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 [News] DC Elseworlds

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MessageSujet: [News] DC Elseworlds   Mar 20 Juin - 23:16

Greetings, HeroClix Fans!

Today, we visit an alternate reality featured in DC Comics HeroClix: 15th Anniversary Elseworlds where DC’s Trinity appears quite different from what we’re used to in a world where the cast of Planetary have villainous intentions.


This version of Diana Prince looks a lot different from Wonder Woman in both costume and dial design, but she still packs quite the Amazonian punch for just 40 points. She has the expected keywords of Amazon and Justice League, but she also has Detective and Scientist on this unfamiliar world. Diana Prince’s trait, Investigating Planetary, prevents opposing characters within 4 squares from using Outwit or Perplex as she explores the world of her foes. Plus, she can do a bit of sneaking around with Stealth to help prevent your opponents’ tricks.

She’s still the same old Diana though, with Combat Reflexes in her defense slot and a special power in her damage slot, named Avenge the Amazons, But Remember Their Heart. This power lets Diana Prince use Close Combat Expert and Support, so either a big hurt or a big help, whichever is needed.

The last two clicks of Diana Prince’s dial reveals a more up close and personal attacker, as she can move into action quickly with Charge and is a dangerous opponent with her special power, Swords Manifested From My Wristbands. Surprise! This power is exactly what it sounds like, manifesting as Blades/Claws/Fangs. However, it can also be used to give Diana a close combat action to target each opposing character within 2 squares and line of fire with a close attack. This makes Diana Prince dangerous indeed, and she has some protection from Super Senses on these two clicks to hopefully keep her around a little longer.

Stay tuned for more exciting previews from DC Comics HeroClix: 15th Anniversary Elseworlds and visit the WizKids Info Network to find upcoming Release Day OP Events near you! Thanks for reading and take care when wielding these swords!
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MessageSujet: Re: [News] DC Elseworlds   Ven 23 Juin - 18:55

Greetings HeroClix Fans,

Welcome to another look into a couple of awesome figures from the upcoming DC Comics HeroClix: 15th Anniversary – Elseworlds set! Today, we’re taking a look at two versions of the Scarlet Speedster himself, The Flash!


Up first is the 018 uncommon figure from the set, a low-cost but high-impact version of The Flash that can be added to your force for a low-cost investment of 60 points. This version of Barry Allen sports 4 clicks of life, has Hypersonic Speed across his entire dial, and has Super Senses on the first two clicks of his defense. He also possesses a trait called Saving the President, which states that once per game, if another friendly character that is within 10 squares and line of fire and would be hit by a range attack, you may instead place The Flash in a square adjacent to the target, and that attack misses that target. If you do, for the rest of the game, The Flash’s speed value becomes 0 and he can use Sidestep and Outwit.


Our second take on The Flash is the 030 Rare figure, featuring and right off the bat you can see an array of changes that lead to a change in play style for this version of Barry. Up first, The Flash possesses Improved Movement – Ignores Hindering Terrain. He’s also a bit heftier in cost at 110 points, but the return on that investment is a longer dial and a greater array of standard powers – again including Hypersonic Speed across his entire dial, as well as Precision Strike, Super Senses, Regeneration, and Outwit.

Beyond those standard powers, The Flash carries two traits, as well. His first, called World Without a Superman, states that you can modify this character’s attack value by +2 when attacking only characters of 50 points or less. Conversely, modify this character’s attack value by -1 when attacking only character of 150 points or more. His second trait is called A Constant Blur of Motion, which states that The Flash can use Energy Shield/Deflection. Additionally, whenever The Flash is missed by an attack, you may immediately place him up to 3 squares away.

Both versions of The Flash can be played on Central City and Speedster themed teams, with the 018 figure also able to be played on Flashpoint and Scientist themed teams, while the 030 version can be played on Justice League and Police themed teams. Additionally, the 030 also grants you the use of the Police team ability.

That’s it for today, HeroClix fans! Join us next time as we continue looking at more upcoming figures from the DC HeroClix: 15th Anniversary – Elseworlds set and don’t forget to check the WizKids Info Network for upcoming Release Day OP Events! Until then, Shape Change for the win!
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MessageSujet: Re: [News] DC Elseworlds   Mar 27 Juin - 20:02

Greetings HeroClix Fans!

We hope you are enjoying Scott Porter’s unboxing videos as DC Comics HeroClix: 15th Anniversary – Elseworlds takes us to fun and strange places. Today’s preview article visits a world where a Civil War era Batman is on a mission from President Lincoln to protect a valuable shipment of gold. Introducing Colonel Wayne!


Colonel Wayne is the caped crusader with a western flair who interacts with familiar folk of the time period during his mission. Wearing the familiar cape and cowl, he possesses the Batman Ally team ability, which grants him Stealth. Wayne also has the expected named keyword of Batman Family, but his other keywords of Past and Soldier tell us that this isn’t our usual Batman! Brandishing a revolver, this hero looks like a gun-slinger ready for High Noon, which is the name of his trait – If Colonel Wayne is the last character with this trait to hit an opposing character with a range attack, until your next turn, if the hit character makes a range attack, Colonel Wayne must be one of its targets. You can force a Wild West showdown for Wayne and his target when he shoots with his range of 5. He can even fire on the run with his starting speed power, Cavalry Charge. This power gives Colonel Wayne Running Shot, and it also lets him ignore characters and hindering terrain while moving.

Accompanying that special power on top click, Colonel Wayne has a defensive bonus against ranged attacks via Energy Shield/Deflection and Shape Change as he tricks opponents by posing as a “fop” (that’s a “dandy fool” for you city-slickers). The third click of this dial brings about Toughness from a protective chest plate and Leadership since Wayne is a commanding officer, after all. Also in the middle of the dial is a special power, Find My Contact, Agent Redbird, which lets Colonel Wayne place a special bystander token adjacent to him once per game. This bystander is a deadly warrior companion, flying around on his horse with Hypersonic Speed while being quite the close combat pest thanks to Combat Reflexes. Your opponent won’t be able to ignore this 1-click wonder thanks to his potential damage output with Blades/Claws/Fangs and Exploit Weakness.

Back to Bruce, the end of his dial shows a determined and crafty soldier with Willpower to keep going and Perplex to alter whatever combat value will best get the job done. He also has a few clicks of Sidestep at the end, perhaps to retreat into hindering terrain where line of fire will be blocked or to get close enough to press the attack.

Steady attack and damage values for 75 points throughout the dial make this reimagined Batman a worthy hero for your adventures, whether you send him straight to the front lines or keep him safe until the cavalry is needed.

Keep your eyes out for more previews of the upcoming DC Comics HeroClix: 15th Anniversary – Elseworlds set and head over to the WizKids Info Network to register for an upcoming Release Day OP Events! We must skedaddle for now, but thanks for reading!
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MessageSujet: Re: [News] DC Elseworlds   Ven 30 Juin - 23:36

Greetings HeroClix Fans!

Today’s preview of DC Comics HeroClix: 15th Anniversary – Elseworlds features the technologist of Planetary – The Drummer!


The Drummer’s forte in HeroClix is being an amazing support piece whether you’re building towards his keywords of Planetary, Detective and Scientist or just enjoying his talents on a non-themed team.

We’ll start with the trait of this mysterious member of Planetary, named Reading the Information Flows. The Drummer shows off his techno-savvy by preventing an opposing character’s use of Outwit, Perplex, or Probability Control once during their turn if they are within range and line of fire – which is easy to accomplish with The Drummer’s terrific range of 10! He also starts with two clicks of a special power, Planetary: Archaeologists of the Impossible, in his damage slot, which allows The Drummer to use Outwit or Perplex once per turn. After the special power is gone, The Drummer continues showing off tricks from his mastery of electronics with Perplex for his remaining two clicks. You’ll want to keep him safely drumming away from a distance to get the most of these talents, considering his short 4-click dial.

The Drummer doesn’t really have the chops for combat, though he does have some protection in the form of Energy Shield/Deflection for his entire dial to help against range attacks. He also possesses Sidestep on all four clicks, which gives him some extra mobility to get into position for his support powers or just gets him out of trouble.

Join us again as we reveal more previews from the upcoming DC Comics HeroClix: 15th Anniversary Elseworlds set and don’t forget to check the WizKids Info Network for upcoming Release Day OP Events near you! Thanks for reading and keep clicking to the beat of your own drum!
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MessageSujet: Re: [News] DC Elseworlds   Mer 5 Juil - 18:42

Greetings HeroClix Fans!

We are celebrating 15 years of the #1 selling collectible miniatures game HeroClix, the game that brings your favorite heroes and villains to the tabletop for fast-paced strategic excitement, by releasing a very special set of DC HeroClix figures. DC Comics HeroClix: 15th Anniversary -Elseworlds brings DC characters straight from the pages of some of DC Comics best-selling alternate universe and alternate reality storylines.

Today, we visit the familiar Kingdom Come story to ask King Aquaman of Atlantis how his realm fares in the future.


The beautifully drawn, painted, and written Kingdom Come 4 issue mini-series is set in a future where overpowered, amoral, and self-interested vigilantes clash with the traditional superheroes like Superman and Wonder Woman. Arthur Curry passed on his role as Aquaman to Garth and took the mantle of King Orin of Atlantis with his full attention and dedication. Wonder Woman came to him to help create a super-powered gulag prison to contain the out of control vigilantes she apprehended, but he refused her request wanting nothing further to do with surface-world problems.

King Aquaman has several features in common with other characters from the Kingdom Come storyline that have made their way into HeroClix in the last few years. Firstly, he possesses the Kingdom Come team ability that gives him the ability to dodge a successful ranged attack from another character without the Kingdom Come team symbol. It works essentially like Super Senses. He also has the We Will Make Things Right Again trait that prevents any figures that do not have the Kingdom Come team symbol from modifying his combat values or from countering his powers and abilities. He is also Unique and can be played at two point values; 110 points for his full six click dial or at 20 points if you play him Isolated From This Violent World where he begins the game on Click #11 placed 6 squares from any starting area and not adjacent to another character. While on Click #11, if he is your only character on the map or if an opponent scores a Critcal Hit on one of your figures, you may turn him to Click #6 to make a last ditch effort to join the fight. Though he cannot be moved or placed while in Click #11, he does have Invulnerability and a high defense to keep a watchful eye on the battlefield and manipulate it to your advantage with his special power on damage, I Have Responsibilities You Cannot Even Dream Of. This power lets him place a square of water terrain in any clear square within 8 squares of King Aquaman at the beginning of your turn. Additionally, he can take a free action to place an opponent that is in water terrain within 8 squares into an adjacent square. As he slowly floods the map, he can start nudging opposing characters out of position, a square at a time.

At his full 110-point value, King Aquaman shows everyone why they better not mess around with the future ruler of Atlantis! He has a strong close combat focus opening up with Charge, a lofty 12 attack value, Exploit Weakness, and Invulnerability. He can ignore water terrain for movement with the Dolphin movement symbol, and he can ignore pushing damage with Indomitable. Mid-dial, he goes from making calculated attacks that deal penetrating damage to brute muscle with Super Strength and Toughness. For his last two clicks, he gets his wits about him again as he uses Sidestep to precisely position himself for devastating Blades/Claws/Fangs attacks with Exploit Weakness representing his unmatched skills with his royal trident.

Thanks for reading! Join us again as we reveal more exciting alternate reality characters and highlight strategies and team builds from the DC HeroClix: 15th Anniversary – Elseworlds set and visit the WizKids Info Network to find upcoming Release Day Events near you! Don’t forget to enter our 15th Anniversary Video Contest!

Until next time, his highness bids you farewell and fair dice rolls!
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MessageSujet: Re: [News] DC Elseworlds   Mer 5 Juil - 18:44

Greetings HeroClix Fans,

Welcome to another exciting preview from the upcoming DC Comics HeroClix: 15th Anniversary – Elseworlds set! Today, we’re looking at a piece inspired by the classic graphic novel Superman: Speeding Bullets, The Flying Batman!


In Superman: Speeding Bullets, rather than crashing in Smallville, Kael-El crashed in Gotham City where he was discovered by Thomas and Martha Wayne who raised him as their son. Following the same tragedy that befell the Batman we’re familiar with, Kal-El became The Flying Batman! With the ability to be played at either 140 points or 100 points, The Flying Batman is a powerhouse that can be a part of Batman Family, Gotham City, or Kryptonian themed teams, as well as take advantage of both the Batman Ally and Superman Ally team abilities. At full value, The Flying Batman has 7 clicks of life; at his 100-point value, he has 5 clicks of life. Both versions possess a range of 7 squares with 1 target, and both are Indomitable.

From a power perspective, The Flying Batman has a huge measure of standard powers, including Hypersonic Speed, Charge, Sidestep, Super Strength, Invincible, Toughness, Shape Change, Battle Fury, and Outwit. He carries a special power appearing on his final two clicks of defense called Hero of Gotham, which states that The Flying Batman can use both Defend and Toughness. He also carries a trait called From an Alternate Earth, which states that if this character is on your sideline, you may give a free action to a friendly character named Batman or Superman that’s of equal or more points. You may then replace that character with this character on the same click number.

That’s all for today, HeroClix fans! Be sure to check back next time for more exciting previews from DC Comics HeroClix: 15th Anniversary – Elseworlds and check the WizKids Info Network for upcoming Release Day events near you. As always, Shape Change for the win!
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MessageSujet: Re: [News] DC Elseworlds   Ven 7 Juil - 23:01

Greetings HeroClix Fans,

Welcome to another exciting preview from the upcoming DC Comics HeroClix: 15th Anniversary – Elseworlds set! Today, we’re looking at one of the chase figures from the set, featuring a character from the Frank Miller classic The Dark Knight Returns – Green Arrow!


This version of Green Arrow is an 80-point piece, with five clicks of life, and a range of 8 squares with one target. He also sports Improved Targeting – Ignores Elevated Terrain, Ignores Hindering Terrain, and Ignores Characters. He’s also an Indomitable figure, meaning he can be pushed without repercussions, allowing you to reposition and move Green Arrow at your discretion. With his power set and abilities, Green Arrow fits in nicely on Gotham City, Star City, and Martial Artist themed teams.

And what a power set – his dial is full, with a standard or special power on every click! From a standard power perspective, Green Arrow brings Leap/Climb, Stealth, Precision Strike, Combat Reflexes, Super Senses, Ranged Combat Expert, and Outwit. As mentioned, he also has a special power appearing on his first three clicks of attack called Kryptonite Arrows. This power states that when Green Arrow hits with a range attack, the hit target can’t use defense powers until your next turn. Additionally, if the hit target also has the Kryptonian keyword, give that hit target an action token.

On top of that, Green Arrow has two traits. The first, called The Dark Knight Returns: Not Hiding Anymore, gives Green Arrow a major advantage if he’s left in clear terrain. This power states that when Green Arrow occupies clear terrain, he can use Sidestep, and opposing characters can’t draw lines of fire to him unless they are within 3 squares of him or he has 2 action tokens. His second trait is called …It Still Hurts When It’s Cold, which states that Green Arrow can’t make range attacks when he has 1 action token.

That’s it for today, HeroClix fans! We hope you’ve enjoyed this look at Green Arrow from The Dark Knight Returns, and have continued to enjoy the previews from the upcoming DC Comics HeroClix: 15th Anniversary – Elseworlds set! Until next time, sign up for a Release Day OP Event on the WizKids Info Network and don’t be afraid to push!
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MessageSujet: Re: [News] DC Elseworlds   Mar 11 Juil - 20:49

Greetings HeroClix fans!

We are celebrating 15 years of the #1 selling collectible miniatures game HeroClix, the game that brings your favorite heroes and villains to your tabletop for fast paced strategic excitement, by releasing a very special set of DC Comics HeroClix figures. DC Comics HeroClix: 15th Anniversary – Elseworlds has DC Comics characters straight from the pages of some of DC Comics best-selling alternate universe and alternate reality storylines.

Continuing with the previews, we have one of the four chase figures in the set, Batman in his powered suit from the legendary and influential The Dark Knight Returns miniseries by Frank Miller.


The Dark Knight Returns was one of several stories written in the mid 1980s that helped to change the comic book industry and audience. These comics inspired a generation of artists, writers, and readers, by proving that comic books are a medium to tell great stories with character and depth. In The Dark Knight Returns, set in a grim future with a prolonged Cold War as the backdrop, Batman and most other heroes had either retired from crime fighting or were outlawed unless they worked for the government. Gray haired and feeling his age at 50, Bruce Wayne dons the cape and cowl again to take back the streets of Gotham from the rising Mutants gang. The story climaxes with a knockdown-drag out fight between Superman and a specially armored Batman. In the whole of the DC Comics Multiverse, the events of The Dark Knight Returns occur on Earth-31.

To bring this Batman to your tabletop, he costs 100 points and brings a healthy dose of hit and run tactics to your team. He can help build a theme team with Batman Family, Gotham City, and Future keywords. He also has the Batman Ally team ability granting him Stealth for the whole game and a trait; The Dark Knight Returns: We’ve Always Been Criminals, that lets you place Batman in hindering terrain within 4 squares and line of fire after he takes a non-free action in clear terrain. Add that in with the Indomitable ability, granting him Willpower and Improved Movement: Ignores Hindering Terrain, and you see you can make excellent use of his top dial Charge. Start a turn in hindering terrain, Charge in to attack someone in clear terrain, push next turn to keep attacking, and then jump back into hindering while you wait to clear his action tokens.

Speaking of Batman’s dial, he starts with Charge, Precision Strike, Toughness, and a special damage power Striking Terror… Best Part Of The Job that lets him use Outwit and Shape Change. After two clicks of Charge, he switches over to Flurry but keeps the Precision Strike to make sure his two attacks land some damage. When he loses his special power, he picks up regular Outwit and changes Toughness for Combat Reflexes. He finishes up with Sidestep and Close Combat Expert with one final click that has Regeneration and Outwit. Even though he has a very close combat oriented dial, don’t forget he also has a 5 range value so he can still snipe targets from his hiding spot in hindering terrain! His attack value never drops below 11 for all of his 7 clicks of life.

Thanks for reading! Join us again as we reveal more exciting alternate reality characters and highlight strategies and team builds from the DC HeroClix: 15th Anniversary Elseworlds set and visit the WizKids Info Network to find upcoming Release Day OP Events near you!

Until next time, stick to the plan and Outwit the defense!
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MessageSujet: Re: [News] DC Elseworlds   Lun 17 Juil - 22:33

Greetings, HeroClix Fans!

Today the world gasps as we preview The Skyscraper Wonder Woman for the upcoming DC Comics HeroClix: 15th Anniversary – Elseworlds set, available at your Friendly Local Game Store this Wednesday!


A robotic creation of Sinister Seer of Saturn, The Skyscraper Wonder Woman is a titanic version of our beloved heroine, built specifically to face her in a series of trials. This giantess has four available starting lines, giving us plenty of options to include her on a variety of build totals. She can be played at 350, 225, 100 or 15 points. No matter which point value you choose, she will have a range of 7 to attack with, Willpower via Indomitable as any giant automaton should, and the obvious Colossal damage symbol, granting the size abilities that go along with it.

To examine her dial, we’ll start at the beginning and work our way down since some or all of the powers will come and go depending on which starting line you use. On top click at 350 points, she can dash forward with Running Shot and deal serious damage with range attacks using Penetrating/Psychic Blast. A monstrous 12 attack and 5 damage are protected by her defensive value of 19 and Invincible, as this jumbo Wonder Woman is built for durability. Her defense gives way to Impervious for a of couple clicks before the end of this first section contains a new lineup of powers with Sidestep, Super Strength and Toughness, all signs of a Skyscraper Wonder Woman in relentless pursuit to apply her muscle to the opposition.

The 225-point starting line on click 7 gives us a powerful hit-and-run bulletproof speedster, as she possesses both Hypersonic Speed and Impervious with a consistent 4 damage. We also see her first special power here, The Trial of Ice. After hitting an opposing character while this power is showing, The Skyscraper Wonder Woman can choose to either give that character an action token or place that character within 5 squares as long as it’s closer to your starting area than its current square. The last two clicks of this section again give us the trio of Sidestep, Super Strength and Toughness as seen on clicks 5 & 6.

At 100 points, The Skyscraper Wonder Woman is showing some weakness by starting without a damage reducer but still has Combat Reflexes making her more difficult to hit with close attacks; she eventually gets Invulnerability after a couple clicks though. She can find her own soft spots in opposing characters by using Exploit Weakness with threatening damage values and has another special power here, Magnetic Skin, which is represented by giving her Sidestep and Plasticity. In addition to that, Magnetic Skin is a huge threat to adjacent characters that try to run – when an adjacent opposing character fails to break away, it will receive an action token after actions resolve, but if it already has two tokens, it will instead receive 1 unavoidable damage. That’s a huge bane to any opposing character that ends up adjacent to this behemoth! On clicks 11 & 12 (or 5th & 6th if she started at 100) she once again has the now-familiar Sidestep, Super Strength and Toughness combo.

The last click of her dial no matter what point value you play her at (or first and only click at 15 points) reveals two more special powers. First we have to stop on her damage power, Colossal Indifference. This is a STOP click that lets our big footed friend use Toughness and has a disclaimer, telling us that the 15-point version of The Skyscraper Wonder Woman can’t attack smaller characters except via Colossal Retaliation.

Speaking of which, her special power in the defense slot on this final click is Colossal Retaliation: Bury You in Sand. If no other Colossal Retaliation power has been used on the same turn, a free action may be given to place The Skyscraper Wonder Woman where she could make a close attack against an opposing character that attacked her or damaged a friendly character since your last turn. Then The Skyscraper Wonder Woman can make a close attack targeting that character and all other characters within 2 squares of it – all hit characters are dealt 3 damage and can’t be moved, placed, or make range attacks during their next turns.

At 350 points you’re getting a 19-click dial that starts as a ranged powerhouse with sky-high combat values. At 225 she begins as a Hypersonic Speed threat that packs a punch. Her 100-point dial is a more manageable opponent but has dangerous tie-up potential. When paying just 15 points for her, she’s a one-click wonder featuring Colossal Retaliation.

Thanks for reading and remember to go big or go home with your dice rolls! Don’t forget to visit your FLGS this Wednesday to pick up DC Comics HeroClix: 15th Anniversary – Elseworlds and participate in a Release Day Organized Play Event!
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MessageSujet: Re: [News] DC Elseworlds   Mer 19 Juil - 21:56

Greetings HeroClix fans!

Celebrating today’s release of DC Comics HeroClix: 15th Anniversary – Elseworlds we have a special strategy article for your dice rolling enjoyment. Today we have several alternate reality Green Lanterns to add to your Corps rosters; Green Lantern of Gotham, Green Lantern of Krypton, Green Oracle, and the mystical Tangent universe Green Lantern! Visit your Friendly Local Game Store today to get our hands on the new set and participate in a Release Day Organized Play Event!


First off, bringing some flight and ranged prowess to the Batman Family keyword and stealth to the Green Lantern Corps is Green Lantern of Gotham. As a version of Bruce Wayne the Green Lantern of Gotham can be used as a call-in option for the Batman ID Card from the World’s Finest set, so it may be a good option to keep him on your sideline when using the ID Card. You might also find utility for him on your sideline with the From An Alternate Earth trait that lets you switch out a friendly character named Batman or Green Lantern of equal or higher points with this figure on the same click number. For 105 points his basic dial-top has a 7 range value with a single target, the Flight and Indomitable symbols, and the Green Lantern Corps team ability letting him carry up to 8 adjacent friendly characters when he uses the carry ability. He has a second trait, All This Power Limited By My Will that lets him use Barrier as a free action if he has 2 action tokens on him. Green Lantern of Gotham starts the game with a special speed power called Emerald Knight that lets him use Phasing/Teleport, Running Shot, and Stealth. He also starts with Telekinisis, Energy Shield/Deflection with an already respectable 18 defense, and Outwit. After he takes a small hit he goes on the defensive, preferring to escape the center of the fight with Phasing/Teleport, Precision Strike, Toughness, and Perplex. Late-dial he limps around and returns to his ranged combat roots with Sidestep, Energy Shield/Deflection again, and Ranged Combat Expert.

He is a solid team player able to carry his teammates into the fray, stay hidden, counter powers, move pieces around the battlefield with Telekinesis, and can handle himself with respectable ranged attack potential when he winds up further down his dial.


In an alternate reality where human boy Clark Kent is sent into space by his rocket scientist father, Jonathan Kent, and lands on Krypton to be raised by Jor-El, the young Clark discovers a Green Lantern Ring that he wields to save Krypton from destruction. He eventually returns to his birth planet to find an environmental wasteland polluted by the industrial war machines of the dictator Lex Luthor.

The Green Lantern of Krypton comes to your HeroClix table with the Green Lantern Corps, Kryptonian, and Metropolis keywords, the Green Lantern Corps team ability, and two point values to choose from at 125 or 100 points. He also has the From An Alternate Earth trait that lets him be switched from your sideline if you have a Superman or Green Lantern on your force of greater or equal points. He is also useful to sideline with the Superman ID Card also from World’s Finest. With the Flight symbol and 7 range he starts off as more of a ranged attacker no matter which point value you play him at. For 125 points he begins with two clicks of Running Shot, Penetrating/Psychic Blast, Energy Shield/Deflection, and the special damage power You Won’t Shoot, If You Know What’s Good For You that lets Green Lantern of Krypton use Probability Control when he is targeted with a range attack. For his lesser 100 point version, he stays mobile with Sidestep but takes to dealing splash damage to groups of characters with Energy Explosion, gains some damage reduction with Toughness, and keeps his special damage power. No matter which point value you play, late dial he starts to get used to Earth’s atmosphere and realizes his time on Krypton with its heavier gravity toughened him up compared to average Earthlings and he becomes a close combat powerhouse. He gets a special speed power called My Body Adapted To Living On Krypton that lets him use Charge and Improved Movement: Ignore Blocking Terrain and destroy it after moving. This is especially handy since he also gains Super Strength, Invulnerability, and Perplex.


In a universe where all males on Earth were wiped out by a cosmic plague, except for Superman and Lex Luthor, Kyle Rayner’s Green Lantern Ring found its way to Barbara Gordon, the Oracle, and she was able to use the ring to regain the use of her legs and carry the mantle of guardian of sector 2814 as Green Oracle.

Just like the Green Lantern of Gotham, Green Oracle has the Batman Family and Green Lantern Corps keywords and the From An Alternate Earth trait that lets you switch to her from your sideline with another character named either Oracle, Batgirl, or Green Lantern of the same or greater point value. Considering Green Oracle is only 50 points you should have plenty of opportunities to keep her sidelined. For that 50 points she becomes the taxi service extraordinaire with the Flight symbol, 12 movement with Phasing/Teleport, Energy Shield/Deflection, alternating Perplex and Outwit with a 7 range value, and two team abilities. She has the JLA team symbol letting her take move actions that do not count against your action total and the Green Lantern Corps team symbol letting her carry up to 8 friendly characters when she uses the Carry ability. Her attack values are on the lighter side but she has a steady 3 damage value for her whole 4 click dial.


Finishing up the group of alternate universe Green Lanterns, we have the Green Lantern that appeared in DC’s Tangent Comics imprint, a short lived line that had vastly different takes on many of DC Comics’ main characters and titles. In this case, the Green Lantern can place her lantern on top of a grave to resurrect the dead to give them an opportunity to take care of unfinished business. She was one of few characters from the Tangent universe to make appearances in the regular continuity as she appeared once before the Justice League to tell them how the Crime Syndicate of Amerika had devastated her Earth and were planning on their Earth next. She then resurrected Alexander Luthor to stop their plot and restore her reality.

At 45 points, with 0 range, 0 attack value, and 0 damage this Green Lantern is all about her trait; One Last Earthly Mission. She places a Resurrection marker in the square last occupied by any KO’d friendly character. When she is adjacent to a Resurrection marker, which should be easy for her to get to with Phasing and Willpower, you may give her a free action and choose a friendly character of 10 points or more that has been KO’d and that she hasn’t chosen previously. Replace the Resurrection marker with that character on any click it could have been on this game and give Green Lantern an action token. At the beginning of your next turn, that character is removed from play without being scored again. This could make her an asset on almost any team to either get one last attack out with your strongest character or to give swarm teams some extra mileage even if they start losing pieces. With only the Mystical keyword, she won’t be joining any Named Theme Teams but her utility is well worth including regardless.

That’s all for today, thanks for reading! Don’t forget to visit your FLGS today to pick up the DC Comics HeroClix: 15th Anniversary – Elseworlds set and visit the WizKids Info Network to find upcoming Release Day OP Events near you!

Until next time, take the Green light and push them all!
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