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 [News] Avengers / Defenders War

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Date d'inscription : 21/08/2013

MessageSujet: [News] Avengers / Defenders War   Ven 24 Mar - 19:12

Greetings HeroClix Fans!

We are pleased to announce the upcoming Marvel HeroClix: Avengers/Defenders War set, releasing in May with Pre-Release Events starting in April! To kick off previews of the set, we have a character that isn’t hard to spot in a crowd, thanks to the American flag tattooed to his face! A former Weapon Plus program test subject, he’s clashed with the likes of Daredevil, Wolverine, and Captain America. Making his HeroClix debut, we bring you the deranged, dangerous, and highly aggressive supervillain known as Nuke!


Nuke has a point value of 70 and the standard speed, attack, defense, and damage symbols. He also can shoot one target up to five squares away. Nuke’s dial is six clicks deep and his power layout makes him a dangerous foe at range or up close. Aside from his tattooed face, Nuke’s most notable characteristic is his consumption of medications that boost his aggression, calm him down, or keep him balanced. This is captured on Nuke’s dial as a trait called Red, White, and Blue Pills, which lets him choose a pill type at the beginning of your turn. If Nuke chooses the Red Pill, he can use Battle Fury for the turn and modifies his attack value by +1. If he chooses the White Pill, Nuke can be healed 1 click but he can’t attack this turn. Lastly, if Nuke chooses the Blue Pill, he can use Precision Strike this turn.

Moving to Nuke’s dial, he begins as a ranged attacker with Running Shot and Energy Explosion. Mid-dial, he switches to close attacks by picking up Charge and Super Strength. Defensively, Nuke initially can soak up some damage by using Toughness. On the back half of his dial, he becomes harder to hit with close attacks, thanks to Combat Reflexes. Nuke’s base combat values stay fairly steady and don’t taper off too quickly.

If you wish to include Nuke on a themed team, he has the Thunderbolts and Soldier keywords as options. However, Nuke’s power layout, steady set of combat values, and his Red, White, and Blue Pills trait make him a viable choice for any team as a secondary attacker.

Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set! Don’t forget to visit the WizKids Info Network to find events near you.
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MessageSujet: Re: [News] Avengers / Defenders War   Mer 29 Mar - 21:56

Marvel HeroClix: Avengers/Defenders War – Porcupine

Greetings HeroClix Fans!

Welcome back as we continue our series of previews for our upcoming Marvel HeroClix: Avengers/Defenders War set! Today, we point (heh!) you to a super villain whose unsuccessful criminal career left him so discouraged that he made a deal with the Avengers to surrender his battle suit so that it wouldn’t fall into the wrong hands. We present to you another character making his HeroClix debut, Porcupine!


Porcupine doesn’t come with the notoriety of other villains, but he does have a low point value of 40 and a dial that’s five clicks deep. He also has the standard speed, attack, defense, and damage symbols. His power set is geared towards close combat, and his two opening clicks of Plasticity make him a difficult foe to shake. However, Porcupine’s main strength is in his battle suit, which lets him absorb some damage dealt to him via Toughness.

Additionally, Porcupine’s battle suit is covered with metal quills that can be used offensively and defensively. These metal protrusions are represented on each click of Porcupine’s dial as a special power called Razor-Tipped Quills, which deals an attacker 1 unavoidable damage if Porcupine is hit with a close attack. With Plasticity and Toughness backing up Porcupine’s Razor-Tipped Quills, opponents may want to rethink any plans to hit him up close with anything other than a KO punch. That is unless they don’t mind getting pinged for a retaliatory click of damage and having their chances of breakaway drastically drop.

As a nod to the various criminal organizations he’s joined, Porcupine has the Emissaries of Evil, Lethal Legion, Maggia and Soldier keywords as options if you wish to include him on a themed team. However, Porcupine makes a viable choice for any team as a harassing tie-up piece thanks to his power layout. Moreover, his low point value leaves plenty of room for other attackers and support characters.

Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find upcoming Pre-Release Events near you!
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MessageSujet: Re: [News] Avengers / Defenders War   Ven 31 Mar - 21:37

Greetings HeroClix Fans!

Welcome back as we continue our series of previews for our upcoming Marvel HeroClix: Avengers/Defenders War set! Today we Adventure Into Fear, deep in the Florida Everglades, and find the mysterious and powerful Man-Thing!


As a biochemical researcher with Project: Gladiator trying to recreate the Super Soldier Serum, Dr. Ted Sallis uncovered a plot by AIM agents to steal his work. He destroyed his notes and took off into the swamp but wrecked his car where a mix of chemicals from his serum and mystical energies from the Nexus of Realities transformed him into the infernal Man-Thing, a lumbering plant like creature with barely any human intellect remaining and an acidic touch that burns anyone experiencing fear.

With the Defenders, Legion of Monsters, Thunderbolts, Monster, and Mystical keywords Man-Thing brings the magical might of the swamp to your force. For 125 points he punishes anyone who damages him with an attack with the Mystics team ability. Man-Thing also helps out his closest allies with the Defenders team ability and his trait, Defenders Together once per turn allowing a friendly character that uses the Defenders team ability to replace their defense value with Man-Thing’s to reduce penetrating damage and cause an attack using Mind Control to automatically miss. Offensively he can deal penetrating damage on every click as his dial begins and ends with the combination of Phasing/Teleport, Poison, Toughness, and Exploit Weakness. On click #3 he has a STOP click thanks to his special power on damage Taken Possession Of A Mindless Husk. This STOP click ensures he lands on his sweet spot. His special power on speed, Possessed By The Six Fingered Hand, which cannot be countered, makes Man-Thing go Giant-Sized with a range value of 5 and Sidestep. He also has Penetrating/Psychic Blast and a stunning 19 defense with Impervious that shifts down to Invulnerability before shrinking back to normal size; this is the highest defense value in Modern Age formats that can be shared with the Defenders team ability. On top of all that he disregards pushing damage thanks to Indomitable giving him the use of Willpower.

“Whatever knows fear burns at the Man-Thing’s touch!”

Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find upcoming Pre-Release Events near you!

Until next time, Go Defenders!
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MessageSujet: Re: [News] Avengers / Defenders War   Mar 4 Avr - 20:42

Greetings HeroClix Fans,

Welcome to another exciting preview from the upcoming Marvel HeroClix: Avengers Defenders War set! Today, we’re looking at a guy who’s made a career out of overcoming his doubters, Scott Lang, the Ant-Man!


Ant-Man is a Tiny Size 80-point piece, with 5 clicks of life. He carries the Avengers, Defenders, Heroes for Hire, and Scientist keywords. Ant-Man also has Improved Movement – Ignores Characters. As a Tiny Size character, Ant-Man of course modifies his defensive value by +1 against ranged combat attacks. He also allows for any larger adjacent character to carry him, meaning he’s a portable powerhouse that can be a force for your force!

From a power perspective, Ant-Man has two standard powers appearing on both his movement and damage tracks. First, on his first three clicks of movement is the power Ant-Man Security Solutions. This power states that Ant-Man can use both Sidestep and Stealth. Additionally, when an adjacent opposing character is moved or placed, you may place Ant-Man adjacent to that character after actions resolve! His second special power, appearing on his first two and his final click of damage is called Subatomic Subterfuge. This power states that Ant-Man can use Perplex. If he targets an opposing character using this power, that character can’t target Ant-Man until your next turn, unless it’s the only character on its force.

For standard powers, Ant-Man possesses Stealth, Precision Strike, Incapacitate, Super Senses, Combat Reflexes, and Close Combat Expert. He’s a dangerous mix of shut-down powers and heavy damage who can really force your opponent out of their comfort zones, especially if he makes use of his Subatomic Subterfuge power. Be sure to keep him moving around the board as you’re able!

That’s all for today! Stay tuned for more exciting previews as we keep diving deeper into the set and be sure to visit the WizKids Info Network to find Marvel HeroClix: Avengers Defenders War Pre-Release and Release Day OP Events!
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MessageSujet: Re: [News] Avengers / Defenders War   Jeu 6 Avr - 20:32

Greetings HeroClix Fans!

Welcome to another exciting preview from the upcoming Marvel HeroClix: Avengers/Defenders War set! Today, we’re looking at a villainous scientist and one of the Black Panther’s most notorious villains, Klaw!


Klaw is a 110-point piece, with 6 clicks of life, as well as a range of 6 squares with one target. He can be played on both Masters of Evil and Scientist themed teams. He excels at dishing out damage and avoiding attacks, and his power set can cause absolute chaos for your opponent, and nowhere is that more evident than with his trait.

His trait is called Hard Light Focused Vibranium Conduit, and it is the single most devastating power on Klaw’s dial. This power allows Klaw to be given a free action and choose a standard attack power, allowing Klaw to use that power this turn. He’s a completely turnkey character, allowing you situational control of your board. Powers such as Blades/Claws/Fangs, Pulse Wave, Penetrating/Psychic Blast, Incapacitate – all of these and many others are at your disposal to make Klaw an absolutely devastating member of your force.

It doesn’t stop there, though. Klaw also carries two special powers, the first of which appears on his first three clicks of movement called Sound Travels! This power states that Klaw can use both Sidestep and Improved Movement – Ignores Hindering Terrain, Ignores Blocking Terrain, and Ignores Characters. Additionally, when he uses Sidestep, you may roll a d6 and he may move that many spaces, instead of 2. His second power, called Can’t Hurt What’s Made of Sound! appears on his first and third clicks of defense. This power allows Klaw to use Super Senses, and if Klaw would take more than 2 damage, he takes 2 damage instead. On top of those special powers, he has the standard powers Phasing/Teleport, Invincible, and Regeneration.

That’s it for today, HeroClix Fans! Be sure to check back soon for more exciting previews from the upcoming Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find Pre-Release Events near you! Until next time, keep on ‘Clixin!
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MessageSujet: Re: [News] Avengers / Defenders War   Mar 11 Avr - 23:34

Greetings HeroClix Fans!

Today, we’re taking another look at the upcoming Marvel HeroClix: Avengers/Defenders War set by diving into the dark side of one of the Marvel Universes greatest heroes, Daredevil!


This version of the man without fear is the Daredevil from the Shadowland event, where he took control of the villainous ninja clan, The Hand. At 80 points, Daredevil has 6 clicks of life, as well as a range of 4 squares with 1 target. In addition to The Hand, he can also be played on Martial Artist, Mystical, and Ruler themed teams.

Daredevil carries one trait, called Leader of the Hand. This trait allows Daredevil to use Stealth. Additionally, once per turn, Daredevil can be given a power action to place a #015 Hand Ninja from outside the game in a square of hindering terrain, within range and line of fire. And, if a friendly character with The Hand keyword was KO’d since your last turn, this is a free action instead of a power action.

In addition to that trait, Daredevil has two special powers. The first, called Demonic Appetite for Pain, appears on his final four clicks of attack. This power states that Daredevil can use Precision Strike. Additionally, when Daredevil hits an opposing character, the attack values of all friendly characters with The Hand keyword modify by +1 this turn. Furthermore, if the opposing character is KO’d, also modify their damage values by +1 this turn. His second special power is called Mystical Senses and appears on his first four clicks of defense. This power states that Daredevil can use Super Senses. When he does and succeeds, after actions resolve, deal the attacker 1 unavoidable damage. Supplementing those special powers, Daredevil also has the standard powers Charge, Flurry, Precision Strike, Super Senses, Leadership, and Shape Change.

The more violent and unforgiving side of Daredevil is a dangerous character, and his figure in this set nets that out. He can cause absolute chaos by bringing in Hand Ninjas to his force, as well as making use of his special powers to boost them to truly crippling levels.

That’s it for today, ‘Clix fans! Check back soon for more exciting previews from the upcoming Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find Pre-Release Events near you!
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MessageSujet: Re: [News] Avengers / Defenders War   Mer 12 Avr - 21:46

Greetings HeroClix Fans,

Welcome to another exciting preview of the upcoming Marvel HeroClix: Avengers/Defenders War set! Today, we’re looking at one of the more unique villains in the Marvel pantheon, the Savate master, Batroc!


At 40 points, Batroc is a close combat master, a martial artist of the highest caliber, and the leader of Batroc’s Brigade. As ‘ze lee-pair’, Batroc specializes in never being constrained on his movement, and that’s recognized on his dial by Improved Movement – Ignores Elevated Terrain, Ignores Hindering Terrain, and Ignores Characters.

For combat purposes, Batroc specializes in utilizing his natural ability to get out of situations and reposition himself for a better attack. Utilizing the special power that appears on his first three clicks of movement called Zey Call Me…Ze Lee-Pair!, Batroc is able to use Sidestep. Additionally, when he has one action token, he can use Sidestep twice that turn, and may then be given a free action to make a close attack. Batroc follows that power up with the standard powers Sidestep, Precision Strike, Combat Reflexes, and Exploit Weakness.

At a relatively low point cost, Batroc can fill a secondary or tertiary attacker role on your team, leaving you with plenty of room for a major tank and a support piece to offer healing or Perplex and Outwit options for your characters.

That’s it for today, ‘Clix fans! Check in next time as we explore more exciting characters from the upcoming Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find Pre-Release Events near you!
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MessageSujet: Re: [News] Avengers / Defenders War   Ven 14 Avr - 22:00

Greetings HeroClix fans!

Welcome back as we continue our series of previews for our upcoming Marvel HeroClix: Avengers/Defenders War set! Today, we take a close look at another character that we’ve waited patiently to see in the game. From the pages of Daredevil to the Clix table, meet Melvin Potter, the Gladiator!


As a skilled costume and clothing designer, Melvin Potter turned to a life of crime and designed his own suit of armor and saw blade weapons, calling himself the Gladiator. He was frequently foiled by Daredevil and had a run in or two with Iron Man before getting his life in order and reforming his criminal ways. On the HeroClix map, he brings a healthy mix of close combat and range combat utilities along with the durability to last through a fight for his 60 points.

Representing the Emissaries of Evil, Maggia, and Martial Artist keywords, Gladiator muscles his way into the game with a starting click of Invulnerability followed by a few clicks of Toughness to keep him on his feet. Initially he excels at ranged attacks with Running Shot and the ability to throw his custom saw blades with the special on attack, Titanium Sawblade Gauntlets. When he hits a single character with a ranged attack, he can use Blades/Claws/Fangs and choose to deal his base 3 damage or roll a D6 and replace and lock the result just like you would for a Blades/Claws/Fangs roll. With a range value of 5, Gladiator has a fairly long reach for attacks that can potentially deal 6 clicks of damage. If his opponents choose to close the distance and meet him base to base, he picks up the deadly combination of Flurry and Blades/Claws/Fangs on his last two clicks. With a full dial of Blades rolls, more than half of which can be at range, this is the Gladiator we’ve been waiting for!

Thanks for reading! Join us again as we reveal more exciting characters, highlight strategies, and team builds from the Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find upcoming Pre-Release Events near you!

Until next time, train your dice to roll sixes!
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MessageSujet: Re: [News] Avengers / Defenders War   Mar 18 Avr - 0:07

Greetings HeroClix Fans!

Today, we look at one of the chase figures from the Marvel HeroClix: Avengers/Defenders War set. Making her debut to HeroClix is Riri Williams, a brilliant teenager mentored by Tony Stark who continues his legacy as a superhero in her own armored suit. Please welcome the invincible Iron Heart!


As a superhero who is still learning the game, Iron Heart has a six-click dial and low point value of 25. Iron Heart hasn’t logged anywhere near the amount of flight time that Iron Man has, and her dial reflects this inexperience by alternating between Sidestep and Earthbound/Neutralized with a set of average speed values. However, as a 15-year-old genius with an education from M.I.T., Iron Heart has a damage track that includes the popular support powers of Outwit, Probability Control, and Perplex.

Defensively, Iron Heart has a fairly consistent set of combat numbers, but her dial doesn’t feature any standard powers. Instead, Iron Heart handles damage via her trait, Armor’s Falling Apart On Me. With Armor’s Falling Apart On Me, Iron Heart starts the game with 1 Broken Armor token. When Iron Heart is dealt damage, roll a D6 instead. If the result is equal to or less than the number of her Broken Armor tokens, she is KO’d. Otherwise, turn Iron Heart’s dial to that click number and give her another Broken Armor token.

Iron Heart can shoot one target up to four squares away and has the Wing speed symbol, granting her the use of the Flight and Carry abilities. If you wish to include Iron Heart on a themed team, she has the Armor and Scientist keywords as options. However, Iron Heart’s low point cost, her Armor’s Falling Apart On Me trait, and the standard powers on her damage track make her a viable choice as a support character for any team.

That’s all for now! Be sure to check back soon for more exciting previews from the upcoming Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find upcoming Pre-Release Events near you!
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MessageSujet: Re: [News] Avengers / Defenders War   Ven 21 Avr - 18:24

Greetings HeroClix fans!

Welcome back as we continue our series of previews for our upcoming Marvel HeroClix: Avengers/Defenders War set! Today, we thicken the plot and give you the opportunity to tell the comic stories with the Title Character, Dr. Strange, Earth’s Guardian!


Title Characters, as introduced in the Marvel HeroClix: Deadpool & X-Force set, are Super-Rare versions of iconic characters with a trait that gives them Title Character Abilities. Noted on the inside of their cards, these abilities unfold to reveal how these characters can build up to have a lasting impact on the game.

Dr. Strange, Earth’s Guardian has two Continuity Effects that are always active and cannot be ignored and three Title Character Abilities that cannot be countered or ignored. Dr. Strange begins the game with 2 Plot Points, which, as a free action, you may spend or accrue once per turn to activate his Title Character Abilities. With Every Scrap Of Hidden Sorcery, you gain one Plot Point to modify the damage value of Dr. Strange or an adjacent friendly character by +1 for the turn. Dr. Strange, Earth’s Guardian can dissuade or punish the opponent for attacking his allies with The Last Days Of Magic, which lets you spend a single Plot Point to give all adjacent friendly characters the Mystics team ability until your next turn. If you can spend 4 Plot Points, you can get the greatest benefit of the Sorcerer Supreme and reroll any attack roll once each turn as long as Dr. Strange, Earth’s Guardian is on the map. Be careful to protect the good doctor and not to spend your Plot Points unwisely. You cannot spend Plot Points if doing so takes you below 0 points. As a result of his Continuity Effects, if you use a Title Character Ability but do not make an attack with Dr. Strange, Earth’s Guardian, he takes a click of unavoidable damage after the Clear Tokens step at the end of the turn. Furthermore, after actions resolve when he is KO’d, you must deal two unavoidable damage to the friendly character that was closest to the last square he occupied on the map.

Now that we know how to use Dr. Strange, Earth’s Guardian as a Title Character, let’s look at his combat dial. This dial would be impressive even without the added Title Character Abilities, containing a power in every stat slot on every click, healthy combat values, and good damage options. At 80 points, he has the Avengers and Mystical keywords, the Mystics team ability, the Flight symbol, and can target a single character at 7 range. On this 6 click dial, he has three different power sets, each for two clicks that represent his spellcasting abilities and several of the magical relics in his possession. Maintaining a fair measure of mobility for his entire dial, Dr. Strange starts with Sidestep, Penetrating/Psychic Blast, Energy/Shield Deflection with an impressive 18 defense value, and Probability Control. Two clicks in, Dr. Strange, Earth’s Guardian unsheathes the Axe of Angaruumus to join the melee with Charge, Blades/Claws/Fangs, Combat Reflexes with the still mighty 18 defense value, and Exploit Weakness to pair with his already high damage dealing potential. If the opponent manages to get past that and onto his last two clicks, you can get Dr. Strange out of harm’s way with Phasing/Teleport and a 12-movement value. Conversely, keep him there to cut away at his foes maintaining Blades/Claws/Fangs, with the added benefits of Willpower, and Outwit.

It took a lot of studying to become the Sorcerer Supreme. It won’t take that much to make it happen in HeroClix with Dr. Strange, Earth’s Guardian. Start off by getting him into a long-distance firing position to keep the opponent at bay so he can build up his Plot Points for a few turns with Every Scrap Of Hidden Sorcery until he can declare himself properly the Sorcerer Supreme and manipulate an attack roll to your advantage every turn. Then you can build your Plot Points back up and spend them to cause magical backlash on the opponent with The Last Days Of Magic ability handing out the Mystics team ability to Dr. Strange’s teammates.

Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find upcoming Pre-Release Events near you!

Until next time, keep your eyes peeled and your clix healed!
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MessageSujet: Re: [News] Avengers / Defenders War   Lun 24 Avr - 22:27

Greetings HeroClix Fans!

We continue our look at the chase figures from the upcoming Marvel HeroClix: Avengers/Defenders War set by visiting a star-spangled Avenger whose origin story has received a much-debated revision thanks to some tinkering from the Red Skull. Make way for Captain America, agent of Hydra!


Captain America can be added to your force for 75 points, and he boasts a dial that’s seven clicks deep. Captain America makes a great addition for themed teams built around the Avengers, Hydra, S.H.I.E.L.D. or Soldier keywords. In addition to being able to shoot a single target up to five squares away, his combat values and power layout also make him a close combat threat. In terms of team abilities, Captain America is a triple threat with the S.H.I.E.L.D., Hydra and Avengers team symbols at his disposal.

Since this isn’t the squeaky clean Captain America we thought we knew, we’ve given him a pair of traits that reflect his revised history. The first trait, Who Else Is Secretly With Me?, applies during force construction and grants the Hydra keyword to characters that have the Avengers keyword. Additionally, other friendly characters with the Avengers keyword can use the Hydra team ability. The second trait, Another Unexpected Betrayal, lets Captain America choose an opposing character at the beginning of the game. When the chosen character hits Captain America with an attack, roll a d6. On a result of 4 to 6, the attack deals no damage and you don’t roll for this ability again for the rest of the game.

Captain America’s dial features several standard powers that you’ll find on many of his other HeroClix incarnations: Charge, Leadership, Toughness, and Combat Reflexes. However, this Captain America has a new look, a new shield, and a few twists. To match, his list of standard powers also includes Plasticity, Leap/Climb, Precision Strike, and Probability Control. Breaking Captain America’s dial down a bit, his opening clicks have the pairing of Charge and Precision Strike, which ensures that he’ll dish out at least one click of damage when he moves in with an attack. That’s backed by clicks of Leadership. Captain America’s 18 defenses are boosted by Energy Shield/Deflection and Combat Reflexes, respectively. This makes him a difficult target to hit from range before you choose to Charge in, which then pushes off his top click and makes him an equally hard opponent to strike in close combat. Mid-dial, Captain America holds opponents in place with Plasticity, while Toughness allows him to absorb some of the damage those foes may deal. Finally, Leap/Climb and Probability Control allow Captain America to easily disengage from combat to reposition while giving him the option once per turn to reroll breakaway or attack rolls.

That’s all for now! Be sure to check back soon for more exciting previews from the upcoming Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find upcoming Pre-Release Events near you!
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MessageSujet: Re: [News] Avengers / Defenders War   Mer 26 Avr - 21:57

Greetings HeroClix fans!

Welcome back as we continue our look at the upcoming Marvel HeroClix: Avengers/Defenders War set! To help you prep for Pre-Release Events, today we are diving into a feature that has proven rather popular in recent set releases: the Shifting Focus traits. These traits have created an interesting design space where certain characters, who have a wide array of at times incongruent powers and abilities, can be represented as strategically useful pieces at a more sensible point cost than if they had everything all at once. Rather than containing just one or two characters with this feature, the Avengers/Defenders War set has six! In this article, we’ll look at three of these characters: Vision, Wasp, and Dr. Strange.


The artificial intelligence turned android, Vision, has among his many powers the ability to change the density of his physical form. The Avengers’ resident robot can match the density and hardness of a diamond, or he can become practically sub atomic, allowing him to pass through the spaces between atoms. The extreme edges of his powers are represented by his Shifting Focus trait, Density Shift, which is shared by the two versions of Vision in this set. Like other Shifting Focus figures, you can give Vision a free action if he began the turn on your force and replace him with another character with the same trait on the same click number.


So, for 5 clicks of life at 50 points, you have options bouncing between a hardnosed close combat brick or a hard to pin down range combat sniper. If you need durability or a close combat fighter, you have Sidestep, Invincible, and Exploit Weakness that turn into Impervious and Close Combat Expert. If you need ephemeral evasiveness or if you want to attack at a distance, the translucent sculpt Vision has the Flight symbol, Phasing/Teleport, Penetrating/Psychic Blast with a range of 6, and Super Senses with a daunting 19 defense value with Sidestep and Range Combat Expert on the back end. Both versions of Vision have Indomitable to get the most out of your actions, Shifting Density options, and the Avengers team ability, which lets him take move actions without counting against your normal number of actions per turn. Keeping our attention on the Avengers for the moment, they have another team member that can switch between forms, the Wasp.


This Celebrity Avenger has a trait, Time For A Costume Change!, that works exactly like Shifting Focus. For 40 points and 4 clicks of life, the Tiny Sized pair of Wasps bring versions that specialize in lockdown/harassment and team leadership roles. The common Wasp has Running Shot with the Flight symbol and Incapacitate with a range value of 5 and two targets to keep the opposition busy clearing action tokens. With a 19 defense value through Super Senses, she is especially hard to hit. She also finishes with a taste of Sidestep to get in a better sniping position for when she changes costumes.


The uncommon Wasp starts out with Sidestep and transitions to Running Shot, but she has a full dial of both Penetrating/Psychic Blast and Energy Shield/Deflection. While she keeps the Flight symbol and 5 range, she can only focus on one target at a time. Since Wasp is also A Natural Leader, she can use Leadership. When she rolls successfully, she can add 2 actions to your action total instead of 1.

Both Vision and Wasp have only two versions of pieces to shift between. The next character we are looking at today has three, Dr. Strange.


With all his magical skills and enough ancient mystical relics to turn his mansion into a museum, Dr. Strange could easily cost 150 points or more to field if he included some representation of all his powers; although, there is no guarantee they would be where you want or need them on his dial. Shifting Focus solves this. For 50 points, the Mystical Defender can have very specific and dedicated roles at different times during the game, at your discretion. Despite having a 0 range and combat values of an ordinary person, the common Dr. Strange could serve a specialized purpose for your team. Dr. Strange makes for an excellent taxi, he’s got Flight, Indomitable, and a special power called Teleportation Spell. This power will allow him to use Phasing/Teleport and carry 2 friendly characters (4 if they’re all Defenders)! Synergizing well with his fellow Defenders in more ways than one, Dr. Strange also has the trait, Defenders Together. If everyone with the same trait uses the Defenders team ability to replace their defense value with Dr. Strange’s defense value, you may reroll one of the attack dice once per turn.


After you use Dr. Strange to taxi your team to and fro, you can shift your focus to team defense. Losing Flight and Indomitable, the uncommon Dr. Strange is more grounded, but he stays somewhat mobile by picking up Sidestep. He can protect your team in two ways by either using his trait, Defenders Together, or his special defense power, Stay Behind My Mystical Shield. His trait works just like the other Defenders Together traits. However, if a friendly character replaces their defense value with his 18 defense value, they may reduce any damage dealt by 1 (on top of any other reducers) if they have the Defenders keyword. Additionally, his special power gives him Defend so he can lend out his defense value to non-Defenders. Furthermore, if an adjacent friendly character takes damage from an attack, you may immediately heal the hit character of one damage and roll a D6 after actions resolve. This deals Dr. Strange one unavoidable damage on a 1 through 3 result. Now, we have the strategic positioning and team defender Dr. Strange. Yet, where is the Sorcerer Supreme who unleashes mind-bending, dimension-twisting magic on demons and fiends alike?


Well seek no further because the rare Dr. Strange fits the bill nicely for the same 50 points. With 6 range, Improved Targeting: Ignores Characters, Sidestep, Penetrating/Psychic Blast, Energy Shield/Deflection, and Mystical Guidance on damage letting him boost his team’s damage output with Empower and Enhancement while also increasing attack values by 1 as a Unique Modifier. Finishing up with Combat Reflexes and Exploit Weakness, Dr. Strange is given the ability to deal penetrating damage on every click. He also has the Defenders Together trait that increases the defense value of friendly characters who use his defense value by +1 if they share the Defenders keyword; though with a 16 defense value, he will most likely be borrowing theirs. Team him up with Man-Thing to get Dr. Strange up to a 19 defense value and pump up Man-Thing’s numbers with Mystical Guidance!

That’s a lot to digest today. Thanks for reading! Join us next time as we dive into more exciting characters and highlight strategies and team builds (and the other 3 Shifting Focus characters) from the Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find Pre-Release Events near you, beginning today!

Until next time, shift your focus onto the game!
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MessageSujet: Re: [News] Avengers / Defenders War   Sam 29 Avr - 11:54

Greetings HeroClix fans!

Welcome back as we continue our look into the upcoming Marvel HeroClix: Avengers/Defenders War set! Today, we are continuing our exploration of characters in this set with a Shifting Focus trait. These traits have created an interesting design space where certain characters, who have a wide array of at times incongruent powers and abilities, can be represented as strategically useful pieces at a more sensible point cost than if they had everything all at once. Rather than containing just one or two characters with this feature, the Avengers/Defenders War set has six! In the Shifting Focus Part I article, we dug into Vision, Wasp, and Dr. Strange; this round, we are looking at the Punisher, Elektra, and Black Panther.

At 50 points, Marvel’s foremost vigilante Frank Castle, more commonly known as the Punisher, either announces his presence on the map with a big boom or silently skulks in the shadows with his combat knife ready so not to lose his cover. Either way works for his plans. With Shifting Focus, you can take a free action if he began the turn on your force and replace him with another figure with the same trait on the same click number; this means that the Punisher is always ready to either pull the knife, pull the launch trigger, or pull the pin.


The Common Punisher wakes up the neighborhood with an 8 range single target and a special attack power, Rocket-Propelled Grenade. This special attack power states that instead of doing normal damage when he hits a single opposing character with a range attack, you deal 4 damage to the target and 3 to each character adjacent to the target. While he has the RPG, he also has Toughness. Since one can only carry so much ammunition for such a weapon, it’s lucky Punisher can throw as well as he can aim. Once he runs out of rockets, he switches over to tossing grenades with Sidestep, Energy Explosion, and Energy Shield/Deflection.


Sometimes the Punisher just can’t line up that long ranged shot or prefers not to get shot at on sight. That means it’s time for the knife in the dark as Frank holsters his guns (0 range value) and steels his Indomitable motivation to avenge his family. With a full dial of Stealth, a steady 3 damage, and the special attack power So, I Guess It’s Gonna Be The “Up Close And Personal” Route, he can use Blades/Claws/Fangs. When he does, you may instead deal 1 penetrating damage if the D6 roll is less than 3. With a smattering of Combat Reflexes and Toughness, the Punisher won’t go down without a hard fight.

Both versions of Punisher have the Marvel Knights and Soldier keywords. At the beginning of the game, you can choose for all the characters with the Marvel Knights trait between having a minimum attack value of 10 for the entire game or being ‘wild cards’, which means they are able to copy team abilities from friendly characters. Speaking of Marvel Knights, we have another member with a Shifting Focus trait, Elektra.


Both versions of the ninja assassin resurrected by the Hand are strongly close combat focused, but there is more than one way to skin a cat and Elektra knows them all. Both 50 point versions have the Marvel Knights, The Hand, Assassin, and Martial Artist keywords, Improved Movement: Ignore Elevated and Ignore Hindering Terrain, the Marvel Knights trait (same as the Punisher). The Common Elektra focuses on a singular target and sneaks up on them while Effortlessly Moving Across The Battlefield, a special power on movement for her entire dial that lets her use Sidestep and Stealth. She has Combat Reflexes to keep her safe between rounds and Exploit Weakness to make her effective against armored opponents, which also applies to her whole dial. However, sometimes your cover is blown, they know you are coming for them, and you find yourself surrounded in a hallway full of goons and bodyguards. That is when it’s time to Shift Focus to dual – wielding, sai spin attack.


The Uncommon Elektra has a full dial of Blades/Claws/Fangs and Super Senses, and she can make multiple attacks in a single turn either with Flurry on her last two clicks or her special speed power, Dance Of Death, on her first three clicks. Dance Of Death lets you give Elektra a close combat action to make any number of close combat attacks, each targeting an adjacent opposing character that was not already targeted by this action. That’s a potential of 8 attacks if she is completely surrounded. Additionally, because it is a close combat action, she can roll for Blades/Claws/Fangs damage with each attack.

Finishing up our Shifting Focus series we have the king and protector of Wakanda, Black Panther.


Here is a piece that long time HeroClix players will enjoy playing with a hint of nostalgia for the ‘old days’ of Marvel’s Infinity Challenge (who can believe that was 15 years ago!). For 30 points, Black Panther has the Avengers, Wakanda, and Scientist keywords and a dial that is as simple as can be; Stealth turns into Leap/Climb with movement that doesn’t count against your action total thanks to the Avengers team ability and a full four clicks of Outwit. Park him in hindering terrain and cancel opposing powers with Outwit. Back in the day, the 27 point Rookie Black Panther, with about the exact same starting powers and stat line, was likely the most played piece because his versatility made him a great fit on almost any team build. The game has grown so much since then, with figures numbering in the thousands by now, and it is heartening to know that something so easy and straight forward can still take such a prominent place in today’s game. Welcome back, Black Panther.


Once you’ve taken in your fill of nostalgia, you’ll remember that the kitty has claws. When Black Panther needs to do his own fighting, he has Charge, Blades/Claws/Fangs, and Combat Reflexes to help him do it on his first two clicks. He finishes up with Sidestep, Combat Reflexes, and Exploit Weakness on his last two. Covering his keywords, he has Avengers, Wakanda, and Warrior.

Thanks for reading! Join us next time as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set and visit the WizKids Info Network to find Pre-Release Events near you!

Until next time, cheap Outwit for the win!
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MessageSujet: Re: [News] Avengers / Defenders War   Mar 9 Mai - 18:58

Greetings HeroClix fans!

Welcome back to our previews Marvel HeroClix: Avengers/Defenders War. We hope these articles and sneak peeks have your palms sweaty in anticipation and ready to tear open booster packs at your upcoming Pre-Release and Release Day Events. Today, we take you through the mean streets of New York City to visit the heroes that make it their business, some very literally, to keep criminal scum out of their neighborhoods with the Marvel Knights Fast Forces Pack. Let’s take a taxi to Hell’s Kitchen for some legal advice from Daredevil and his part-time allies/ part-time adversaries, Elektra and the Punisher!


Blinded in his youth in an accident with radioactive waste chemicals, Matt Murdock’s other senses became superhumanly keen. With a law degree and master level martial arts training, Daredevil has the desire to avenge his father’s death and the means to protect his hometown from crime. At 75 points, Ol’ Hornhead in the red jumpsuit is ready to dish out justice with his trait, Protector Of Hell’s Kitchen. This trait lets him use Stealth and heal a click of damage whenever a friendly character within range of equal or lesser points is targeted with an attack. Whether in a courtroom or an alleyway, Daredevil can Charge into the fray with Improved Movement: Ignore Elevated and Hindering Terrain and Character Bases. While he has a range value of 4 and his dial is bookended with Outwit, base to base is where Daredevil excels. With a strong starting defense value of 18 with Super Senses that gets even tougher to hit with Combat Reflexes after he has earned a few cuts and scrapes, Murdock is one fighter that won’t get knocked down easily. Close Combat Expert and Flurry will help him serve vigilante justice and keep the scum out of the Kitchen. Giving the Devil his due, Daredevil has the Marvel Knights and Martial Artist keywords. He will need all of that and more to keep up with his ex-girlfriend, the ninja assassin, Elektra.


Sporting additional keywords including Heroes For Hire, The Hand, and Assassin in addition to Marvel Knights and Martial Artist, Elektra fills the role of close combat powerhouse very nicely at 75 points. Like all the figures in the Marvel Knights Fast Forces Pack, she has a trait that lets her heal a click after actions resolve in just the right circumstances. Deadly Assassin For Hire lets Elektra heal a click of damage when an opposing character is KO’d in addition to giving her Stealth. Beyond the obvious healing advantage, this can be a very useful trait because of her dial arrangement, which allows her to switch tactics every other click. On even click numbers, she has Flurry, Blades/Claws/Fangs, and Super Senses; on odd number clicks, she has Charge, Combat Reflexes, and Exploit Weakness. She puts all that training to work with Indomitable, Improved Movement: Ignore Elevated and Hindering Terrain, and consistently reliable combat values. Elektra can shred through an opposing character’s dial with Flurry and Blades/Claws/Fangs, KO them, and heal a click onto Charge to hit her next mark. Speaking of hitting marks, the Punisher has the mob in his sights and a bullet (or a rocket shell) with their name on it.


At 75 points, with the Heroes For Hire, Marvel Knights, and Soldier keywords, and a 6 range value with three potential targets, Punisher is the dedicated ranged attacker of the team. With a full dial of Energy Explosion and a damage value of 3, Punisher should have no trouble triggering his trait. Delivering Punishment lets him heal a click of damage whenever he damages one or more opposing characters with an attack. He starts the fireworks early with Running Shot and Willpower, keeps them going steady for the whole show with Sidestep and Toughness mid dial, and goes back to Willpower for the crescendo.

Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set and the rest of the Marvel Knights Fast Forces Pack. Visit the WizKids Info Network to find upcoming Pre-Release Events near you!
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MessageSujet: Re: [News] Avengers / Defenders War   Mar 9 Mai - 19:00

Greetings HeroClix fans!

Welcome back for part 2 of our peek into the Marvel HeroClix: Marvel Knights Fast Forces Pack, set to release alongside the Marvel HeroClix: Avengers/Defenders War set next week. Last time, we stopped in the Hell’s Kitchen neighborhood of New York City to find Daredevil, Elektra, and Punisher. Today, we’ll take the train to Midtown and make our way up to Harlem to meet Jessica Jones, Luke Cage, and Iron Fist!


As the former Avenger Jewel, Jessica Jones had a short super hero adventuring career and stepped out of the costumed life to start her own detective agency, Alias Private Investigations. With the Marvel Knights and Detective keywords and a full dial of Toughness, Jessica Jones is exactly like her trait, Tougher Than She Seems, which lets her heal a click of damage after she is hit with an attack. With the Flight symbol on movement, Jessica is ready to make a Superhero Landing with her special power on speed. She can also use Charge and Improved Movement: Ignore Characters. When using Charge, she can choose to not halve her speed value to use Quake at the end of her movement. After making her entrance, she picks up Flurry mid-dial and has some Perplex peppered throughout her dial. When she is through messing around and needs to break stuff, she picks up Charge and Super Strength at the end of her dial. For 75 points, she is a great addition to the Marvel Knights line up. Leaving Jessica Jones’ office, we head up to Harlem to meet her husband, Luke Cage.


With unbreakable skin and super strength, Luke Cage lets the bullets bounce off him while flipping tables or smashing through walls. Although, his shirts may get a few holes, he tends come out of altercations unscathed. Weighing in at 75 points, Luke is the Protector Of Harlem and can heal a click of damage when he is given a second action token. The Indomitable ability lets him get the most out of his trait. Using Charge to plow right through walls with Improved Movement: Ignores Blocking Terrain and Destroy Blocking Terrain He Moves Through, Luke Cage pounds the ground with Quake. Representing his unbreakable skin, he has Invulnerability for three clicks followed by Toughness for three. As a natural team leader and often the most responsible adult in the room, Luke Cage starts off with a click of Leadership to motivate his allies to extra actions; this can be useful in a themed team whether you are using his Avengers, Heroes For Hire, or Marvel Knights keywords. He acquires Plasticity later in his dial to keep his opponents close so they can’t harm his friends, but Close Combat Expert allows him to harm his opponents. Speaking of friends, his long time buddy and business partner Iron Fist is up next.


The 75 point Immortal Iron Fist comes in with a bunch of keywords: Avengers, Heroes For Hire, K’un Lun, Marvel Knights, Martial Artist, and Mystical. With his trait, The Immortal Weapon Of K’un Lun, Iron Fist can heal a click of damage whenever he clears action tokens. As a master of multiple martial fighting techniques, Iron Fist has several options throughout his dial to crack nearly any defenses, as long as the dice don’t give him too many troubles. With Improved Movement: Ignore Hindering Terrain and Character Bases he gets to make the most of his opening Charge maneuver along with Sidestep and Leap/Climb later on. At top-dial he starts with an attack value of 12, defense of 18 with Combat Reflexes, and 3 damage with Close Combat Expert. After a push to his second click, he gets Flurry and Precision Strike to prevent anyone from dodging his attacks. The next turn he can clear his action tokens and be healed to top click, ready to Charge on the next turn. Starting on click number 4, he gains Sidestep, Super Senses, and Exploit Weakness. On his last click,∫ focuses his Chi to harness healing powers for both himself using Regeneration and for others using Support.

That is everyone. Putting together a group of street level vigilantes as a single team can be a bit like herding cats. Thankfully, since everyone in this pack costs 75 points each, it is easy to build a balanced force such that one piece doesn’t over shadow the others and make themselves too tempting of a target. However, none of them can be ignored. For 300 points, we can fit four of them on a single team. Let’s see what we can come up with.

75 Daredevil
75 Punisher
75 Jessica Jones
75 Luke Cage
300 Total

Of course leading with the Marvel Knights keyword, we have starting clicks of Outwit and Perplex on Daredevil and Jessica Jones respectively. Jessica can double as a taxi to get either Luke Cage or Daredevil closer to the battle where they will be most effective. Luke Cage is your dedicated close combat muscle and damage sponge. If you keep Daredevil close to Luke, you can push him and feel confident in making use of his Protector of Hell’s Kitchen trait to heal a click whenever Luke gets targeted for an attack. You can also choose an Indoor map, like the Morlock Tunnels or Nick Fury’s Safe House, so Luke can plow through the blocking terrain and leave hindering terrain rubble markers in his wake for Daredevil to hide in with his Stealth. Since Punisher gets to heap on the ranged attack damage, especially if you run across an army of thugs or ninjas and such, make sure you can keep a few firing lanes open for him.

75 Daredevil
75 Elektra
75 Luke Cage
75 Iron Fist
300 Total

If you are going for a straight up close combat grinder kind of team, you can use Daredevil as the sacrificial ‘Guardian Devil,’ which lets him take brunt of the opponent’s attacks to keep from triggering his healing trait while you get the rest of them into charging position. Again, if you can, pick a map with lots of tight corridors and hindering cover. A brawl in a tight hallway, especially with a ton of cheap goons, will suit this team just fine. If you can’t lay on some damage with Iron Fist and Elektra in that environment, then your dice are hexed and it’s time to get new ones (like maybe the MK logo ones in the Marvel Knights Dice & Token Pack!).

Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the Marvel HeroClix: Avengers/Defenders War set. Visit the WizKids Info Network to find upcoming Pre-Release Events near you!

Until next time, do like the Night Nurse says and remember your healing traits!
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MessageSujet: Re: [News] Avengers / Defenders War   Mar 9 Mai - 19:00

Greetings HeroClix Fans,

Welcome to an exciting look at the Organized Play Prize for the Marvel HeroClix: Avengers Defenders War set! Our Organized Play Events are run at your friendly local game store, and feature a bounty of prizes and exciting figures for you to add to your collection. Visit the WizKids Info Network to find Release Day OP Events near you where you can win today’s featured figure, T’Challa, The Man Without Fear!


As a Limited-Edition Promo Figure and the prize for our Avengers/Defenders War Release Day OP Events, The Man Without Fear is number 101 in the set. He has a 75-point value, carries 6 clicks of life, and is an Indomitable combatant that can beat your opponent into submission. The Man Without Fear also possesses Improved Movement – Ignores Elevated Terrain and Ignores Hindering Terrain, meaning he has little obstruction when he throws himself into the mix of combat.

The Man Without Fear possesses one trait, called The New Protector of Hell’s Kitchen, which allows him to use Stealth. Additionally, if The Man Without Fear occupies printed hindering terrain at the end of your turn, you may heal him of 1 click. Additionally, he possesses a special power called They Must Still Fear the Devil from the Darkness, which allows The Man Without Fear to use Sidestep. Moreover, if The Man Without Fear occupies printed hindering terrain, he can use Hypersonic Speed with a locked speed value of 6. However, if he uses it and doesn’t end his movement in a square of hindering terrain, deal him one unavoidable damage after actions resolve. He also possesses the standard powers: Sidestep, Invulnerability, Toughness, Combat Reflexes, and Close Combat Expert.

The Man Without Fear is a truly wonderful piece, and he can only be earned by participating in a Release Day Organized Play Event, beginning this Wednesday, at your friendly local game store. If you’re looking for local events, you can click either the Event Locator or the Store Locator buttons at the top of the HeroClix home page, and input your information to find your local venue. Be sure to register on the WizKids Info Network, so you can get notified whenever a new event is scheduled for your local game store.

Until next time, HeroClix fans – keep on ‘Clixin!
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