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 [News] Chaos War

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Date d'inscription : 21/08/2013

MessageSujet: [News] Chaos War   Jeu 29 Aoû - 17:09

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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:12

Greetings, HeroClix fans!

Today we launch our previews of the Marvel HeroClix: Chaos War set and there’s no better character to spotlight with our first sneak peek than the main villain of the Chaos War storyline, Chaos King!


Also known as Amatsu-Mikaboshi, Chaos King can be played at either 350 or 300 points. When he’s played at his 300-point level, his dial begins on click three. At either point level, Chaos King has a range of 11 and can target three characters. Chaos King also possesses the Power Cosmic team ability, which prevents his powers from being countered and allows him to use Willpower.

Chaos King begins play with a trait, Enslavement, which allows him to use Mind Control as a free action after actions resolve when he KO’s an opposing character. He can target any number of characters on the defeated figure’s force as long as they total fewer points than the defeated character. Those characters don’t need to be within range or line of fire, and Chaos King still takes any applicable feedback damage.

As part of a plan to increase the size of his army, Chaos King marched through the cosmos and absorbed any alien pantheons in his path. This march of destruction is represented on Chaos King’s dial as four opening clicks of Running Shot. Mid-dial, Chaos King switches from Running Shot to Hypersonic Speed for three clicks. Eventually, Chaos King traveled to the home world of the Silver Surfer, Zenn-La, where he annihilated most of that planet’s gods. Phasing/Teleport on Chaos King’s last four clicks represents his journey to find the gods of Zenn-La!

Amatsu-Mikaboshi was an ancient force who existed before the universe’s creation. To represent Chaos King’s status as a fundamental force of nature, he possesses the Pulse Wave power for the first two clicks of his attack slot. This power, combined with Running Shot and his range of 11, allows Chaos King to quickly engage many opposing characters! Mid-dial, Chaos King switches tactics and gains Smoke Cloud for three clicks. At the end of his dial, he gains two clicks of Penetrating/Psychic Blast to show opposing characters that they can’t escape harm from the embodiment of nothingness!

Defensively, Chaos King begins with two clicks of Impervious to help him absorb most or all damage dealt to him. Chaos King then cycles between Invulnerability and Impervious for his next seven clicks before he ends his dial with two clicks of Regeneration! In his damage slot, Chaos King starts with four clicks of Probability Control to help him make sure his attack rolls are successful (or ensure that his opponents’ rolls are unsuccessful). That’s followed by three clicks of Outwit. Finally, Chaos King picks up four clicks of Perplex.

Chaos King has a steady set of combat values and a long dial, which make him a formidable force on his own or an excellent piece to build around in high-point matches! He also possesses a trio of keywords (Cosmic, Deity, and Mystical) that are helpful for team building!
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:13

Greetings HeroClix Fans! We continue our exciting series of previews from Marvel HeroClix: Chaos War (formerly Marvel HeroClix: Mighty Avengers) with a spotlight on one of the most powerful heroes to join the ranks of the Avengers, as well as one of the greatest threats the Avengers have ever faced! Without further ado, we present the Avenger’s “Golden Guardian of Good” himself, the Sentry!


The Sentry begins play rocketing onto the scene thanks to Hypersonic Speed, allowing him to attack and maneuver around the battlefield with the greatest of ease. An initial click of Perplex represents the Sentry’s ambiguous and aloof nature as he struggles to contain the “power of a million suns” within him as well as possibly intimidating friend and foe alike with his sheer presence alone!

After his first click, Sentry changes tactics, rushing headlong into danger with Charge and Super Strength. In fact, for the remainder of his dial, the Sentry will alternate between Hypersonic Speed and Charge allowing him to keep his opponents on their toes while taking full advantage of move and attack powers throughout his dial. Perplex is similarly replaced (and alternates throughout the dial) with Exploit Weakness which, when paired with an object (thanks to Super Strength) could be devastating to the opposing team!

Invulnerability and Impervious alternate throughout the Sentry’s combat dial allowing him to soak up a good deal of punishment while dishing out some of his own.

The Sentry possesses aggressive combat values from early- to end-dial, and an incredibly straight forward power set to compliment any team. Whether you field him with the Avengers or the Dark Avengers (thanks to his keywords) the Sentry will definitely make his power felt in your next HeroClix game! That’s not all!

Fans familiar with the golden Avenger know the Sentry has long battled the dark evil within himself. To represent this in HeroClix, the Sentry possesses a Trait called The Consuming Void Inside. This Trait allows you to switch the Sentry out for the Void(!) whenever the Sentry takes damage as a result of an opposing figure’s action!

Do you dare unlock the evil within the Sentry? Do you dare face the dark might of…the Void?!


Depending on who you ask, the Void is either the Sentry’s true personality or a clever ruse perpetrated on the Golden Avenger by his mind-controlling enemies. Either way, the Void is powerful threat to be feared and respected!

The Void begins play with Penetrating/Psychic Blast and Exploit Weakness, allowing him to bypass the damage reducing powers of those foolish enough to confront him in both close or ranged combat! Early- to mid-dial, the Void alternates between Penetrating/Psychic Blast and Pulse Wave as he presses the attack against his enemies’ weak points.

Similarly, the Void also alternates between Exploit Weakness and Shape Change throughout the majority of his dial. Is that the Void opposing figures are face-to-face with, or a loved one? The answer may come too late!

The Void strikes form the shadows with a full dial of Stealth while the Power Cosmic team ability grants the Void protection from Outwit, and the Void can press the attack against his foes without the fear of pushing damage!

Mid- to late-dial the Void switches tactics slightly as he exchanges his offensive ranged powers for first Steal Energy, representing his ability to feed off the darkness in everyone’s souls, and then Blades/Claws/Fangs to tear through their ranks!

A single click of Invulnerability gives way to Toughness allowing for some protection from damage, while late-dial Regeneration gives the Void the opportunity to return to his mid-dial. And whether the Void heals thanks to either his Steal Energy or Regeneration (or any other means), you can trigger his Trait, He is the False One! and replace him with the Sentry!

Lastly the Void’s second Trait, The Void Always Finds You, allows you to reposition the Void adjacent to whichever figure may have damaged him that turn (or the Sentry prior to transformation) and then deal all opposing adjacent figures one damage! The other part of the Trait grants the Void Plasticity, making it more difficult for those same opposing figures to break away (while simultaneously granting the void a greater chance of doing so)!

At 299 points and with identical combat values to his alternate personality, the Void is a dangerous adversary especially when paired up with the Sentry. (But that’s a tale for another day).
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:14

Today’s Marvel HeroClix: Chaos War preview showcases one of the most popular mainstays of the Avengers, the mighty archer Hawkeye!


Hawkeye begins play moving into position with the cover of Stealth to prepare him to strike, and when he is ready, spring into action with Running Shot! Both powers are granted to him by the use of his movement special power My Criminal Past. Willpower on his first couple of clicks will allow Hawkeye to get into combat all the quicker. Hawkeye also has an opening click of Leadership to showcase his years of leading various Avengers teams as well as the Thunderbolts. On his second click, Hawkeye trades Leadership for his marksmanship as he picks up Range Combat Expert.

Mid-dial, Hawkeye sees the last click of his speed special power as he trades My Criminal Past for mobility with Leap/Climb, and Willpower gives way to Energy Shield Deflection, making him harder to hit from range. Range Combat Expert remains through this stretch of dial, and he picks up his attack special power, Knockout Gas Arrow. This power allows Hawkeye to use Energy Explosion. When he does, after actions resolve give one action token to each character hit by the attack. This power pairs very well with Hawkeye’s 9 range with three targets. Hawkeye stays fairly consistent with his power set at the end of his dial as he maintains his attack special power, Leap/Climb, and Range Combat Expert. Willpower returns for his last two clicks.

Hawkeye possesses the Sharpshooter combat ability to make his range combat abilities dangerous even up close. Showcasing his ability to fit in with multiple teams, he has the Spider-Man Ally team ability. He has many great named theme team options with the Avengers, Great Lakes Avengers, S.H.I.E.L.D., and Thunderbolts keywords. For 98 points, Hawkeye has aggressive attack numbers, with an opening 12 attack, and only one click of single digit attack. With his potential damage output, Hawkeye is sure to be a valuable member of whatever force you include him on!
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:15

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview spotlights a criminal mastermind who is making his first appearance ever in HeroClix, and he has plagued heroes such as Ant-Man and the Wasp since the early days of their careers. We are, of course, talking about Egghead!



Egghead begins play with a special power called Foe of the Tall and the Small which allows Egghead to deal penetrating damage to characters that don’t possess the standard attack damage symbol. Egghead also has a personal force-field (of his own design of course!) engaged to protect him from ranged attacks represented by a full dial of Energy Shield/Deflection.

Early-dial Outwit allows Egghead to display his genius on the battlefield by countering key powers or abilities on opposing figures.

Toward the end of his dial, Egghead switches tactics as his schemes begin to unravel. Both Outwit and his special power are lost, to be replaced with a click of Pulse Wave as Egghead engages a plan of blackmail involving a laser satellite. On his last click, Incapacitate allows Egghead to attempt to lock opposing figures in place with action tokens.

At 50 points, Egghead provides an inexpensive Outwitter to Intelligencia and Masters of Evil theme teams, as well as Emissaries of Evil, Scientist, and Spy keyword theme teams. A 4 range is not huge, but will allow Egghead to utilize his powers well. The Masters of Evil team ability allows Egghead to act multiple turns in a row, as well as providing a useful team ability for any wildcards you may be using.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:16

Greetings HeroClix Fans!

Today we have the first of three bonus previews from the Marvel HeroClix: Chaos War! Get set as we explore some new and updated abilities in the game. To showcase these changes, let’s take a look at a duo well-known to Avengers fans, #053 Ant-Man and Wasp!


There’s a lot going on with Ant-Man and Wasp. First, they’ve got a new combat ability on their dial, Tiny Size. This ability is on the damage slot, as are all combat abilities that affect a character’s size. Tiny Size modifies this character’s defense by +1 against ranged combat attacks. If a figure is tiny, they should be harder to shoot. A friendly character that is both adjacent and larger can use the Carry ability to carry 1 Tiny Size character, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally. So, anyone that is not Tiny Size can carry a figure that is; the Carry ability is not required. And, unlike the Carry ability, there is no -2 modifier to movement. Also, if a figure already has the Carry ability, they can carry a Tiny Size figure and a normal-sized figure as well, with the normal sized character causing the -2 modifier to movement to kick in. This ability can’t be countered. Tiny Size can’t be outwitted, easy enough.

Now, let’s take a look at Ant-Man and Wasp. First off, they possess a trait called Buzzing Right In Your Ear. When an adjacent opposing character attacks Ant-Man and Wasp and misses, deal the attacking character 1 unavoidable damage after actions resolve. When a non-adjacent opposing character attacks Ant-Man and Wasp and misses, deal each opposing character adjacent to Ant-Man and Wasp 1 unavoidable damage after actions resolve. With their high printed defense, Super Senses on the first half of their dial, and the Tiny Size ability, Ant-Man and Wasp are sure to get a lot of use from this trait!

Ant-Man and Wasp begin play using Charge to get into battle. They make sure damage will stick with the use of Exploit Weakness. Once in place, Super Senses helps them avoid attacks for the front half of their dial. When placed correctly, Ant-Man and Wasp will also be able to take advantage of Poison, another representation of their insect swarms. On their second click, Ant-Man and Wasp swap Charge for Plasticity, making opponents have a harder time getting away, or themselves an easier time!

Mid-dial, Ant-Man and Wasp switch things up as they gain Stealth to keep themselves hidden. On these two clicks, Outwit is in their damage slot, making Ant-Man and Wasp a good support figure. Super Senses is traded for Toughness in this section of the dial.

End-dial, Ant-Man and Wasp have Plasticity and Poison back on their dial. Toughness keeps them safe from some damage for the rest of their dial. Ant-Man and Wasp also see Exploit Weakness return to make sure damage goes through. On their final click, Ant-Man and Wasp also have Charge return as they make one last-ditch run at your opponent!

Ant-Man and Wasp possess the Avengers and Scientist keywords, as well as a 5 range. At 168 points, Ant-Man and Wasp will be a solid investment on most forces. Ant-Man and Wasp also possess the Duo combat ability, which now has a new ability added to it.

As before, the Duo combat ability grants a figure the Duo Attack ability, which allows it to make a second attack with a -1 modifier to damage. It now also allows the possessor of the Duo combat ability to use Split. Let’s take a look at Split.

Split Give this character a power action if it has no action tokens. Simple enough. Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card. Pick one or more names off the list; for example, “Ant-Man” or “Wasp.” The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value In this case the point value is 168 points, and any figure named “Ant-Man” and “Wasp” that total 168 points or less would qualify. (unless those characters previously used the Merge ability to be replaced by this character). You can Merge 2 characters that cost more than the Duo figure you are Merging into, see below. It doesn’t come into play with Ant-Man and Wasp, but it will with other figures. Replacement character(s) are assigned an action token and can’t be given an action this turn. Pretty simple, since they took a power action to split. Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line. For example, if the Duo is on click number 5 then the figures that are Split from it must come in on click number 5, or five clicks from the starting line if it does not have a numbered dial. Also, if a figure has multiple starting lines, you can choose to use any one that fits and count clicks from that line. If you choose to use an older Duo figure, like #060 Cap and Bucky from the Avengers set, just count your clicks. This ability can’t be countered. Again, simple enough. Something that may not be obvious is that you can use the Split ability to split a duo figure into only one figure, points permitting, but that lone figure won’t be able to use the Merge ability. Also, points permitting, you can Split into more than two figures.

For reference:

Qualifying Name or Qualifying Real Name
Ant-Man Hank Pym
Wasp Janet Van Dyne


The standard attack symbol also has a new addition to it, called the Merge ability.

Merge When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character. Not too complicated. If any combination of the characters listed above are adjacent, and none have action tokens, they may combine to form a Duo figure. Pick the figure you are giving a free action to and this Duo begins play on the same number of clicks from the starting line. Note that you can give any figure the free action to pick the click the Duo is on. The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character. So it has to be either an even swap or you have to give up some points to make the Duo. (Unless that Duo character previously used the Split ability to be replaced by these same characters). If Ant-Man and Wasp had Split earlier, they can Merge. The Duo character can’t use the Split ability this turn. This is so you can’t Merge to heal a figure, and then Split right away. This ability can’t be countered. Again, easy enough.

All three of these new abilities, Tiny size, Split and Merge will be on this year’s new Powers and Abilities Card. In the 2012 Core Rulebook, replacement characters are a defined portion of your force. They are revealed at the beginning of the game and possibly will be limited to a specific number per force. There will be a Duo-Guide released around the same time as Chaos War that will provide the character/real names for all pre-existing Duos, to make these figures in your collection easier to use.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:21







Dernière édition par colossus le Jeu 29 Aoû - 17:29, édité 1 fois
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:24

Greetings HeroClix fans!

Welcome back! As promised, we’re continuing our bonus previews with three more figures from the Marvel HeroClix: Chaos War set that Ant-Man and Wasp can Split into. Let’s start with the winsome Wasp!


Wasp begins play using Running Shot to start off the battle. She can opt to use her 6 range with 2 targets to divide her printed 3 damage, or she can combine it with her attack special power, Bio Electric Blasts, which allow Wasp to use Incapacitate with the additional benefit that if she uses it and hits, the target is dealt 1 penetrating damage after actions resolve. Wasp has the new Tiny combat ability, which increases her defense by +1 if a ranged attack is made against her and makes it so any friendly character can get her into battle. Super Senses will allow Wasp a chance to avoid attacks, while an opening click of Leadership potentially adds an extra action to her force. Her second click sees Leadership swapped out for Enhancement as Wasp finds another way to help her teammates.

Mid-dial, not much changes on Wasp as Enhancement, Running Shot and her special power are all still there. She does swap Super Senses for a click of Combat Reflexes, before she switches back to Super Senses. On her last click, Wasp gets Earthbound in her movement slot, which negates her Tiny and Flight combat abilities. Defensively, she goes back to Combat Reflexes and does get a bit of added protection in the form of Shape Change.

Wasp possesses the Avengers and Lady Liberators keywords, which gives her a couple of choices for theme-team building. At 77 points, Wasp makes a great secondary attacker on any force she’s on.

Next, let’s take a look at another Qualifying Name character Ant-Man and Wasp can Split into. Here is Eric O’Grady, the Irredeemable Ant-Man!



Ant-Man begins play with two special powers on the front half of his dial. In his movement slot, he has a power called OK, I’m a Voyeur, So What? that says when an adjacent character moves due to its own action, once per turn you may place Ant-Man in a square adjacent to that character after the action resolves. Mobility should never be an issue for Ant-Man! On his damage slot, Ant-Man has a special power called Irredeemable Liar that says Ant-Man can use Outwit, but only to counter an opposing character’s Outwit or Perplex or a special power that specifically allows the use of those two powers.

Mid-dial, Ant-Man picks up two clicks of Energy Explosion to go with his 3 range. (Hey, he’s tiny, what do you want?) These overlap with his special powers, and the powers that replace them for the rest of his dial. In his movement slot, Ant-Man switches to Stealth as he tries to keep himself out of harm’s way. In is damage slot, Ant-Man gets Exploit Weakness to make sure any close combat damage sticks. On his last click, Ant-Man picks up Blades/Claws/Fangs, which pairs nicely with his Exploit Weakness.

Ant-Man possesses the Avengers, S.H.I.E.L.D., and Thunderbolts keywords, giving him a good selection of named theme teams on which to use him. He also brings the Avengers and S.H.I.E.L.D. team abilities, as well as the Flight and Tiny combat abilities. At 43 points, Ant-Man will be an inexpensive annoyance piece on whatever force he is included!

Not the Ant-Man you were expecting? Well, we’ll get to him. In the meantime, let’s take a look at the other side of the chart for Split, the Qualifying Real Name side, and take a look at Hank Pym!


Hank Pym begins play with a special power in his attack slot for the first half of his dial called Tinkerer Supreme, which allows him to be given a free action if he occupies a square with a light or heavy object, and then choose a standard attack power. He can use the chosen power this turn. This could be utilized well with his 5 range. Hank Pym also begins play with Outwit, a power that will be on all of his odd-numbered damage slots. On his second click, Hank Pym trades Outwit for Perplex, and gains Willpower in his defensive slot. Perplex and Willpower will be on every even-numbered click.

End-dial, Hank Pym keeps alternating clicks of Outwit with Perplex and Willpower. On his last three clicks, Hank Pym loses his attack special power. In his movement slot he gains Flurry. Hank Pym possesses the Avengers, Defenders, and Scientist keywords, as well as the Avengers team ability. For 75 points, Hank Pym is a useful support figure.

But, that’s not all Hank Pym is good for. He also has a trait called Morph: Hank Pym. Give Hank Pym a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:25

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview takes us to a deceased member of the Masters of Evil. Denied the hereditary right to wield his family’s fabled Ebony Blade, Nathan Garrett used technology to become the original (and villainous!) Black Knight!


Black Knight begins play maneuvering onto the battlefield with Running Shot and the Flight ability (thanks to his genetically-modified flying horse). Two opening clicks of Penetrating/Psychic Blast enable the Black Knight to strike at his opponents’ weak spots with penetrating damage, and then on his second click Black Knight shows off his intellect as a former professor in the form of Outwit.

Mid-dial, Black Knight demonstrates the more common use for a lance as he and his winged horse use Charge to engage his foes in close combat. Blades/Claws/Fangs makes Black Knight all the deadlier in melee, while Outwit makes a second appearance on his dial enabling him to penetrate his enemies’ defenses, or counter a more a vital power or ability. However, mid- to late-dial the Black Knight has been knocked from his steed, represented by Earthbound for the rest of his dial.

At the end of his dial, Black Knight maintains both Earthbound and Toughness, and gains a couple of clicks of Energy Explosion. Black Knight’s armor is represented by nearly a full dial of Toughness, but onn his last click, Black Knight trades damage reduction for force of will as he has Willpower.

Black Knight possesses the Armor, Masters of Evil, and Scientist keywords, providing him with some solid theme team building options. Black Knight also has the Masters of Evil team ability, providing him the ability to act every turn as long as you wish to push him. For 95 points, Black Knight will be a solid investment on whatever force you wish to include him on.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:28

Greetings HeroClix Fans!

Once again, we are back to reveal more of the Marvel HeroClix: Chaos War set with another BONUS preview! This time we’re exploring a few different identities Avenger Hank Pym has donned over the years! Let’s start with his most recent nom-de-guerre, Wasp!


Wasp begins play using his 6 range and Running Shot to take the fight to your opponent! Toughness provides some damage reduction for Wasp. Also, Leadership has the potential to add an action and remove a token from a friendly figure. On his second click, Wasp gains a special power in his attack slot with the same name as the power used by his ex-wife, Janet van Dyne. The power, Bio Electric Blasts, allows Wasp to use Incapacitate. If he uses it and hits, deal the target 1 penetrating damage after actions resolve. This power switches in and out over the course of his dial.

Wasp also has a damage power that replaces Leadership called Cybernetic Wasp Goggles that lets him and friendly characters within 3 squares and line of fire that he shares a keyword with use Exploit Weakness if their printed damage value is 2 or less. Mid-dial, as Bio Electric Blasts continues to cycle on and off, Wasp switches damage reduction for damage avoidance as Super Senses is on his dial for one click before he switches back to Toughness.

End-dial, Wasp switches to Super Senses for two more clicks. Perplex also is in his damage slot on those same clicks. On his last click, Wasp loses all damage reduction and avoidance to gain Willpower, and Bio Electric Blasts makes a final appearance.

Wasp possesses the Avengers and Scientist keywords, as well as the Avengers team ability. Wasp also costs 75 points and has the Morph: Hank Pym trait, which allows him to change into his original secret identity, Ant-Man!


Ant-Man possesses a trait called Pym Particles, Shrink, which says, “Once per game, the first action Ant-Man may be given must be a free action to choose a friendly character of 75 points or less with the Avengers keyword. That character possesses [Tiny Size] combat ability as long as this Ant-Man is on the map”. Whether you choose to start the game with Ant-Man as part of your force, or use the Morph mechanic to bring him in, this figure has the potential to make a friendly figure better.

Ant-Man begins play with Stealth to hide himself as he moves to where he will do your force the most good. On any click he has Stealth, he also has a special power called Ant-Swarm that lets Ant-Man use Poison. When he does, opposing characters that occupy hindering terrain are dealt 2 damage instead.

On his second click, Ant-Man switches things up as he trades his special power and Stealth for Leap/Climb in his movement slot to make getting around easier. Super Senses allows Ant-Man to potentially avoid attacks. He also gains Outwit, which will be on all of his even-numbered clicks. On his third click, Ant-Man switches back to Stealth and his Ant-Swarm special power. Ant-Man gets two new powers at this point, Combat Reflexes, to make him harder to hit in close combat, as well as Perplex to help himself or his teammates.

Click four of Ant-Man is the same as click number two with Leap/Climb, Super Senses and Outwit. Click five is again a close-combat click with Stealth, Ant-Swarm, Combat Reflexes and Perplex. Ant-Man’s sixth click is the same as all even-numbered clicks with Leap/Climb, Super Senses and Outwit. On his last click, Ant-Man is the same as his first click with Stealth and his Ant-Swarm special power.

Ant-Man, like the other forms of Hank Pym in the Chaos War set, has the Avengers and Scientist keywords, as well as the Avengers team ability. However, Ant-Man is the only version to have the Tiny Size combat ability. But like the rest, Ant-Man costs 75 points. Like all forms of Hank Pym, he has the Morph: Hank Pym trait. Well, Hank Pym was standard sized, then Tiny Sized. Where does he go from here? How about Giant Size? Here is Giant-Man!


At his 75 point line, Giant-Man begins play with two traits. Like the other Hank’s versions, Giant-Man possesses the Morph: Hank Pym trait. This trait is only playable on his 75-point line and functions identically as it does on Pym’s other figures. The next trait is called “Medium” Size which states ”Giant-Man possesses [Standard Defense] and [Giant Size] instead of [Indomitable] and [Colossal]“ combat abilities, but again, only on his 75-point line.

At the 75 point Morph: Hank Pym line, Giant-Man begins play with Super Strength to allow extra damage when an object is handy. Toughness will provide some damage reduction from the inevitable counter attack. On his second click, Giant-Man adds Charge to his dial to be able to move and attack.

Mid-dial, Giant-Man has another click of Charge, this time coupled with Quake to try and disperse groups of opposing figures. Invulnerability offers more damage reduction to Giant-Man for two clicks. Quake sticks around for one more click.

Late-Dial, Giant-Man gets one more click of Charge. Exploit Weakness shows up on Giant-Man’s dial for two clicks, and his damage reducer goes back to Toughness. On his last click, Giant-Man sees the return of Quake. Willpower allows Giant-Man to push without fear of taking pushing damage.

As all versions before him did, Giant-Man has the Avengers and Scientist keywords, as well as the Avengers team ability.

This takes us through all versions of Hank Pym’s Morph trait. But, as hinted at on the character card, there is still a lot more Giant-Man to see! Let’s take another look at him:


At 300 points, Giant-Man’s Pym Particles, Grow is similar to the trait on Ant-Man (#015). Pym Particles, Grow says ”Once per game, give Giant-Man a free action to choose a friendly character of 75 points or less with the Avengers keyword. That character possesses [Giant Size] combat ability as long as Giant-Man is on the map”. Need a huge helping hand on the battlefield? Giant-Man is here to make it happen!

Giant-Man begins play at his 300 point line using the always useful combo of Charge and Super Strength with his printed 5 damage. The Indomitable and Colossal combat abilities will help him use these powers again on his next turn. Giant-Man has Invulnerability to protect him from some return damage. He also has a special power to start his dial, Building Shove, in which Giant-Man can be given a power action if he is adjacent to elevated terrain. All characters occupying that level of elevated terrain within that same continuous border are dealt 1 penetrating damage and knocked back 1 square. On his second click, Giant-Man trades Charge and Building Shove for some Outwit, which will be very useful from his colossal view of the map.

Click three of Giant-Man’s dial sees the return of Charge. Exploit Weakness will make sure close combat damage sticks for his next three clicks, and Giant-Man replaces his damage reducer with Toughness for a couple of clicks. His next two-click section sees Plasticity show up in his movement slot, and Giant-Man’s damage reducer of choice becomes Impervious. Perplex makes a single appearance at this point in his dial. Giant-Man also gains an attack special power called Swat, that says when given a close combat action, Giant-Man may target all opposing characters within two squares and then divide the damage between them. This power can’t be countered by characters 100 points or less.

Mid-dial, Giant-Man switches back to Charge, Super Strength and Outwit for a click, then back to Plasticity, Swat, and Building Shove for a three more. Giant-Man switches from two clicks of Toughness to two clicks of Invulnerability for damage reduction in this stretch of dial. After this, Giant-Man switches back to Charge and Super Strength for the last time. This click also sees Building Shove for the last time, and the return of two clicks of Impervious.

End-dial, Plasticity and Swat are on the next two clicks and Giant-Man sees the last of his standard power damage reducers as Impervious is replaced with a click of Toughness. Perplex returns to his dial at this point for a few clicks. Giant-Man’s last three clicks are mostly bare, but the special power in his damage slot will be a benefit to whatever force he is on. Avengers, Behind Me! allows Giant-Man to use Defend and Toughness. Two defense values of 18, one having Perplex as well, and a 19 defense can provide a colossal help to his force!

Convention season is right around the corner and Giant-Man will initially be available at the NECA booth during San Diego Comic-Con, then later at Gen Con Indy.

And as it is the 10th anniversary of HeroClix, we have included with Giant-Man a special figure that pays homage all the way back to the first HeroClix set, Marvel HeroClix: Infinity Challenge, and one of the first convention exclusive figures ever, Ant-Man!


Ant-Man has the Morph: Hank Pym trait that all 75 point versions of Hank Pym in this set have, allowing him to swap versions as needs change. Also added is the Tiny Size combat ability to represent his shrinking ability. Ant-Man still has the Avengers and Scientist keywords, as well as the Avengers team ability.

To increase the original 43 point version of Ant-Man to the modern 75 point version, in addition to his trait and Tiny Size ability, two clicks of life were added, as well as the ability to do a printed 1 damage on every click! (The original Ant-Man had printed 0 in all damage slots!) Beyond these major changes to make him playable in a modern environment, the design concept is the same. Ant-Man has Stealth the entire length of his dial to reflect how tiny he is. He also has Incapacitate for his entire dial, as his ability to sting people with a 4 range is annoying, and not very lethal. Also, Ant-Man still begins play with a 20 defense, and sees this number regress by 1 for every click of his dial. Another noticeable change to make this new Ant-Man more playable than the original is a small boost to his attack values. While the Infinity Challenge version had attack values starting at 8 and ending with 5, this version starts with a 9 attack and ends with 7! And finally, Ant-Man may have the Chaos War set symbol, as this is the current set, but he still has the same collector number as the Infinity Challenge original, #173!
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:30

Greetings HeroClix Fans!

For today’s preview from the Marvel HeroClix: Chaos War set, we check in with a Kree soldier who has enjoyed multiple code names, Genis-Vell!


Genis-Vell begins play taking the fight to your opponent with Running Shot, which combined with his 8 range and 2 targets with a printed 4 damage, has the potential to mess up their plans.  Or, if an appropriate opportunity presents itself, Pulse Wave can cause some serious damage.  Impervious will protect Genis-Vell from the inevitable counter attack.   On his second click, Genis-Vell stays pretty much the same, but with some stat changes, his defense goes up and his damage goes down, and he sees a special power in his damage slot called A Touch of Insanity.   This power allows Genis-Vell to use Perplex.  When he does, instead of the normal effect, choose +2 or -2 and roll a d6 that can’t be rerolled.  Based on the result, modify the following value on the target character by the chosen amount.  On a result of 1, Speed.  On a result of 2, Attack.  On a result of 3, Defense.  On a result of 4, Damage.  On a result of 5, Range.  On a result of 6, all combat values.
Mid-dial, Genis-Vell switches tactics as he gains Hypersonic Speed for a couple of clicks.  Steel Energy has the potential to add a click of life back to his dial.   Genis-Vell cycles powers in his defense slot first with a click of Toughness, to reduce damage, then one of Super Senses, to try and avoid an attack.  A Touch of Insanity is still here for a click, before giving way to Outwit.  On the last click in this section of dial, Genis-Vell can use Phasing/Teleport to put some distance between himself and any pursuers to try and use Regeneration, potentially getting him back to the top of his dial.   Probability Control can help with this, or make sure an attack with Pulse Wave hits anyone within his range.
At the end of his dial, Genis-Vell possesses Phasing/Teleport to get him to where he can best take shots at someone and use his Outwit, while Toughness will offer some protection.  Next up, Genis-Vell has Running Shot to move and attack, and Super Senses to try and avoid return fire.  A touch of Insanity makes its last appearance as well on this click.  On his last click, Genis-Vell again has Hypersonic Speed and Pulse Wave as attack options, and Portability Control to help dice rolls come out in his favor.  This end section of his dial is also the Alter Ego point for Rick Jones from the Marvel HeroClix: Incredible Hulk set. 
At 200 points, Genis-Vell brings some solid stats and powers to your force, all without the fear of being outwitted due to his Power Cosmic team ability.  Genis-Vell also possesses the Cosmic, Eternal, Kree, and Thunderbolts keywords, giving him some great theme team options, as well as being a value to a wildcard abuse team if you pay the 7 points to attach the Thunderbolts ATA to him.  Avenge his father’s (Captain Marvel) honor when Chaos War releases everywhere this July!
Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:31

Greetings HeroClix fans!


For today’s preview from the Marvel HeroClix: Chaos War set, we visit the Avengers to check in with a former Air Force major who has spent time amongst the Starjammers, had powers granted by the Kree, and was Tony Starks handpicked leader of the Avengers, Ms. Marvel!


Ms. Marvel begins play leading the Avengers into battle with Leadership to potentially add an action to your action pool.  The always useful combination of Charge and Super Strength allows Ms. Marvel to take the action to your opponent.  Invulnerability will protect Ms. Marvel from the inevitable counter attack for her first couple of clicks.   Next up, Charge is replaced by Flurry for a couple of clicks as Ms. Marvel pummels her foes.  Toughness will make sure Ms. Marvel still has damage reduction capability.
Mid-dial, Ms. Marvel loses powers in her movement slot, but she gains a special power of in her attack slot called Radiant Burst, allowing Ms. Marvel to use Energy Explosion as if she had a range of 7 and two targets.  Toughness gives way for a return click of Invulnerability.  At the end of her dial, Ms. Marvel sees the return of Charge for a couple of clicks.  Steal Energy will allow Ms. Marvel to heal a click with every successful close combat attack for the rest of her dial, and Toughness will again protect her from harm.
At 110 points, Ms. Marvel has the Avengers team ability.  Ms. Marvel possesses the Avengers, Soldier and S.H.I.E.L.D. keywords to give her plenty of theme team building options, but her consistent attack and damage values will make her a benefit to whatever force you include her on.
Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:32

Greetings, HeroClix fans!

In today’s preview from the Marvel HeroClix: Chaos War set, we take a look at a Mighty and Dark Avenger, with sympathies toward Nick Fury’s Secret Warriors due to his son being on that team. He is the God of War, Ares!



As the God of War, Ares can inspire his allies as well as demoralize his foes. This is represented with his trait, Presence of the God of War, allowing him to modify adjacent friendly characters attack value by +1, as well as adjacent opposing characters attack value by -1. On his first click, Ares gets a battle started with Running Shot, as he takes the action to your opponent with a 7 range and 2 targets, as well as a printed 4 damage. Impervious will protect Ares for the first third of his dial. After this opening click, Ares can use Charge to move to another fight, this time with his printed 3 damage or opting to use his big axe in the form of Blades/Claws/Fangs. Once in position, and depending on the outcome of his last attack, Ares may now use the special power in his damage slot, Master of All Weapons, allowing him to use either Close Combat Expert or Range Combat Expert, as well as denying the use of which ever power he used to his opponents force until your next turn. This power also can’t be countered by a character of 100 points or less.

On his third click, Ares again has Running Shot, as well as his Master of All Weapons special power. Mid-dial, on his forth click, Ares again is able to use Charge and Blades/Claws/Fangs with the added benefit of Exploit Weakness, to ensure however much damage he does will go through. This power set will remain through this stretch of dial, with Ares being able to reduce damage with Invulnerability.

At the end of his dial, Ares sees the return of Master of All Weapons. Toughness is his damage reducer at this point. Ares has the ability to heal himself a bit in this stretch of his dial as Steal Energy is on the rest of his clicks as well.

Ares possesses the Indomitable combat ability, allowing him to use act without fear of pushing. Ares has plenty of keywords to offer options for building named or generic theme teams with Avengers, Dark Avengers, Deity, Soldier and Warrior. At 199 points, Ares will have room to include support figures in a low point game.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:33

Greetings HeroClix Fans!

Today we continue to explore the Marvel HeroClix: Chaos War by visiting a mortal physician with a thunderous secret identity. We are pleased to bring you Dr. Donald Blake!



Donald Blake has spent most of his life as a doctor, and showing his skill is his trait, Doctor, Not a Fighter, which makes it so his combat abilities can’t be modified. Donald Blake shows his medical training skills with a full dial of Support, which backed by printed 11 and 10 attack values, should succeed to heal a friendly character on most, if not all attempts. Donald Blake has a slow movement value due to being partially disabled and using a walking stick to get around.

Donald Blake has the Avengers keyword, making him an inexpensive way to fill points on a theme team, or at 33 points, be a cheap, efficient medic on any force you choose include him.

But, should this not be enough, from his second click on, Donald Blake may tap his walking stick twice to transform himself using his special power, Alter Ego: Thor, God of Lightning! “Give Donald Blake a power action that deals no pushing damage and replace this character with Chaos War #038 Thor, Chaos War #202 Thor, or Chaos War Fast Forces #002 Thor on its orange starting line. After actions resolve, even if this power is lost, deal 1 damage to each adjacent opposing character. This power can’t be countered.”

For 33 points, Thor comes into play via the Alter Ego ability using Running Shot with his 8 range to take the fight to your opponent! Toughness provides damage reduction on both clicks. Thor has a special power on his first of two clicks called Summon Asgardian Blizzard, which says, “Characters with the Standard or Tiny Size combat abilities can’t target characters 7 or more squares away. Modify all other characters speed values by -2 if they begin an action within 6 squares of Thor.”


Or, you can choose to field Thor for his full 200 points instead of using Alter Ego to get him into the game. This version of Thor is a pretty straight forward bruiser. He begins play with a long stretch of Charge, as he is always willing to engage a foe up close and personal. Super Strength will allow Thor to grab whatever objects are around as he moves about the battle field and attacks his foes. An opening click of Impervious protects Thor from counter attacks. On his second click, Thor picks up his special power Summon Asgardian Blizzard for a good stretch of his dial. This provides Thor and his allies some measure of board control to be able to set up. Invulnerability becomes his damage reducer of choice for a few clicks.

Mid-dial, Thor trades Super Strength for Quake as he moves to knock opposing characters back. Or he can continue to use Charge or his 8 range, as his dial sees his damage top out at a printed 5 in this stretch. As his damage and attack values go down a bit, so does his damage reduction, as he now has a few clicks of Toughness.

Late dial, Thor sees his combat values all raise again. Toughness gives way to another click of Invulnerability, before going back to Toughness to finish out his dial. Hypersonic Speed shows up for two clicks, as Thor pushes himself to fight the good fight! This is followed by his only click of Running Shot, as he attempts to finish off his opponents. Thor also sees one more click of his Summon Asgardian Blizzard special power.

Thor has a good selection of keywords to choose from, including Asgardian, Avengers, Deity and Warrior. The Avengers team ability will see that Thor’s move actions do not count toward your action total. The ability to move and attack on nearly every click, as well as get past damage reducers without penetrating damage, and aggressive attack values and powers will make Thor a force to be reckoned with on any team build you put him on!
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:34

Greetings HeroClix Fans!

As a special bonus preview, we are pleased (if not a little intimidated) to present an all-too frequent foe to the Avengers from beyond time, Kang!


Last seen way back in Marvel HeroClix: Supernova, this self-proclaimed Conqueror lives up to his reputation! Early dial Phase/Teleport allows Kang to maneuver into position without concern for terrain or opposing characters, while the Indomitable ability allows you to capitalize on his mobility with an opening 12 attack and 4 damage! And should you decide to, the Masters of Evil team ability allows you to use Kang for a third turn in a row; blast away at his enemies again with that impressive first click and gain access to Running Shot and Penetrating/Psychic Blast on Kang’s second click!

Mid-dial, Kang switches tactics slightly as he gains Outwit and the Timeline Reset special power. Timeline Reset allows Kang to remove action tokens from friendly figures 151 points or less, all for just the cost of a power action! Now, figures that already acted that same turn cannot act again, but Timeline Reset allows you to maximize your action potential with friendly figures that have not already taken non-free actions.

Kang’s initial Impervious is replaced by Toughness, but swings back up to Invulnerability while Kang enjoys a parallel upswing in his attack value and Pulse Wave! Late-dial Ranged Combat Expert keeps Kang’s potential damage output at a respectable level while end-dial Regeneration allows Kang to potentially stay in the fight.

Last and certainly not least Kang’s Trait, Come Back After I’m Rested and Try Again, allows him to use (uncounterable) Probability Control on his own attack rolls!

At 151 points and armed with the Future, Past, Ruler, Scientist and Warrior keywords, Kang is sur eto make his presence felt on the battlefield!
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:35

Greetings HeroClix Fans!

Today we check in with a longtime foe, and sometimes ally, to the Avengers and heir to a villainous legacy. Whether acting as leader to the Masters of Evil or the Thunderbolts, today’s preview was born better and destined to rule. We present Baron Zemo!


Manipulating both his foes (and allies) from the shadows, Baron Zemo begins play with Stealth while his Trait, The Thunderbolts Gambit, allows Zemo to confer the Thunderbolts keyword to any friendly figures with either the Masters of Evil team ability or keyword. Better yet, if you’re playing with the Thunderbolts Additonal Team Ability, your newly christened Thunderbolts gain that benefit as well!

Zemo also begins play with the Meglalomaniacal Genius special power. Megalomaniacl Genius grants Baron Zemo Leadership, Mastermind, and Outwit! And if that weren’t enough, Zemo can use both Leadership and Mastermind as if he were 150 points (as opposed to his actual cost of 100!) so long as he is adjacent to a friendly figure with the Thunderbolts (remember that handy Trait?) keyword. Thanks to his Manipulative Genius special power, Baron Zemo should always have fodder, er, allies to help him out of a jam.

Early- to mid-dial Zemo demonstrates his proficiency on the front lines with both Running Shot and Penetrating/Psychic Blast, while his initial clicks of Willpower begin alternating with Combat Reflexes for the remainder of his dial.

Mid- to late-dial Zemo exchanges his Manipulative Genius special power for first standard Outwit and then Probability Control. Baron Zemo also switches tactics, taking the fight to his foes with both Charge and Blades/Claws/Fangs!

At only 100 points and armed with the Masters of Evil team ability, Baron Zemo will be easy to include on any number of theme teams thanks to his Master of Evil, Scientist, and Thunderbolts keywords. Whether Zemo acts on the side of heroes or villains, or as a villain posing as a hero (again, thanks to his Trait), Baron Zemo is sure to make an impact in your next HeroClix game.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:35

Greetings HeroClix Fans!

With convention season ramping up as we speak, we took a moment to chat with 2011 HeroClix World Champion Daniel Joynes about his HeroClix Worlds experience. We discussed his recollections from last year’s Worlds event and what it was like to participate in the design process. Here are some of the highlights from our conversation.

Hello Dan, thank you for joining us. First of all, what was it like to win HeroClix Worlds 2011?

Hello! I was actually a bit of a wreck. After I won the first two matches I was pretty excited, and then I won the third and started to get super nervous. By the time the 4th match started I was sweating like a pig. Once I won? It was just awesome; I was super happy and excited. I am normally a super nervous flyer, but on the flight home all I did was smile. It was an incredible experience and I hope to do it again.

Did you enjoy the competition?

The competition was good, very high level. All my opponents were super friendly, especially my round 3 opponent Rob. It was also hell on my nerves as there were no bad players there and I had to be super focused the entire time.

Overall a very good time though.

What sort of strategies impressed you?

There was one guy who was playing a Professor X and a Gleek. I would have loved to see his team in action to see how he was getting around the -1 gleek was giving him but we never played.

There was also a soldier team with 2 of the double based Captain America’s that did well. I would have liked to have seen that.

How are you preparing for HeroClix Worlds 2012?

Same as I did last year. Watching the major cons and what wins them, playtesting some things I think will do well and watching the newest sets. This year is a bit harder, there’s so much coming out and so many new mechanics that it’s throwing a bit of a monkey wrench into things. That’s not a bad thing though, just makes things more interesting.

So, I know you’re probably eager to talk about your 2012 Championship figure. With all of the characters available out there, what finally nudged you towards Mr. Sinister?

At this time last year I had Horsemen on the brain. WizKids had given out Horsemen at Origins and I had traded for a set of them and was looking for pieces to use them with. My local venue often holds an end of year as many points as the year event so I was thinking of using Apocalypse and a ton of Horsemen. Then I saw Mr. Sinister and I saw that he was awful. I wondered why he wasn’t remade in GSX (Giant-Size X-Men) because he really did need a remake and figured that if I won Worlds I’d redo him. I was also a big fan of him from the old 90’s X-Men cartoons. The rest is history

We can’t help but admit that we’re dismayed to hear the X-Men cartoons from the 90′s are now considered “old”.(laughs) What were the challenges or considerations you faced while conceptualizing such a high-profile figure?

Mr. Sinister has a pretty nebulous power set and sometimes he suffered from the 90’s EXTREME comic mentality. The marvel database says Sinister has superhuman strength and can lift 2-10 tons but that’s not a power I’d say he’s known for. The Sinister I knew was a geneticist, who’d manipulate things from behind the scenes until he would do his grand reveal. He was also a capable of extreme shapeshifting and could regenerate from just about anything. So I started from there. First off, trait Shape Change was easy, he needed shapechange and I wanted to do other things with his damage slot. His I Can Rebuild You, Mutant was another one I was always aiming for. Mr. Sinister has cloned the Marauders so many times it made sense for him to be able to do it in clix. Complete cellular regeneration was also another one. Originally it was much more complex, but it was stripped down for simplicity. I wanted him to be like Sinister; you blow a hole in him and he laughs at you while he heals and then blasts you back while reminding you how futile it was to attack him, hence free-action Regeneration. I suggested the -3 subtraction as I thought that it would be too powerful to have straight free action Regen.

The Create New Marauders Trait was a later idea that added so many options for Sinister and made it easier to put him on teams.

Beyond that it was tweaking and finding cool quotes from the character to use as their names.

I can only imagine what it feels like to have this opportunity. Are you excited for folk to see it?

Absolutely! I really want to talk about it and say things beyond “Sorry NDA”. I really do hope that people like it. I didn’t want to make something that would break the game or something that would be underpowered. I also tried to do some cool things with him that I hope people like.

What do you think of Mr. Sinster’s sculpt?

I first saw this sculpt on Halloween 2011 when it was emailed to me by design and I have the same reaction now as I did then. WOW.

By the way, that’s me he’s cloning in that tank! (A thinner, greener me but he does improve on the original)

We LOVE the Maruaders Trait. Were you a big fan of the Mutant Massacre storyline way back in the Uncanny X-Men?

I found that story later on through trade paperbacks and I always enjoyed it. I’ve always been a fan of the somewhat darker stories and comics that are out there so it stuck with me.

The Create New Marauders trait is one of the coolest things about this piece and it came on late in the cycle. I can’t take full credit for it as it was suggested during playtesting. I really liked the idea and gave two enthusiastic thumbs up to it. The playtesting team did a great job.

Thank you for saying so Dan, we’ll definitely pass that along to the Team. Well, we’ve kept folk waiting long enough, we should probably show everyone the figure you designed. Any parting thoughts before we do so?

I want to see him played. I want to see reports of his usage in the strategies forum. Play the hell out of him. I hope you guys like him!

Thank you for joining us Dan. Without further ado, please welcome Mr. Sinister!


Available as a super rare figure in Marvel HeroClix: Chaos War, Mr. Sinister is the 2011 HeroClix Worlds Champion piece. Sinister begins play with two Traits, the first being Create New Marauders which allows Sinister to add the Marauders keyword to any figure on your revealed force that possesses either the X-Men or Brotherhood keywords or team abilities! That’s right, simply pair Mr. Sinister up with some of your favorite mutants from either of these teams and you have the makings of a potential theme team!

Sinister’s second Trait is more straightforward. Skinshifting allows Mr. Sinister to use Shape Change throughout his entire dial! Not sure about that neighbor that just moved in next door to the Jean Grey School? Wonder why he spends so much time in his greenhouse? It could be Mr. Sinister!

Known for operating from the shadows and behind the scenes, Mr. Sinister begins the game with Stealth as well as his I Can Rebuild You, Mutant special power. I Can Rebuild You, Mutant grants Sinister the use of Perplex, as well as the ability to potentially keep his Marauders on the battlefield! When a friendly Marauder is K.O.’ed, Sinister allows you to roll die and if your result is a 6, you then place the Marauder in question within 6 squares of Sinister, turn its dial to its last non-K.O. click, roll another die and heal the figure half the resulting number. Talk about a versatile geneticist!

Sinister possesses punch beyond his incredible support capabilities; early-dial Penetrating/Psychic Blast coupled with aggressive attack values and an 8 Range value makes Sinister too dangerous to ignore! Two opening clicks of Impervious, and then four of Invulnerability help protect Mr. Sinister from harm should your opponents dare to face him in battle!

After his initial click, Sinister alternates between his I Can Rebuild You, Mutant special power and Outwit (great for Brilliant Tactician teams in Golden Age!) and towards his mid-dial Sinister emerges from the shadows with first Mind Control, and then Force Blast while Penetrating/Psychic Blast is replaced by Energy Explosion!

Mid- to late-dial, Mr. Sinister demonstrates his mobility with Phasing/Teleport. Pulse Wave allows Sinister to dispatch any unworthy test subjects and his Complete Cellular Regeneration special power represents Sinister’s uncanny resiliency! Complete Cellular Regeneration allows Sinister to use Regeneration, Toughness, and Willpower! Even better, if Sinister doesn’t have any action tokens on him, he may use Regeneration as a free action (but then substitutes 3 from the result and not the normal 2).

Mr. Sinister possesses the Horsemen of Apocalypse, Marauders, Scientist, and Weapon X keywords. At 225 points, with a host of useful support and offensive powers as well as competitive combat values, Mr. Sinister is every bit the master manipulator and aggressor the X-Men have come to fear.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:36

Greetings HeroClix Fans!

For today’s Marvel HeroClix: Chaos War preview we bring you a villain whose actions ignited the Civil War storyline when his explosion near an elementary school killed more than 600 people. Making his first appearance in HeroClix, we present Nitro!


Nitro’s body was genetically altered by the Kree so that he could explode and reform his body at will. To showcase this ability, Nitro begins his dial with a special power in his movement slot, Explode and Reform. When given a double power action to use Explode and Reform, Nitro can target each opposing character within 2 squares with a close combat attack. Each character that is then hit with this attack is dealt penetrating damage equal to three minus the number of squares the character is from Nitro!

Explode and Reform is the only power that appears on all of Nitro’s odd-numbered clicks. On his even-numbered clicks, Nitro replaces Explode and Reform with Phasing/Teleport to represent his post-explosion gaseous state. In this state Nitro is also difficult to hit so defensively he gains Energy Shield/Deflection to give him a boost against ranged attacks.

In the attack slots of his even-numbered clicks is another special power, Explosive Punch, which allows Nitro to use Force Blast. Nitro can use Force Blast normally or, as a free action, he can target any character he has hit with a close combat attack that turn. In Golden Age format games, you can spend six points to assign Nitro the Whirlwind feat (found under the Print and Play section) and knock back multiple targets with Force Blast. Explosive Punch can be used as a follow-up attack after Explode and Reform to push an opposing character off elevated terrain or into blocking terrain!

Nitro has one keyword (Brute) and clocks in at 41 points, which leaves plenty of room for other attackers and support pieces on your force.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:38

Greetings HeroClix Fans!

Today we risk life and limb to infiltrate a secret organization premiering in Marvel HeroClix: Chaos War. We are pleased to present you all with the Shadow Council Soldier!



As the minions of the Shadow Council, Shadow Council Soldier has been hiding for decades, and this is represented with a full dial of Stealth. Shadow Council Soldier also has a full dial of a special power in his damage slot called We Keep the Council’s Secret. This special power allows Shadow Council Soldier to modify his damage by +1 if a friendly character named Max Fury is within 8 squares.

Shadow Council Soldier begins play with a couple of clicks of Toughness to provide some damage reduction. Shadow Council Soldier closes out the last three clicks of his dial with Energy Explosion, which when combined with his 5 range, can help soften up groups of foes.

Additionally, Shadow Council Soldier has the Hydra team ability to help their attack value when adjacent to other Shadow Council Soldier (or Max Fury). Shadow Council Soldier possesses the Shadow Council and Soldier keywords (nice, huh?). At 32 points, Shadow Council Soldier will be an efficient use of points on any force.

Next up on our report of the Shadow Council is a high ranking official and rouge Nick Fury LMD who gained sentience, Max Fury!



As he is a LMD of the original Nick Fury, Max Fury knows Everything That Nick Knows, which he uses to deny opposing figures the use of the S.H.I.E.L.D. team ability through his trait. As with the Shadow Council Soldier, Max Fury begins play hiding in the shadows with two opening clicks of Stealth. From his hiding spot, Max Fury can use his Outwit to best benefit his force. As most opponents will have to base him to attack him, Combat Reflexes will make this harder for them.

Mid-dial, Max Fury uses his robot strength to be able to escape to position himself better, or lock down an opposing figure with Plasticity. Should Max Fury choose to attack his foe, Steal Energy will allow him to heal a click. Toughness shows the durability of his robot body and will provide some protection.

On the end of his dial, Max Fury continues to use Steal Energy to heal when making close combat attacks. When not based, Range Combat Expert will allow him to use his 6 range to attack a foe with additional damage. On his last click, Mastermind can potentially keep him in the game longer, which should be fairly easy with Shadow Council Soldiers around him to take advantage of their Hydra team ability, which he also possesses.

Max Fury has the Indomitable combat ability to keep him acting with no fear of pushing damage. Max Fury possesses the Robot, Shadow Council, S.H.I.E.L.D. and Zodiac keywords to give him plenty of theme team options. At 69 points, Max Fury will be a solid secondary attacker and support piece on many team builds.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:39

Greetings HeroClix Fans!

For today’s preview from the Marvel HeroClix: Chaos War set, we check in with a former ruler of the Inhumans who has had his name stricken from history after he was overthrown. The Inhuman with the Terrigen Mist-granted power to alter his form into any he wishes, The Unspoken!


The Unspoken possesses a trait called Life Underground, allowing him to use both Stealth and Leadership as long as he is on the lowest level of terrain on a map. Further making it difficult for his opponents to make range attacks against him is a special power in his damage slot called Slave Engine Degeneration. This power makes opposing characters within 3 squares possess Battle Fury, and makes it so they can’t be given power actions. The Unspoken uses this combination of special power and trait to set himself up to best utilize the complimentary powers Charge and Super Strength, which, with his printed 11 attack and 5 damage, has a lot of potential to damage an opposing figure! The Unspoken possesses the Power Cosmic team ability, so he does not fear your opponents’ use of Outwit to try to gain an advantage over him.

Impervious will alternate with Invulnerability for the first six clicks of his dial, providing a lot of damage reduction for The Unspoken! On his third click, The Unspoken gives up move and attack and his Super Strength for Force Blast to repel opposing figures who try to bypass his defenses to try and knock him off his special power.

Mid-dial, The Unspoken switches tactics as he gains Phasing/Teleport to take him where he will have the most impact on a battle. Shape Change will provide The Unspoken some protection from being targeted by opposing figures for a couple of clicks. At this point in his dial, The Unspoken switches his damage reducer to Toughness for the rest of his dial.

At the end of his dial, The Unspoken shows he will not go down without a fight. Charge returns to his dial, combined with a printed 3 damage as well as a printed 12 attack on his last click. If The Unspoken’s 3 damage isn’t enough, you can attempt more by rolling for his Blades/Claws/Fangs on these last two clicks.

As well as the previously mentioned Power Cosmic team ability, The Unspoken possesses the Inhumans and Ruler keywords, providing a couple of theme team options. Or, at 236 points, he will make a solid tent pole with room for some support figures on a non-theme build. The potential to crack damage reducers on every click without penetrating damage and attack numbers that only see one mid-dial single digit attack will make The Unspoken an aggressive addition to your force!
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:43

Le contenu de l'OP Kit: La future Foundation!





Pour que Hulk se sente bien, il lui faut du lourd, voici donc la tourelle de Tank, le premier objet extra-lourd:


Un objet pour Mr Vectron, l'homme à la collectionnite Iron Manesque aigu, la malette de Mr Tony Stark:


Enfin pour se battre, il faut un champ de bataille, voici le "Mansion Groung" et la "Negative Zone":



Source: Figure.com
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:44

Greetings HeroClix Fans!

The strongest bonds of love are sometimes forged through adversity. The subject of today’s Marvel HeroClix: Chaos War preview knows this all too well and originally married Ronan the Accuser as a show of unity between the Inhumans and the Kree. Please welcome the mistress of the elements, Crystal!



Crystal begins play with a trait, Tornado, which allows her to take a power action and select an unoccupied square of clear terrain within her range and line of fire. She can then use Quake as a free action as if she occupied the chosen square. Tornado combines with three special powers found on Crystal’s dial, but we’ll get to those soon.

Crystal was once married to the mutant Quicksilver and the two have a daughter, Luna. To represent Crystal’s time with Quicksilver, she begins her dial with Running Shot and a speed value of nine in her movement slot. In her attack slot, Crystal’s control of fire is represented as Penetrating/Psychic Blast. Crystal’s range of seven gives her a decent reach with her ranged attacks.

After Skrulls attacked Attilan, the home of the Inhumans, Crystal and the Inhumans’ royal family traveled to the Kree homeworld to broker an alliance. Ronan agreed to the union but only if it included marriage to Crystal, who initially was repulsed by the idea. Eventually, however, the two developed true feelings for one another. Defensively, three clicks of Barrier at the start of Crystal’s dial represent her romance with the Kree Accuser.

As we move off Crystal’s top click, Running Shot is replaced by two clicks of a special power, Twin Elements: Firestorm. This power allows Crystal to deal 1 penetrating damage after actions resolve to each character hit by the Tornado trait. In her damage slot, Crystal gains a run of Exploit Weakness that appears on all but three clicks of her dial.

Mid-dial, Force Blast replaces Twin Elements: Firestorm to show Crystal’s mastery of water. In her defense slot, her control over earth is represented via Toughness. Crystal also gains two clicks of a special power in her attack slot, Twin Elements: Waterspout, which again works in combination with the Tornado trait. When Crystal uses Tornado, characters that are hit and have no action tokens are given one after actions resolve.

At the end of Crystal’s dial, she drops Twin Elements: Waterspout in favor of two clicks of Poison, and Exploit Weakness is shelved for a third special power, Twin Elements: Sandstorm. When Crystal uses the Tornado trait, Twin Elements: Sandstorm scrambles the defensive powers of hit characters so that they use Toughness for the rest of the turn instead of Invulnerability or Impervious.

Crystal has a point value of 105 and a handful of keywords that make team building a snap. With her trait and trio of special powers, Crystal makes a viable secondary attacker for many forces.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:47

Le Fast Forces Chaos War







Les maps:



Source: Figure.com
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:48

Greetings HeroClix Fans!

Welcome to another preview from the Marvel HeroClix: Chaos Wars set. Are in you in need of cannon fodder for your next nefarious plot? Well, today we check out the top trainer of super villain minions, and a former (?) agent of S.H.I.E.L.D., Taskmaster!


Taskmaster has two traits. First is Still Have the Photographic Reflexes. With this trait, you can give Taskmaster a free action to use to use any standard power an opposing figure with one or more action tokens, and within 8 squares and line of fire can use, until the end of his turn. The condition of having action tokens represents Taskmaster having “seen” that figure use a power. His other trait, You Hold No Surprises, makes sure that opposing figures powers or abilities can’t alter Taskmaster’s combat values.

Taskmaster has a dial full of powers that show off his hours of studying superheroes fighting styles, to increase his own combat abilities, and the weapons he uses to duplicate the feats he has witnessed. Taskmaster begins play mimicking Black Widow’s infiltration skills to hide in the shadows with Stealth. To protect himself from counter attack, he uses the Invulnerability of his replica of Captain America’s shield that he carries. Taskmaster has a few clicks of a special power representing his years of Super-Villain Training that allows him to use Enhancement and Leadership, with the added benefit of adjacent friendly characters modifying their range and attack by +1 on a successful Leadership roll! On his second click, Taskmaster utilizes the bow he carries to duplicate the skill of Hawkeye’s archery as Running Shot. Toughness represents Taskmaster using Luke Cage’s stance.

Mid-dial, Taskmaster demonstrates his martial arts prowess by using Spider-Man’s reflexes with Leap/Climb and maneuvering around the battlefield with ease. Combat Reflexes shows his study of Daredevil’s agility when standing toe-to-toe with an opponent. At this point in his dial, Taskmaster replaces Super-Villain Training showing his ability to plan for a fight and adapt on the go with Outwit.

At the end of his dial, Taskmaster utilizes Tigra’s ferocity to rush into battle with Charge for a couple clicks. Taskmaster can do his printed damage or choose to use his trusted sword in the hopes of doing more damage as Blades/Claws/Fangs shows up on his dial. Toughness returns to Taskmaster’s dial to again provide some damage reduction. His last click sees the return of Running Shot to make a move and attack. Ideally, if Taskmaster is targeted by an opposing figure his Energy Shield Deflection will provide protection against range combat attacks as he copies Punisher’s reflexes.

At 139 points, Taskmaster will be a solid attacker on any force you include him on; a generous selection of keywords, including Agency X, Frightful Four, Hydra, Martial Artist, and Thunderbolts, will give Taskmaster plenty of theme team options. Additionally, his Minions of Doom wildcard team ability only enhances his versatility.
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MessageSujet: Re: [News] Chaos War   Jeu 29 Aoû - 17:49

Greetings HeroClix Fans!

Welcome back to another preview form the Marvel HeroClix: Chaos War set as we kick off a week of previews spotlighting influential and powerful women in HeroClix. Today we visit Avengers Mansion to preview the woman Steve Rogers handpicked to be the handler for the New Avengers, despite being Norman Osborn’s right hand woman in H.A.M.M.E.R., Victoria Hand!


In her role as the New Avenger Coordinator, Victoria Hand has a trait that allows her to modify by +1 the attack value of herself and any adjacent friendly figures with the Avengers keyword that are on their first click. Victoria Hand begins the game operating from the shadows with Stealth. This pairs nicely with her Range Combat Expert, which she has on all of her Stealth clicks, and she can use with a range value of 6.

Late dial, Victoria Hand is still able to be a significant bit of damage as she picks up Penetrating/Psychic Blast. As the handler of the New Avengers, a couple members of the team, most notably Spider-Man, did not trust that she gave up on H.A.M.M.E.R. This is represented with her special power called Traitor or Not? which says “Give Victoria Hand a power action if she began the game on your force. She becomes friendly to an opponent’s force. At the beginning of each of that opponent’s turns, that player deals 1 unavoidable damage to another character friendly to Victoria Hand.” So, even though she is no longer on your force, she will still do damage to your opponent’s force!

Victoria Hand possesses the Avengers, H.A.M.M.E.R., and S.H.I.E.L.D. keywords, giving her plenty of theme team options. As do all other figures with the H.A.M.M.E.R. keyword, Victoria Hand also possesses the S.H.I.E.L.D. team ability. At 40 points, Victoria Hand will make a solid secondary attacker, as well as potentially huge announce piece for an opponants force.
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