he can be the pole of your tent at 270 points, or the powerhouse of your villainous team at 150 point. Playing two Black Adam’s at 150 points each though, is too evil for anyone to do.

Thanks for reading another great preview! Tune in again soon to see the next preview from the DC HeroClix: Justice League – Trinity War set!

Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-dr-sivana-black-adam/#ixzz3Q98Jg6b3
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 30 Jan - 21:05:45

Greetings HeroClix fans!

Welcome to another exciting preview from the upcoming DC HeroClix: Justice League- Trinity War set! Today, we have brand new figures from two classic DC characters – neither of which have been seen in a 5-figure booster release in quite some time!

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Up first, and hailing from the Red Planet of Mars is J’onn J’onnz – the Martian Manhunter! This version of the Manhunter is full of options and powers, and can be played at 300, 200, or 100 points! Right out of the gate, you can see that the Martian Manhunter not only Improved Movement – Ignores Characters, but also 2 traits.

The first trait, Martian Telepathy, is only in effect when the Martian Manhunter is played at his 300 point starting line. This trait is a huge help to the Manhunter, as it results in opposing forces subtracting 1 from their action total (if not already reduced by another effect). One-man armies are sometimes dangerous to run, but this helps even the odds out! Coupled with that, J’onn also has a trait called There Are Many Ways to Hide In Plain Sight, which gives him a myriad of powers inherent to native martians – Phasing/Teleport, Shape Change, and Stealth.

There’s a lot happening with this dial, so lets dive a little deeper into his abilities. For his movement powers and values, the Martian Manhunter begins with a 10 movement, and then bounces around, bottoming out at a 7. With that, however, are four signature powers – Hypersonic Speed, Running Shot, Charge, and Mind Control. His attack opens with a 12 and steadily drops down to a 9, with the powers Precision Strike, Super Strength, Penetrating/Psychic Blast, and Telekinesis. While he can only target one character, he can do so from 7 squares away – so don’t be afraid to position for a long-range assault!

Defensively, he opens with a 19, before progressing down to a 16 at his lowest point. He’s Indomitable, so pushing him is always an option – and why wouldn’t you? Super Senses, Invincible, Impervious, and Regeneration will keep the Martian Manhunter in the fight! Of course, going toe-to-toe with Superman means his damage should be significant, and it is – he starts with a 5, and never dips below a 3, meaning the Martian Manhunter will be breaking damage reducers throughout his entire dial. Couple those high combat values with Probability Control, Perplex, Outwit, and Ranged Combat Expert, and you’ve got a damage dealer and an in-a-pinch support piece that will decimate opponents.

Along with the Police team ability, the Martian Manhunter comes built for theme teams on Detective, Justice League of America, and Stormwatch squads. With useful powers on every click and in every slot, he adds significant punch to each of those teams, and brings some great back rear guard support to supplement areas that might be lacking.

Of course, opposite one of DC’s signature heroes, you have to have one of the greatest villains the DC Universe has ever seen, and one of the first villains the Justice League of America ever faced, and who better than Despero?

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Making his first appearance in the game since the DC HeroClix Arkham Asylum set, Despero is back in a big way. Despero begins by having Improved Movement – Ignores Characters, as well as a trait called Psychic Juggernaut. This trait states that Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value. Given that he has starting lines of 235 and 165 points, he’s going to be protected from those powers from quite a few characters!

A true powerhouse, Despero begins with high combat values on all his clicks, before eventually slowing down towards the end of his dial. With that, he has a myriad of powers. On movement, he begins with Running Shot, before transitioning into Mind Control, Charge, Sidestep, and finally back to Mind Control to close out his dial. On attack, he has Penetrating/Psychic Blast, and Super Strength as standard powers, as well as a special power called Psychic Transference. This special power grants Despero the use of Steal Energy, allowing him to use it normally, or during ranged attacks that target a single character. To make this even more impressive, you’ll increase the amount healed by 1 for each of the following powers that target can use: Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast.

Defensively, Despero runs the spectrum of damage reducers, starting with Invincible, before moving down the line through Impervious, Invulnerability, and Toughness. His damage only has two powers, the standard power Outwit, and the special power Mind Hunter. Mind Hunter grants Despero the option to modify either his attack or damage by +1 if he targets an opposing character that can use Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast. It’s no accident that through most instances of his special powers on his dial, he can use both Psychic Transference and Mind Hunter together!

While Despero can only be played in a theme team on Secret Society of Super Villains teams, his powers, abilities, and overall wrecking ball-like combat values will make him a powerful member of any squad you want to run. Despero is going to be a major player in sealed events, so prepare accordingly!

That’s all for today, HeroClix fans! Join us next time for even more exciting previews from the DC HeroClix Justice League: Trinity War set. Until then, sidestep to victory!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-martian-manhunter-despero/#ixzz3QKxRCTfZ
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 2 Fév - 21:14:02

Greetings HeroClix fans,

Welcome back to another exciting preview from the DC HeroClix Justice League: Trinity War set! Today, we’ll be focusing on two of the most evil villains to ever cross dimensional gates to wreak havoc on Earth and cause tremendous difficulties for the Justice League!

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First up, we have the sadistic Owlman, the Crime Syndicate’s analogue for Batman. Owlman is a versatile figure, and one that can fit in as a more prominent feature for your team at his full 116 point value, or as more of a utility piece at his 3 click long 50 point dial. Either way, Owlman comes loaded with the Crime Syndicate team ability, and can utilize Improved Movement – Hindering Terrain with his ‘Used to Wading Through Refuse’ ability.

Along with that, Owlman comes prepared to fight! Almost across the board, his combat values are incredibly consistent, never dropping more than 2 from his highest values, and he has a sneaky (and easily overlooked by your opponent) 4 range with two targets. For example, on his opening click, Owlman begins with Stealth and Precision Strike, as well as with his two special powers. Defensively, he has a power called Training and Technique, which allows Owlman to use Combat Reflexes, Toughness, and Willpower. He also has a special power on his damage called Smarter Than You Know, which not only allows Owlman the use of Outwit but also prevents opposing characters within 6 squares from using Outwit to counter the powers of a character with a higher point value than themselves.

His second click sees him pick up Flurry, while maintaining both Precision Strike and both special powers. His fourth click sees him transition into more of a back line support piece, giving him Stealth, Combat Reflexes, and Perplex. He repeats this on his fourth click, while adding in Precision Strike. His fifth click, which doubles as his 50 point starting line, sees Owlman line up with both Flurry and Precision Strike, while bringing back his two special powers. Finally, Owlman closes out his 7 click dial with two clicks containing Charge, Combat Reflexes, and Exploit Weakness.

While not designed to be the main threat on a force, Owlman will blend in nicely on teams featuring his keywords of Crime Syndicate, Detective, and Scientist. He provides a lot of smart secondary options for already strong theme teams, and also brings some strong non-traditional powers to the table, especially when working on a Scientist team. He’ll pair nicely with characters like Harley Quinn, Deathstorm, Zoom, and Rival.

Of course, you can’t have Owlman without his psychotic mentor, The Outsider!

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While The Outsider might seem pricey for 4 clicks of life at 50 points with negligible combat values, he more than makes up for his lower values with his traits and abilities. To start, you’ll find that The Outsider is designed to be run with one of the new resources from this set, Pandora’s Box. His trait of the same name states that, when building your force, Pandora’s Box costs 12 points less – which means your resources initial cost of 12 points is now completely eliminated!

On top of that, he also picks up a trait called Prepare the Way, which states that you can give The Outsider a power action, and then essentially swap squares with a friendly character, placing each in the others previously occupied square. This does come with a caveat, however – if the friendly character doesn’t share keywords with The Outsider, it couldn’t have already been given an action this turn, nor will it be able to be given an action following the placement change. However – if you’re running The Outsider on a Crime Syndicate or Secret Society of Super Villains theme team – feel free to swap spots and then give that friendly character an action!

For his dial, The Outsider’s first and third clicks feature Stealth, Outwit, and a special power called Hidden in Our Midst. This special power grants The Ousider the usage of Mastermind. To go along with that, when he does use Mastermind, friendly characters within 6 squares that are not within an opposing characters’ line of fire are considered to be adjacent to The Outsider, as well as being of a lower point value. His second click brings Sidestep, Incapacitate, and Perplex to the battle, as well as maintaining Hidden in Our Midst. His final click repeats his second, though he loses the use of his special defensive power.

While it might seem like the DC HeroClix Justice League: Trinity War set is lousy with Outsiders, each one brings something different to the table, and each is a nasty piece of work when paired up with strong allies. We saved the nastiest for last, though, and we’re excited to see The Outsider on forces in conjunction with the Pandora’s Box resource.

That’s all for today, HeroClix fans! Be sure to check back next time as we have even more exciting previews from the DC HeroClix Justice League: Trinity War set! Until then, may your hits be crits, and your boosters contain chase

Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-owlman-outsider/#ixzz3QcX0bufj
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 4 Fév - 19:50:04

Greetings HeroClix Fans!

We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set! Today, we take a look at two costumed Gothamites who are entwined in a love-hate relationship. First up is the thief and burglar known as Catwoman!

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With a value of 99 points, Catwoman is a close combat attacker who can mess with opposing teams that rely too much on using team abilities. Catwoman hits the battlefield with a trait called Can’t Be Trusted, which prevents adjacent opposing characters from using team abilities. Catwoman also has the Calculator team ability, which makes her a wild card and rubs it in the faces of adjacent opposing characters wishing they could access their team abilities. Can’t Be Trusted,

Mobility shouldn’t be too much of an issue as Catwoman comes into play with an Improved Movement ability called Curiosity and the Cat, which lets her ignore elevated and hindering terrain when she moves. A pair of Charge clicks mid-dial gives Catwoman the ability to move then attack, while Stealth on the rest of her dial prevents most opposing characters from drawing lines of fire to her if she has hindering terrain to use.

Catwoman has a short range of three squares and one target. Although Catwoman’s dial reflects a character that works best in melee as your secondary attacker, her limited range can come in handy at the start and ends of her dial where she has Incapacitate and Precision Strike, respectively. Joining Steve Trevor’s Justice League of America as a silver bullet for Batman hasn’t calmed this kitty, however, so Blades/Claws/Fangs appears mid-dial (with slightly boosted attack values of 11) and makes a great pairing with the Charge in her speed slot.

Defensively, Catwoman won’t be an easy mark for adjacent opposing characters as she starts and ends her dial with Combat Reflexes. Mid-dial she has Super Senses to potentially evade attacks altogether. The addition of Perplex in the damage slot at the start and end of her dial gives Catwoman the option of buffing her own combat values or toying with an opponent’s numbers.

We mentioned Catwoman’s association with the Justice League of America. If you’re considering including Catwoman on a themed team, she has that keyword – along with Batman Family, Gotham City Sirens and Gotham City Underworld.

Catwoman likely won’t be the primary attacker on your force, but odds are you may want to consider Batman for that role. Let’s take a look at Gotham’s Dark Knight!

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Batman can be played at two point costs, 150 or 85. Batman’s 85-point starting line is on click 4. At either starting point, Batman has an Improved Movement ability called Grappling Hook which lets him ignore elevated terrain when he moves. He also has a trait that we previously saw on Superman called A New Kind of Justice League. This trait lets adjacent friendly characters of a lower point value and the Justice League keyword use the Batman Ally team ability that he also possesses. Additionally, if Batman is paired with friendly characters named Superman or Wonder woman, they don’t need to be adjacent or a lower point value.

To represent Batman’s unrelenting pursuit of justice, he has the Indomitable combat ability – and a five-square range with two targets. For team-building ease, Batman has the Batman Family, Gotham City, Justice League and Trinity keywords.

Moving onto Batman’s dial, he starts primarily as a ranged attacker. Batman’s first two clicks feature the combination of Running Shot and a special power called Utility Belt, which lets him use any standard attack or damage power when he’s given a free action. Batman can use the chosen power until your next turn. Defensively, he can reduce some damage dealt to him thanks to Toughness. In the damage slot of Batman’s first clicks is another special power, World’s Greatest Detective and Strategist, which lets him use two of the game’s most popular damage powers in Outwit and Perplex. Additionally, when Batman has no action tokens, he can use another popular standard damage power in Probability Control. Standard use of Outwit and Perplex appear on Batman’s next two clicks.

Batman switches to a close combat attacker on clicks 3 and 4 by substituting Charge for Running Shot and Combat Reflexes for Toughness. Batman retains Combat Reflexes for the rest of his dial. Click 4 closes out Batman’s Utility Belt run and sees the return of World’s Greatest Detective and Strategist in the damage slot. That’s followed up again by Outwit and Perplex, respectively, before World’s Greatest Detective and Strategist makes a final appearance on click 7.

Ranged attacks again become Batman’s preferred method of fighting as we reach his last three clicks. Sidestep takes over for Charge to help Batman strategically position himself. A pair of Energy Explosion clicks are followed by a final click of Pulse Wave to hopefully catch multiple opponents in the area of effect.

Batman should be a viable choice for most forces with attack values that never fall below 10 and a mix of powers that allow him to play the role of either ranged or close combat attacker. Teams that share the Justice League keyword with Batman will enjoy the benefits of his A New Kind of Justice League trait.

We hope you’ve enjoyed this sneak peek at the upcoming DC HeroClix: Justice League – Trinity War set. Stay tuned as we reveal more exciting characters in the days to come!


Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-batman-catwoman/#ixzz3QnsgZRlx
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 6 Fév - 19:48:39

Greetings HeroClix Fans!

Welcome back for another great peek at characters from the DC HeroClix: Justice League – Trinity War set, releasing in just a few short weeks! Meanwhile, at the Hall of Doom, two sinister and bizarre villains are plotting their next evil scheme. They are Sinestro and Bizarro!

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Corrupted by his own power as the greatest member of the Green Lantern Corps for crimes against his own people, Thaal Sinestro was exiled from the Corps. Now looking to his own version of order on the universe, he uses a yellow power ring and has established his own Sinestro Corps.

Sinestro runs at two different point costs, 200 and 90 respectively. At 200 points he has 8 clicks of life, 4 of those he gets for the extra 110 point cost. At both costs he has the Flier combat ability and a 7 range with 2 targets. His Quintessence team ability allows him to push without a damage consequence and avoid his powers being countered by that pesky Outwit.

Sinestro’s 200-point dial starts with Running Shot, Invulnerability, and two different special powers. His attack special power, Death to the Guardians, states that Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1. With this he takes away those characters’ ability to push without consequence and is able to use his later dial Outwit to take away their powers as well.

His damage special power, Fear the Sinestro Corps, says Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map. Yet another defensively offensive power that can really hurt a tentpole-style team.

On click 2 Sinestro trades Running Shot with Sidestep and he swaps his special attack power with Psychic Blast for the next 3 clicks. Click 3 he steps down to Toughness but he still can use his special damage power to control who can attack him. On click 4 he gains Outwit.

Sinestro starts his 90 point dial on click 5, where he starts off with Running Shot, Death to the Guardians, Energy Shield/Deflection, and Outwit. For less than 100 points Sinestro can wreck your opponents’ Quintessence plans and change those characters’ combat stats to be modified by -1 on the top 2 of his 4 clicks. Remember to use Outwit on them as well! His 2nd click is the same, except he gets Sidestep in place of Running Shot. His 3rd click he gets Perplex through his special power Fear the Sinestro Corps. His last click he can push the attack to win with his Ranged Combat Expert or heal back up with Regeneration. His keywords Injustice League, Legion of Doom, Ruler, and Sinestro Corps will make theme teams a snap.

Up next, we am bring you one you hate least, Bizarro!

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Bizarro is weakest dial there is! He has two point values as well, 215 or 100 points bringing 9 clicks of life or 5 clicks of life respectively. At both values he has the Superman Enemy team ability along with the keywords Brute, Injustice League, Legion of Doom, and Monster. He has the Flier combat symbol, a 6 range with a single target, and the trait Subject B-Zero. It says Bizarro can use Super Strength. Adjacent friendly characters named Lex Luthor can use Mastermind but only to transfer damage to Bizarro, regardless of point value.

Bizarro do not start his 215 dial with Running Shot, Energy Explosion, and Invincible. His 5 damage is very low and wouldn’t hurt anybody. His second click he especially can’t have Charge instead of Running Shot. Bizarro doesn’t have a 3rd or 4th click with Quake or Impervious so him can’t reduce damage but can make ranged combat attacks and be Mind Controlled with his Battle Fury.

Subject B-Zero at 100 points am softer than puppy. Him no have Charge, Quake, Invulnerability, or Battle Fury so he can’t ignore Shape Change. 2nd click he has Running Shot and Energy Explosion so him can’t make ranged combat attacks. Bizarro has Close Combat Expert on his final 3 clicks so he can pet soft puppy nice nice and get rid of cat with Flurry on last 2 clicks. His last click has Regeneration so he can do it all over again.

You’ve just read another awesome preview from the DC HeroClix: Justice League – Trinity War set, but don’t go too far, we’ll have more previews for you to peruse again soon!


Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-sinestro-bizarro/#ixzz3QzZlrliK
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 9 Fév - 19:54:03

Greetings HeroClix fans!

We’re back again with another look at the evil side of things in the DC Universe with our latest previews from the DC HeroClix Justice League: Trinity War set! First out of the gate today is the psychotic speedster, Johnny Quick!

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Featuring Improved Movement – Ignores Hindering Terrain and Characters, Johnny Quick is set up as an 82 point mobile harasser, able to utilize the Speed tokens initially introduced in the DC HeroClix: The Flash set from late in 2014. Johnny utilizes them via his traits. First up, and familiar to those who have figures from the aforementioned Flash set, is the Speed Force trait. If you remember, this allows Johnny Quick to add a Speed token to his character card if he moves at least one square and hits one or more adjacent opponents. These Speed tokens increase Johnny Quick’s already impressive speed, equal to the number of tokens on the card.

To go along with Speed Force is his second trait, A Different Connection to Speed. This trait allows Johnny Quick to remove a Speed token from his card as a free action, which allows the usage of Perplex until his next turn. However, this can only be used to target an opposing character. That character, in turn, can’t use speed powers until your next turn!

Given his need for speed, it should come as no surprise that Johnny Quick has movement powers on each click of his 6 click dial, and his values in this regard are all in double digits. Starting at a 12 before dropping to an 11, Johnny Quick opens up with four clicks of Hypersonic Speed, and wraps up his dial with two clicks of Sidestep. His attack values are more reasonable, bouncing between a 10 and a 9, but he picks up the invaluable Precision Strike on clicks 2-4, making him a dangerous opponent for characters with both damage reducers and avoidance abilities.

Defensively, Johnny Quick has a balanced set of powers and values, having 2 clicks of 17 defense paired with Energy Shield/Deflection, 2 clicks of 16 defense with Willpower, and then closing with 2 clicks of 15 defense with Super Senses. On his damage line, Johnny Quick is again very balanced, opening with two clicks of a special power called What A Rush! This power allows you to give Johnny Quick a free action when he has no action tokens, and allows you to pick either 1 or 2. That number will increase all of his combat values by that amount until your next turn, but in doing so, you’ll deal him unavoidable damage equal to the amount chosen at the end of your turn. He follows that with 2 clicks of Shape Change, before finishing his dial with 2 clicks of Exploit Weakness.

Johnny Quick comes packed with all the powers and abilities you’d want, on top of coming equipped with the Crime Syndicate team ability. Coupled with his Crime Syndicate and Speedster keywords, he’s a great addition to either theme team, and packs a punch that other Speedster characters might lack!

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Of course, you can’t have Johnny Quick without his main squeeze, the pint-sized peril, Atomica! And given the fact that they’re inseparable, Atomica features a trait called Twisted Couple, which will grant both characters +1 to their attack value when adjacent to each other, assuming it hasn’t already been modified by this effect.

Her traitorous nature is represented by her opening 2 clicks of Stealth, followed by Phasing/Teleport on the final 2 clicks of her 6 click dial. Her attack powers feature three clicks of Poison with a 10 attack, followed by two clicks of Precision Strike on clicks 4 and 5. She’s definitely not an offensive powerhouse, but Atomica’s powers make up for her lack of punch by having some truly frustrating powers to deal with for your support and board control pieces.

Defensively, Atomica begins with 2 clicks of Super Senses at an 18 and 17 value, respectively, followed by 2 clicks of Combat Reflexes at a 17 defense. On her Damage track, she opens with 2 clicks of Exploit Weakness, before picking up a special power on her final 4 clicks called Hidden Loyalties, which allows her to use Shape Change. When she does, and she and her attacker share a keyword, the result of her Shape Change roll is modified by +2.

Unlike most members of the Crime Syndicate, Atomica comes heavily loaded with keywords that will allow that Hidden Loyalties special power to really shine. She can be played on A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America, and Spy theme teams.

That’s all for today, HeroClix fans! Join us next time, as we look further into the DC HeroClix Justice League: Trinity War set! Until then, may all your hits be critical, and your misses be infrequent!

Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-johnny-quick-atomica/#ixzz3RH8gjQp3
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 11 Fév - 21:09:27

Greetings HeroClix fans!

Welcome to another in our line of previews for the upcoming DC HeroClix Justice League: Trinity War set! Today, we bring two representatives of the short-lived Justice League of America, Green Arrow and Stargirl!

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Green Arrow comes in at 122 points, and is a seven-click ranged combat sharpshooter, sporting a native 8 range with two targets. He couples that with his trait, Watch and Learn, which grants friendly adjacent characters with the Justice League of America keyword the Sharpshooter ability! This will make characters like Stargirl, Green Lantern, and Martian Manhunter even more formidable in short-combat situations!

Being the master of ranged combat that he is, Green Arrow sports a movement power on every click but his final, bouncing in between Running Shot and Sidestep. His attack powers include two clicks of Energy Explosion, two clicks of Penetrating/Psychic Blast, and two clicks of Pulse Wave, before giving way to a special power he possesses on his final click, called One-In-A-Million Shot. Once per game, this power states Green Arrow may be given a power action, and on his next turn, he may use Ranged Combat Expert as a free action to target any character occupying outdoor terrain on the map. With a printed 11 attack and 2 damage, you can easily see Ollie dropping 4 damage on his opponent from out of nowhere!

Defensively, Green Arrow comes equipped with alternating clicks of Super Senses and Combat Reflexes over his first four clicks. On his damage, he has a special power on his first three clicks called Sharp Eyes and Sharp Arrows, which allows Green Arrow to use both Enhancement and Ranged Combat Expert. He follows that special power with one click of standard Ranged Combat Expert on his fourth click.

Green Arrow will only find a home on Justice League of America theme teams, as that is his only keyword, but the utility he offers to teams based on that keyword is vast. And that utility is on display when you take into consideration our second preview today, the teenage celebrity superhero Stargirl!

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At 95 points and six clicks of life, Stargirl is a flyer who brings 7 range with 2 targets to the table. Her trait, Inspirational Ally, states that when a second action token would be given to a friendly adjacent character, you roll a d6. If that character has the Justice League of America keyword, add 2 to the result. If the result is a 6 or higher, they can use Willpower this turn – while the odds for getting that 6 on a d6 is a 16.6 percent chance of happening, with the additional +2 to the roll, you’re looking at a 50 percent chance of it hitting if they have the Justice League of America keyword!

Don’t think, though, that Stargirl is only there for support. She brings a lot to the table over her dial! On movement, she alternates click for click between Running Shot and Force Blast. On her attack, she begins with two clicks of Energy Explosion, followed by one click of Penetrating/Psychic Blast, before alternating between Energy Explosion and Penetrating Psychic/Blast on clicks 4 and 5. Her final click grants her Pulse Wave, which is a powerful way for California’s finest to close out her dial!

On her Defensive front, Stargirl begins with two clicks of Toughness, followed by two clicks of Energy Shield/Deflection, and closes out with two clicks of Willpower. On offense, she brings Ranged Combat Expert on her second, fourth and sixth clicks.

You’ll be able to run Stargirl on the aforementioned Justice League of America as a theme team, as well as with the generic keyword Cosmic, meaning she’ll partner well with powerhouses like Parallax, Mr. Majestic, Starfire and Ganthet to be a great secondary attacker for higher point teams.

That’s it for today, HeroClix fans! Be sure to join us next time as we look at two more wonderful pieces from the DC HeroClix Justice League: Trinity War set. Until then, don’t be afraid to push!


Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-green-arrow-stargirl/#ixzz3RT8c9w67
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyVen 13 Fév - 21:19:15

Greetings HeroClix Fans!

Welcome back for another amazing preview from the DC HeroClix: Justice League – Trinity War set! Today we have two strong Amazon women who won’t back down from a fight. The Crime Syndicate’s Superwoman from Earth 3 and Wonder Woman! First up is Superwoman…

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The Lois Lane of Earth 3 is a member of the Crime Syndicate and is that world’s version of Wonder Woman. Superwoman has two point costs, an experienced version at 142 points and a rookie version which comes in at 100 points. Superwoman’s combat abilities include the Flier symbol and the Indomitable symbol so she can taxi in a teammate and then push to attack on her next turn without fear of taking pushing damage.

Superwoman’s trait, You’ll Betray Each Other, says opposing characters within six squares that are adjacent to each other and share a keyword with each other modify their defense values by -1 unless already modified by this effect. This helps against those theme teams with Empower or Enhancement because they are going to be adjacent already, and can be a big help with opponents with Defend as well. Superwoman’s keywords are Amazon and Crime Syndicate, and her Crime Syndicate team ability will allow her the use of Probability Control.

Superwoman has an extra two clicks at her 142 point version over her 100 point version, but it starts with a bang. Her top click starts with Charge, Super Strength, Impervious, and Exploit Weakness. With a natural 4 damage, and an Ultra Heavy object, she can deal 7 penetrating damage out of the gate! On her second click she has Sidestep instead of Charge and Invulnerable instead of Impervious. S he can use Sidestep for a free movement to potentially position herself for another attack, or even use her trait to modify defense values of opposing characters with her trait so other members of your team can benefit.

At 100 points, Superwoman is still a ferocious Amazon that can hold her own. Her lack of range could be tricky against opposing characters with a long range, but this Superwoman won’t have an issue carrying a lackey to shield her from attacks. She opens with Charge and Super Strength the same as her higher point value, but defensively opens with Invulnerability and has Empower as well. Her attack is an 11, but it goes down to a 9 for almost the rest of her dial. But remember her trait can potentially lower defenses as well! Her second click she trades Charge for Sidestep as well, but after that she no longer has any movement then attack type powers. Superwoman has Toughness and Flurry for her last three clicks but has a choice as well since she has Close Combat Expert, which will allow her to bump up attack and/or damage when she attacks.

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Princess Diana left her home on the island nation of Themyscira as an ambassador for her homeland in the Patriarch’s world with the mission of bringing peace to the outside world.

Wonder Woman has two different dial costs like her counterpart above, 200 and 100 points. At both costs and like above, Wonder Woman has the Flier symbol and the Indomitable symbol. Her keywords are Amazon, Deity, Justice League and Trinity so a theme team build will be difficult only because of the large amount of figures to choose from will make it hard to choose a team.

Wonder Woman has two traits, the first is A New Kind of Justice League that allows adjacent friendly characters with a lower point value and the Justice League keyword to use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value. Her second trait, Lasso of Truth, states adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex or Probability Control.

At 200 points, Wonder Woman is a competent and capable character who will bring the “truth” to your opponent. Her dial is eight clicks deep at that cost and three of those clicks are what cost the extra 100 points. The top of her dial starts with Charge, Invincible, and two special powers. Her attack special power, Strongest Woman in the World, allows Wonder Woman to use Super Strength. If Wonder Woman isn’t holding an object and is adjacent to a square of blocking terrain, you may give her a free action to destroy that square of blocking terrain. If you do, place a standard heavy object into that square. With this trait, you can potentially churn out a heavy object each turn for her and the rest of the team.

Her special damage power, Deflected Bullets, states when Wonder Woman is targeted by a ranged combat attack that misses, after actions resolve give the attacker an action token. If you can’t, deal the attacker 1 unavoidable damage. Wonder Woman’s stats on her top click are impressive with a 12 attack, an 18 defense and 4 damage that can easily go up depending on the object she is carrying. Power-wise on the top three clicks, the only change is that click two has Impervious rather than Invincible.

At 100 points, Wonder Woman starts her dial similarly: Charge, Strongest Woman in the World, Impervious, and Deflected Bullets. Some of Wonder Woman’s combat values on her top click are lower but with her damage value of 4, and holding an object, she can hurt a character just as much as her 200-point version. Wonder Woman keeps Strongest Woman in the World for her next two clicks, but her dial is different otherwise. On her next two clicks Impervious falls away to Invulnerable and for the rest of Wonder Woman’s dial she has Sidestep and Close Combat Expert and these last two work really well together, especially when she is able to use Super Strength along with it. The last two clicks she possesses Regeneration and if luck is with your dice, she can heal back up to her top click, and if luck is not with your dice, her trait A New Kind of Justice League will allow another character to heal her up with Support!

Thanks for reading this latest DC HeroClix: Justice League – Trinity War preview, and keep your Clix off their KO’s!


Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-superwoman-wonder-woman/#ixzz3ResBx6Yt
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 16 Fév - 19:25:33

Greetings HeroClix Fans!

Welcome back as we take a look at a couple more figures from the upcoming DC HeroClix: Justice League Trinity War set. First, let’s take a look at the master of phobias, Scarecrow!

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Scarecrow has an Improved Targeting ability that allows him to ignore hindering terrain called I See You Hiding. Scarecrow begins hiding himself in hindering terrain with Stealth. Also making him hard to target is an opening click of Shape Change. Should an opposing figure manage to hit him, he can use Mastermind to transfer the damage to an adjacent friendly figure. Keeping friendly figures adjacent also helps to share attack values with the Batman Enemy team ability.

Scarecrow also has a special power over half his dial called Fear Rules You Now which allows him to use Incapacitate, Mind Control and Poison. When he uses Incapacitate to place a second token on a target, the target modifies its attack by -1, and after actions resolve, Scarecrow may use Mind Control as a free action to target any hit characters. His 5 range with 2 targets may get him 2 figures to turn on your foe. A click into his dial, Scarecrow gets a couple of clicks of Outwit.

On his last two clicks, Scarecrow keeps opposing figures close with Plasticity, allowing his Poison to damage any adjacent opposing figure. Willpower will allow him to act 2 turns in a row with no fear of pushing damage. And Shape Change will again give him the ability to try to avoid attacks.

Scarecrow can be played in theme on teams using the Arkham Asylum, Legion of Doom, Scientist, and Secret Society of Super Villains keyword. At 93 points, Scarecrow will be a fun secondart attacker on most team builds.

Next up, we look at Shaggy Man.

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Shaggy Man has a trait called Regenerate From Any Wound that allows you to heal him of one click of damage at the beginning of your turn.

Shaggy Man begins play rushing into battle using the always useful combination of Charge and Super Strength. Battle Fury will let him ignore an opposing figures Shape Change and . Invulnerability will protect him from counter attack.

On click 4, Shaggy Man slows down a bit as he now has Sidestep. Defensively, he has Toughness to reduce a bit of damage. On click number 6, he loses Super Strength. His defensive numbers begin to climb again as he has a special power called Restore Lost Limbs, allowing him to use Regeneration without reducing the result by 2. On his last click, he can try to avoid an attack with Super Senses.

Shaggy Man can be played in theme using his Robot and Secret Society of Super Villains keywords. At 153 points, he is a solid close combat attacker with strong attack and damage values, as well as good damage reduction with above normal Regeneration abilities.

That’s all for now. Thanks for joining us and be sure to check back soon as we preview more figures from the upcoming DC HeroClix: Justice League Trinity War set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-scarecrow-shaggy-man/#ixzz3RvxGz59z
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyMer 18 Fév - 19:13:54

Greetings HeroClix Fans!

Welcome back as we take a look at the DC Heroclix: Justice League Trinity War Crime Syndicate Fast Forces pack. First up, the most powerful member Ultraman!

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#001 Ultraman possesses an Improved Targeting ability called Ultra-Vision allowing him to ignore hindering terrain for line of fire purposes. He also has a trait called Syndicate Rules, that says when he is part of a Crime Syndicate theme team you may add one use of theme team Probability Control to your pool when your opponent uses theme team Probability Control.

Ultraman has a 7 range with 1 target, the Flight ability, and the Indomitable combat ability. At 250 points, Ultraman begins play with a couple clicks of Hypersonic Speed. He will have Precision Strike alternating on and off over half his dial. On the first two clicks with Precision Strike, he has a special power calked Ruler of His Earth, allowing him to use Impervious and Mastermind. Additionally, when he rolls a 4 for Impervious he reduces damage dealt by 3. On alternating clicks he has Invulnerability. On clicks 3 and 4, he has.

Click 5 sees his 150 point start line. As before, Ultraman starts with Hypersonic Speed, Precision Strike and his Ruler of the Earth defensive special power. The next click sees the return of Charge and Invulnerability. After this, Ultraman spends a couple clicks changing between Sidestep with Combat Reflexes and Charge with Toughness.

On his last click, Ultraman has Earthbound/ Neutralized, countering his Flight and Indomitable abilities, Toughness and a new special power called Secret Kryptonite Recharge. This power says that when this click is revealed due to damage taken from an opposing figure, stop turning the dial. Ultraman may be given a free action to destroy an unheld object within 4 squares to use Regeneration as a free action.

Ultraman possesses the Brute, Crime Syndicate, and Ruler keywords.

Next up we’ll take a look at the woman he has claimed as his own, though she has her own opinion on the matter, #003 Superwoman!

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Superwoman has a trait called Choose Your Loyalty: Ultraman or Owlman? This trait tells you to pick Ultraman or Owlman at the beginning of the game. If you choose Ultraman, any friendly Ultraman and Superwoman can use Super Strength. If you choose Owlman, he modifies his defense by +1, and Superwoman can use Combat Reflexes.

Starting on her 150 point line, Superwoman takes the fight to your opponent with a couple of clicks of Charge. Invulnerability will provide her damage reduction on these clicks. She also has a special power on these clicks called Lasso of Inhabitations Released. This power reads “When Superwoman hits a character with a close combat attack, place an Unfettered Inhibitions token on that character’s card if it doesn’t have one already. Characters with an Unfettered Inhibitions token on their card can’t ignore pushing damage and can’t be targeted by a friendly character’s Perplex. A character with an Unfettered Inhibition token on its card may be given a double power action to remove the token.“ On click #2, Superwoman has a click of Close Combat Expert. Her next click sees the addition of Flurry, with Toughness to reduce damage.

Click #4 is Superwoman’s 100 point starting line, and it starts as before with Charge, Invulnerability and her L Lasso of Inhabitations Released special power. She also has Close Combat Expert on this click. On her next click she goes back to Flurry with Toughness to protect her for a couple of clicks. On her last click of this section, Superwoman regains Close Combat Expert for a couple of clicks. She also has Quake on these clicks. On her last click, Superwoman may be able to heal back up to her 100 point starting line with Regeneration.

Superwoman can be played in theme using her Amazon and Crime Syndicate keywords.

So we’ve seen the Ultraman figure from this fast forces pack that Superwoman’s trait can effect, let’s see the other man she manipulates, Owlman!

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Owlman has a trait called All My Father’s Men Belong to Me. This trait allows Owlman to use Stealth and, when building your force, friendly characters with the Gotham City or Police keyword also have the Gotham City Underworld keyword. He also has an Improved Targeting ability that lets him ignore hindering and an Improved Movement ability that ignores hindering and elevated terrain called I Own the Night.

On his 150 point starting line, Owlman starts with a special power called Into The Shadows, which lets him use Charge, and lets you give him a free action to place him in a square of hindering terrain within 4 squares and line of fire. He also has a defensive special power called All Crime Profits Me in the End. This power lets Owlman use Mastermind and Toughness, and when he uses Mastermind. Over his first three clicks, Exploit Weakness will swap with Outwit. On his third click, he gains a click of Sidestep.

Click #4 is Owlman’s 100 point starting line. He starts with the same special powers in his movement and defense slots, and now he has another in his damage slot called Secretly *I* Run the World, allowing him to use Empower, Enhancement, and Outwit. Next up on his dial is a click of Sidestep and Combat Reflexes. On his last two clicks Owlman has Flurry and Precision Strike, as well as Outwit an Exploit Weakness.

Owlman has the Crime Syndicate and Gotham City Underworld keywords.

That’s all we have for now. Be sure to check back soon as we show off the other figures in the upcoming DC Heroclix: Justice League Trinity War Crime Syndicate Fast Forces pack.



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-crime-syndicate-fast-forces-pack-pt-1/#ixzz3S7ayRFBB
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MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptySam 21 Fév - 0:00:35

Greetings HeroClix Fans!

Welcome back as we look at the other three figures and a bonus in the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

First up, the biggest coward from Earth 3, Power Ring!

[News] DC Trinity War Power-10

First, #002 Power Ring has the Crime Syndicate keyword, as well as their signature CSA team ability, allowing the user to use Probability Control if an action token is placed on another friendly character. At an even 100 points, Power Ring has a trait called Bully and Coward Combined… Lovely. This trait says that if he attacks a lower point cost figure he modifies his attack and damage by +1, and if he attacks a higher point value figure he modifies them both by -1.

Power Ring begins play with a couple of special powers on the front half of his dial. First is called Attack From a Position of Safety, which lets him use both Stealth and Running Shot. The second is called The Will of Volthoom. This power lets him use Energy Explosion with his 2 targets at 7 range. If he chooses to damage only 1 opposing figure, any other hit characters get an action token. Defensively, he starts by reducing damage with Invulnerability then switches to Energy Shield Deflection, continuing to do this for his first four clicks.

On the back half of his dial, Power Ring switches up his attacks a bit. First a couple clicks of Sidestep will give him some free action mobility. Pulse Wave will let him do penetrating damage to all figures within 4 squares or with proper positioning, his printed 2 damage to one figure. Another attack option he gains is Range Combat Expert, letting him modify his attack or damage by +2, or both +1 each. He also now has Barrier in this section which he will keep for the rest of his dial. On his last click, the Ring of Vothoom abandons him, leaving him with Earthbound.

Next up, is the scientific mind of the Crime Syndicate, Deathstorm!

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#006 Deathstorm also has the Crime Syndicate team ability as well as the keyword, along with Scientist, for 125 points. Deathstorm has a trait called Matter Separation, that allows him to be given a double power action to remove an assigned relic or resource attachment from an opposing figure within range and line of fire and place it in that figures square and it follows all game rules as if it were a relic.

Deathstorm begins with a solid power set around his 7 range with 2 targets. First, a good stretch of Running Shot will keep him mobile, while Energy Shield Deflection will make him harder to hit with range attacks. Energy Explosion can allow him to deal a good bit of damage. On click two, Deathstorm picks up his first special power, Owlman isn’t the Only Smart Guy in the CSA, which lets him use Perplex. It also lets him remove up to 4 hindering or blocking terrain markers within range and line of fire as a free action if he doesn’t have 2 action tokens.

On click 3 Deathstorm gets his second special power, Destroying Central City, which now adds Precision Strike to his Energy Explosion. He also has a couple of clicks of Toughness to give him some damage reduction. On click 4 he now has free action movement with a couple clicks of Sidestep. Click 5 sees the return of Energy Shield Deflection for a click and his Owlman isn’t the Only Smart Guy in the CSA special power is gone from his dial. On his last 2 clicks, he can choose to Outwit an opposing figures power. He also has Regeneration to try to get above his mid dial.

Next up, we look at the resident speedster of the Crime Syndicate, Johnny Quick!

[News] DC Trinity War Johnny10

As with the other characters, #005 Johnny Quick has the Crime Syndicate team ability and keyword, as well as Speedster, for 100 points. He has an Improved Movement ability called Up and Over, ‘Round and ‘Round letting him ignore Elevated terrain for movement. He also has a trait called Mainlining the Juice that lets him use Hypersonic Speed if he has no action tokens, Charge if he has 1 and Sidestep if he has 2.

Johnny Quick starts with Plasticity to keep enemies close or help him break away easier. On his next click is Flurry, giving him two close combat attacks for one action, and he’ll swap these two powers over his entire dial. A couple opening clicks of Shape Change will give him some protection from attacks. Johnny Quick also has a defensive power on the front of his dial called The Juice is Loose, allowing him to use Super Senses and Willpower. Also, when he is given a second action token, you can roll a d6 that can’t be rerolled, on a 1, deal him 1 unavoidable damage, on a 5 or 6, remove an action token from him.Click 3 sees Johnny Quick gain a couple of clicks of Precision Strike. On click 4 he trades defensive powers for Energy Shield Deflection to make him harder to hit at range. On his last click he has Combat Reflexes to make him harder to hit in close combat.

Last up is a surprise “figure” in the fast forces pack, a traitor to the Justice League and Earth Prime, Atomica!

[News] DC Trinity War Atomic10

#007 Atomica has a hand full of keywords representing the teams she infiltrated, as well as her own, A.R.G.U.S., Crime Syndicate, Justice League, Justice League of America and Spy, and the CSA team ability. At 25 points, she is 3 clicks long with the Tiny Size ability, modifying her defense by +1 against range attacks as well as letting her be carried by bigger friendly figures.

Atomica has Plasticity on all three of her clicks. She has an opening click of Precision Strike followed by a click of Exploit Weakness with her only click of 2 damage. On her first two clicks, she has a special power called Traitor to All But My Homies. When Atomica isn’t part of a Crime Syndicate themed team, each time you use Themed Team Probability Control each opponent adds one use of Themed Team Probability Control to their pool if they have a named themed team and haven’t already added one this turn from this effect. On her last click, she has Super Senses.

Thanks for joining us as we conclude our look at the DC Heroclix: Justice League Trinity War: Crime Syndicate Fast Forces pack.

Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-crime-syndicate-fast-forces-pack-pt-2/#ixzz3SKSKjfum
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Messages : 3600
Date d'inscription : 21/08/2013

[News] DC Trinity War Empty
MessageSujet: Re: [News] DC Trinity War   [News] DC Trinity War EmptyLun 23 Fév - 19:37:16

Greetings HeroClix Fans!

Welcome back to our ongoing preview coverage of the DC Heroclix: Justice League Trinity War set with a pair of new resource dials harnessing the power of the Seven Deadly Sins to strengthen your team.

First up is the item responsible for the Trinity War itself, Pandora’s Box!

[News] DC Trinity War R101-p10

Pandora’s Box can be assigned to your force for 12 points plus 4 per Sin that is attached, making this resource scalable from 16 to 40 points. And as this resource tends to be more effective when on a team with at least 3 characters, the variable cost will allow you to fine tune your team composition.

To turn your characters into Sinners allowing them to reap the benefits of the resource, you can give them a power action to place one of the sins from the resource on the character’s card. This can only be done once per turn and a character cannot be given a second sin until at least 3 friendly characters have Sins on their cards. So you’ll need to plan your actions accordingly to make sure that as many of your team members as possible can use the powers that Pandora’s Box provides.

Taking a look at what Pandora’s Box brings to your characters, you have to take a look at each of the paths of sin that you can choose to follow. If you choose to start the resource on the red starting line, known as the Path of the Hunter, your characters will have access to some early mobility with Phasing/Teleport and Running Shot as well as some assist powers before transitioning to some damaging ranged attack powers and ending with Hypersonic Speed or Toughness. The blue starting line corresponds to the Path of the Ravager and is extremely close combat focused offering powers such as Super Strength, Plasticity, and Exploit Weakness. And finally the green starting line provides plenty of map control and supportive powers like Barrier and Perplex making the Path of the Manipulator very strategic in nature.

Once a character has become a Sinner, each turn a d6 roll will determine which of the two powers visible on the dial the Sinners can use until your next turn. The number of assigned sins and the path chosen at the beginning of the game determines the click that Pandora’s Box should be turned to. For instance, if you have chosen the Path of the Hunter and have assigned 5 Sins to your characters, if the d6 roll at the beginning of the turn is 1-3 your Sinners can use Steal Energy and if the roll was 4-6 they could use Close Combat Expert.

If you can manage to assign all 7 Sins to your team this game, at least 3 Sinners are still on the map, and if all Sinners have at least 1 action token, you can turn the resource dial to its final state which will result in your Sinners having one of two very strong powers.

The first, Third Eye Possessed, grants your characters Improved Movement AND Improved Targeting to ignore Hindering and Elevated terrain as well as breaking through Blocking Terrain. You’ll also modify all of your Sinner’s combat values by +1 and then by and additional +2 for both Speed and Range. The other power, Gateway to Earth-3, grants the same +1 to combat values as well as the Mystics team ability and allows you to choose another DC team ability that your sinners can use whenever they have access to this power. You’ll still have to roll the d6 each turn to see what power you will use but both powers are extremely strong and will give you a distinct advantage.

Pandora’s Box is a resource that takes a few turns to spread amongst your team but offers some very strong powers and the choice of path can drastically alter your strategy and since that choice is made at the beginning of the game, you can size up your opponent’s force before you commit. Beware the Sinners, fellow clixers.

The next resource arriving with the DC Heroclix: Justice League Trinity War set is the Rock of Eternity.

[News] DC Trinity War R102-r10

The Rock of Eternity costs 12 points plus 2 points for each Sin included on your force with a minimum of 1 up to all 7, meaning it has a point cost range of 14 to 26 points. In fitting with its reduced cost, this resource is assigned only to a single character on your force that is at least 50 points and this character is now designated as your Champion. Now when you would normally be placing objects during game setup, you can choose to place up to 3 Sins on the map at least 5 squares away from each other and any starting areas, as well as in its own row and column. All remaining Sins are placed on your sideline but they won’t be there for long.

There are two methods of reattaching Sins to the Rock of Eternity. First, you may attach a Sin from your sideline to the Rock of Eternity if your Champion does not have two action tokens. You may also give your Champion a free action to attach a Sin in the same square as your Champion to the Rock of Eternity. But what does attaching the Sins do, you ask? They relate to the powers granted to your champion by the two dials on the resource. First let’s tackle the SHAZAM! dial.

Similar to Pandora’s Box, at the beginning of the game you will be choosing a path but the Rock of Eternity offers the red Cunning Path and the blue Mighty Path, the color determining the starting line the resource’s SHAZAM! dial. You will click your dial to the click number that relates to the number of Sins attached to the resource. Your Champion will then be able to use whatever power is showing in the slot for the SHAZAM! dial that relates to the number of action tokens on the Champion. So if the Rock of Eternity has 2 Sins attached and your Champion has one action token, your Champion could use Mind Control if you chose the Cunning Path or Hypersonic Speed if you chose the Mighty Path.

On top of the powers granted by collecting the Sins, you can also seek to Unlock the Power of SHAZAM! At the beginning of your turn when your Champion has no action tokens, you’ll roll 2d6 and add the current click number of your SHAZAM! dial, and if the result is 16 or greater your Champion will become The Power Personified. The champion is given a double power action and the SHAZAM! dial is turned to click 9, which is identical for both dials. This click grants the Champion a truly spectacular set of powers and abilities including Impervious, Probability Control, Pulse Wave, Running Shot, the Mystics Team ability, the Wing speed symbol, the Indomitable defense symbol and a range of 8 if the Champion’s range was less than that. This alone makes this dial truly fearful but we haven’t even spoken of the Sin Dial yet!

The Sin dial of the Rock of Eternity begins the game at click 1 and like the SHAZAM! dial grants the use of the Sin’s power that relates to the color visible on the current click but as you can see, we don’t have any powers visible at click one so lets start turning that dial. When one or more action tokens are placed on one of your opponent’s characters, you’ll click the Sin dial once clockwise (to a higher click number) and when your Champion receives an action token, you’ll turn the dial counter-clockwise (to a lower number and away from the good powers). Note that the characters don’t have to take an action, just receive an action token so uses of Incapacitate can be a great way to manipulate the dial.

Not long into the dial you will encounter a special power to go along with the Sin colors on the dial. Represented by special power number 2, your Champion will be Giving in to Sin by taking a free action to select a Sin that they will be able to use until your next turn at the cost of clicking the dial counter-clockwise 3 clicks. Then after making it through the first 16 clicks of the dial the Growing Temptation power allows the user to immediately choose a Sin and use its power until the dial is clicked again. Evil’s Seduction is similar but appears a bit later in the dial and allows the selection of 2 Sins to be used immediately. And finally, Ultimate Transgressor is present on the 20th and final click which allows the use of all attached Sins on the resource.

The Sin Dial is sounding a bit like the original resource, the Infinity Gauntlet, isn’t it? Unlike that resource the Sin dial cannot be clicked past click 1 or click 20 so there is no worry of overshooting the sweet spot but taking actions will move your Champion back down the dial so planning ahead will be important.

Now I’m sure by this point you’re screaming “But what do the Sins do!?” And for that you’ll just have to wait, fellow clixers.

The Rock of Eternity features two separate dials that both need to be managed carefully, making this a resource that can be potentially unpredictable but undeniably powerful.

Thank you for joining us for another preview of the DC Heroclix: Justice League Trinity War set. Keep an eye out for even more previews coming soon.


Read more: http://heroclix.com/heroclix/preview/dc-heroclix-justice-league-trinity-war-pandoras-box-the-rock-of-eternity/#ixzz3Savrvv8e
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