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 [News] Superman and The Legion of Super-Heroes

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Date d'inscription : 21/08/2013

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MessageSujet: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyJeu 31 Oct - 22:49

[News] Superman and The Legion of Super-Heroes Logo-310

Greetings HeroClix Fans!

Activate your McCauley Omnicoms and adjust your chronometers for the 31st Century as we journey to an era of heroism and adventure! This winter, WizKids Games brings you back to the future with the latest DC HeroClix release, Superman and the Legion of Super-Heroes!

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A long-time fan-favorite, the Legion of Super-Heroes take center-stage in this latest DC HeroClix set, with sub-themes focusing on the Legion Espionage Squad and the Legion Lost!

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If that weren’t enough to delight DC HeroClix fans, other sub-themes in the set include Jack Kirby’s New Gods, the Legion of Doom, the Fatal Five and Jim Lee’s WildC.A.T.s!

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With 69 figures to collect, the DC HeroClix: Superman and the Legion of Super-Heroes five-figure booster set includes:

16 Common figures (plus one Prime)
16 Uncommon figures (plus one Prime)
13 Rare figures (plus one Prime)
11 Super Rare figures (plus one Prime)
5 thematic Chase figures
4 Toyman “Toy Drone” figures
The Toy Drone figures are similar to the Flock of Bat figures found in last year’s DC HeroClix: Batman release. However, rather than connecting to a heroic figure, the Toy Drones instead assist the Toyman in his evil schemes!

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Toyman can utilize up to two Toy Drone figures connected to his base at any given time, each with its own special ability! What other nefarious toys does the Toyman have in his arsenal?

Next up, we switch the spotlight slightly to the DC HeroClix: Superman and the Legion of Super-Heroes 24 Ct. Gravity Feed display!

[News] Superman and The Legion of Super-Heroes Superm10


As with previous displays attached to a large release, the Superman and Legion of Super-Heroes Gravity Feed includes 24 foil packs and 10 different characters, each with a new dial-design found only in this product. The DC HeroClix: Superman and the Legion of Super-Heroes Gravity Feed display will release two weeks earlier than the main set, and offers stores and players a taste of the exciting action to come with the main set release.

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Not to be outdone by the so-called “super-heroes”, the Legion of Doom are back and badder than ever with their own six-figure Fast Forces Pack!

[News] Superman and The Legion of Super-Heroes Legoin10

Celebrate bad deeds and evil plans with this special all-villain Fast Forces pack! Lex Luthor is joined by fellow Legion of Doom’ers Bizarro, Black Manta, the Cheetah, Giganta and Solomon Grundy to create a Fast Forces pack unlike ever seen before! Featuring six figures with all-new dial designs unique to this product, the Legion of Doom Fast Forces pack also includes two maps and a code to unlock exclusive online content!

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Last but certainly not least, the DC HeroClix: Superman and the Legion of Super-Heroes Organized Play (OP) Kit includes everything stores need to host multiple HeroClix events. Each Superman and the Legion of Super-Heroes Organized Play kit includes the following:

Nine (9) Limited Edition figures (three copies each of three different figures)
30 Limited Edition 3D special objects (10 copies each of three different 3D special objects)
10 double-sided maps
One Organized Play Addendum/Instruction sheet with suggestions on how to run Organized Play
As with prior Organized Play kits, this OP kit is marked “Not For Resale” and is available while supplies last.

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Lastly, as a special parting Halloween treat, here’s a bonus preview from Superman and the Legion of Super-Heroes, Solomon Grundy!

[News] Superman and The Legion of Super-Heroes 049-so10

Be sure to pre-order your DC HeroClix: Superman and the Legion of Super-Heroes at your friendly local game and comic stores today! DC HeroClix: Superman and the Legion of Super-Heroes flies into stores everywhere February 2014! LONG LIVE THE LEGION!



Read more: http://heroclix.com/heroclix/preview/wizkids-games-pleased-announce-dc-heroclix-superman-legion-super-heroes/#ixzz2jKzQeS3d
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyMer 6 Nov - 20:53

Greetings HeroClix Fans!

We are pleased to begin our official previews of the upcoming release of DC HeroClix: Superman and the Legion of Super-Heroes with none other than the Lord of Apokolips himself! Long hailed as the embodiment of evil, this despotic ruler has challenged not only the Man of Steel throughout his career, but has also plagued the Legion of Super-Heroes more than one thousand years later! We are of course speaking of Darkseid!

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Darkseid is powerful enough to shake even the mightiest of heroes’ resolve, and this figure certainly delivers on that threat! The first thing we can see is that Darkseid possesses the Improved Targeting ability, and can ignore hindering terrain, outdoor blocking terrain, and characters for line of fire purposes, and may even make ranged attacks when adjacent to an opposing character! The Omega Beams are one of the most feared weapons in Darkseid’s arsenal and this definitely represents their versatility!

Darkseid also possesses two traits: the first, For Darkseid! allows friendly characters (not named Darkseid) with the Apokolips keyword to modify their attack and damage by +1 if they have one action token. The second trait, Lord of Apokolips, allows Darkseid to reduce penetrating damage! If that weren’t enough, Lord of Apokolips also makes Darkseid’s powers uncounterable provided he did not use Outwit during his last turn!

As we look at Darkseid’s combat dial, we can see that he is playable at three different point values: 350 points, 300 points, and 200 points. At the top if his dial, and at the 350 point value, Darkseid begins play with the Boom Tube Technology special power: if Darkseid has no action tokens he can use Running Shot and the Improved Movement ability (ignoring characters). But if Darkseid happens to have one action token, he can instead use Phasing/ Teleport and then make a ranged combat attack as a free action once his initial action resolves!

Darkseid alternates between Super Strength and Penetrating/Psychic Blast for almost his entire dial, allowing the Lord of Apokolips the option of dirtying his fists upon his foes or blasting them for penetrating damage. Outwit rounds out Darkseid’s early-dial (but remember, if you don’t use Outwit, Darkseid’s powers cannot be countered!)

Early- to mid-dial, Darkseid’s 300 point starting line introduces the Bow Before Darkseid special power. Bow Before Darkseid grants Darkseid the use of both Outwit and Leadership. However, when Darkseid uses Leadership, he may remove up to two tokens from an adjacent friendly figure , but if he does that figure is dealt one unavoidable damage at the end of the turn!

Mid- to late-dial, we see Darkseid’s final starting line. Despite this being his lowest starting value, Darkseid loses very little potency at 200 points as brings his Boom Tube Technology and Bow Before Darkseid special powers, as well as a great mix of Penetrating/Psychic Blast, Super Strength, Outwit and Phasing/Teleport to the board.

Defensively, Darkseid alternates throughout most of his dial between Impervious and Invulnerability, while late-dial some Toughness and then finally Regeneration round out the dial.

Darkseid possesses the Apokolips, Ruler, and Warrior keywords and while this may limit his theme team potential somewhat, Darkseid is sure to bring the pain to any force he is included on thanks to his aggressive combat values and power selection. After all, Darkseid IS.

Thanks for joining us for the first official preview from Superman and the Legion of Super-Heroes. Be sure to check out our Facebook page later today for another sneak peek at the exciting content in this set. Be sure to visit your friendly local game or comic book store later this week, as yet another preview will be going out via the WizKids Wire! Share the excitement of the latest DC HeroClix set with your local community!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-darkseid/#ixzz2jtchRkSo
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyMar 12 Nov - 20:43

Greetings HeroClix Fans!

What is green and black and is eager to match wits with the heroes of DC HeroClix: Superman and the Legion of Super-Heroes? If you answered that most perplexing of puzzlers, The Riddler, you would be correct!

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Ever-ready to engage Gotham’s defenders in a battle of wits, The Riddler possesses a trait entitled Riddle Me This, Batman! which allows him to use Perplex regardless of range or line of fire, with the caveat that he can only target opposing characters.

The Riddler also begins play in the safety of the shadows thanks to Stealth, while Smoke Cloud helps ensure that he always has somewhere to hide or to trip up his foes (thanks to the hindering terrain). An initial click of Shape Change also aids this master of misdirection avoid unwanted fisticuffs. And if his enemies somehow see through his clever disguises, Super Senses grants The Riddler yet another opportunity ti slip from their grasp!

Mid- to late-dial The Riddler changes tactics slightly as he makes his getaway courtesy of Leap/Climb all the while making things difficult for his opponents thanks to Outwit. Lastly, Willpower allows The Riddler to act two turns in a row without fear of pushing damage.

At only 55 points, The Riddler leaves plenty of room for heavier hitters on your HeroClix force, which suits The Riddler just fine. Preferring to plot from behind the scenes, The Riddler is the perfect support piece for his lackeys- er, fellow teammates. The Arkham Asylum, Detective, and Legion of Doom keywords allow for easy them team building as well, and in Golden Age games, try adding the Brilliant Tactician feat to The Riddler’s bag of tricks for an extra helping of hinderance to his foes!

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Having turned over a new leaf, The Riddler now operates openly as a Detective-for-hire under the nom de guerre, Edward Nigma. However, the Prime Edward Nigma hasn’t lost a step since his more nefarious days of derring-do, and has even picked up a few new tricks with which to confound his opponents!

The first thing we notice is that Edward Nigma possesses an interesting trait called Photographic Memory. Photographic Memory allows Nigma to ignore hindering terrain when drawing lines of fire provided his target has not moved since the previous turn. This combines particularly well with Nigma’s Probability Control (found on his early dial) as well as his Hidden Clues special power, which enables him to use both Shape Change and Mind Control. However, whenever Edward Nigma uses Mind Control, hit characters are given up to two action tokens!

Now, while these tokens will not result in pushing damage (per the special power), the potential to not only manipulate opposing figures for your own ends as well as render them unusable during your opponent’s turns is just too delicious. And if that weren’t enough, Barrier allows Edward Nigma to shift terrain around to further stymy and confuse his foes!

Mid-dial, Edward Nigma gets physical as his ego gets the better of him. Battle Fury renders him immune to Mind Control and Incapacitate and allows him to ignore Shape Change when attacking. Nigma maneuvers into battle courtesy of Charge while a hidden blade in his trademarked cane grants the use of Blades/Claws/Fangs. Lastly, Toughness affords Nigma some protection from damage as he wades into the melee.

Late-dial Edward Nigma regains his composure as well as an appreciation for subtlety: Leap/Climb allows Nigma to position himself at the best possible vantage point on the battlefield to take advantage of his I Know Your Secret Mr. Wayne special power. This special power denies opposing figures within line of fire the use of Shape Change as well as the Alter Ego and Morph special powers/abilities! Nigma also possesses Perplex at this point in his combat dial for more late-game shenanigans as well!

At only 69 points, Edward Nigma is a capable Prime thanks to his power selection, the Indomitable combat ability, and the Calculator team ability! Like his alter ego, The Riddler, Nigma possesses the Arkham Asylum, Detective, and Legion of Doom keywords for theme team building.

We hope you’ve enjoyed this latest round of previews from the upcoming Superman and the Legion of Super-Heroes. Speaking of, it’s about time some Legionnaires made an appearance! Stay tuned for next time when we check in with an essential trio of super-heroes from the 31st Century!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-riddler-edward-nigma/#ixzz2kSiNvRLJ
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Greetings HeroClix Fans!

And welcome back as we continue to explore the upcoming DC HeroClix: Superman and the Legion of Super Heroesset! Today we bring to you the original founding members of the Legion of Superheroes. And what better way to begin than with the leader of the team, Cosmic Boy!

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Cosmic Boy begins play with a couple of special powers. First is MagnoBall Champion, on his first two clicks, which allows him to be given a power action to use Telekinesis twice. Additionally, he can use Telekinesis as a free action when he has two action tokens. Having the Indomitable combat ability means he will be able to use Telekinesis every turn with no fear of pushing damage. His second special power is called Elected Leader, and it allows Cosmic Boy to use Leadership, and when he does, all characters with the Legion of Super Heroes keyword are considered to be a lower point value. Cosmic Boy has a respectable 8 range, so keeping him back from the action to reposition figures and takes shots when able will give more value to his Energy Shield Deflection, making him harder to hit from range.

On his second click, Cosmic Boy gains a couple of clicks of Running Shot, allowing him to reposition himself to be of the most use to his team. Another click in, and he loses his MagnaBall Champion, to have it replaced with Incapacitate. Click number four sees the removal of both Running Shot and Elected Leader. Now, he has Force Blast to push opposing figures away from himself. Cosmic Boy also has Barrier to help control the battle field. And Outwit will allow him to remove a key power from an opposing figure. His last click sees the return of Energy Shield/ Deflection.

As any good Legionnaire should, Cosmic Boy has both the Flight combat ability and the Legion of Super Heroes team ability. He has the Future, Legion Founder, and Legion of Super Heroes keywords. At 90 points, Cosmic Boy will be an effective leader on any force you choose to include him on.

Next up is Saturn Girl!

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Saturn Girl begins play with Mind Control. A click into her dial she gets a special power that will be on most of the rest of her dial called Strongest Mind. This power lets Saturn Girl use Mind Control, and if she has no action tokens, she can use it as a free action. Additionally, when she uses Mind Control, she isn’t dealt the normal unavoidable damage from using it, and she can increase her attack value by +1 for each action token on her target.

Saturn Girl’s attack slot has a couple of power that will allow her to hurt whomever she hits. First off, she opens her dial with a couple of clicks of Penetrating/ Psychic Blast to penetrate damage reducers. With her printed 8 range, she will be able to provide a good bit of cover fire for her teammates. Then Saturn Girl switches to Precision Strike for most of the rest of her dial, allowing her to bypass damage evading powers and deal at least one click of damage.

Defensively, her dial opens with a couple of clicks of Super Senses, giving her the potential to evade attacks. After this, Saturn Girl changes to Energy Shield/ Deflection for the rest of her dial. Saturn Girl also has powers that can benefit her teammates. On the front half of her dial, she will be able to modify any combat value within her 8 range that she can see with her Perplex. For the rest of her dial, she can increase the damage dealt by adjacent friendly figures with her Enhancement.

Saturn Girl also has the Flight combat ability and the Legions of Super Heroes team ability, as well as the Future, Legion Founder, and Legion of Super Heroes keywords. At 94 points, Saturn Girl will be a great support piece with some great secondary attack powers.

Last (but not least) is Lightning Lad!

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Lightning Lad begins play taking the fight right to your opponents force with Running Shot. This will switch back and forth with Force Blast for his entire dial. On the front half of his dial, Penetrating/ Psychic Blast will let Lightning Lad deal damage to any opposing figure with damage reducers. Toughness will offer some damage reduction from the inevitable counter attack. And on his first two clicks, he can increase his damage or attack by +2, or each by +1, with Range Combat Expert.

Click number three sees Lightning Lad gain a special power that will last the rest of his dial called Arc Lightning. This power reads “Give Lightning Lad a power action and make a range combat attack against a single target using his printed damage value. Each time he hits, after actions resolve, he may then make a ranged combat attack as a free action against another single target as if he occupied the previously hit character’s square, replacing his range value with his printed range value minus the number of hit s he has made this turn with this power and also using his printed damage value.” A click into this special power, Lightning Lad picks up Precision Strike, making sure his attacks can’t be evaded, or reduced below one damage, adding to the potential devastation of his Arc Lightning special power.

Lightning Lad can be played on theme teams using the Future, Legion Founder, and Legion of Super Heroes keywords. And like the rest of the Legion Founders, Lightning Lad has the Flight combat ability as well as the Legion of Super Heroes team ability. For 104 points, Lightning Lad will be a solid addition to any force you choose to include him on.

As noted above, Cosmic Boy, Saturn Girl, and Lightning Lad each have the new Legion Founder keyword. To go with their new keyword, all three share the Legion Founder Additional Team Ability. It reads, “At the beginning of the game, place a Founder token on the character card of each character that can use this TA. When a character with the Legion of Super Heroes keyword makes an attack and after all rerolls, you may remove Founder tokens to increase the attack roll by 1 for each removed token. (3 points)”

That is all for now. Be sure to keep an eye out for next week’s preview from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-cosmic-boy-saturn-girl-lightning-lad/#ixzz2lPIz1vf9
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyVen 29 Nov - 19:38

Greetings HeroClix Fans!

In the new DC HeroClix: Superman and the Legion of Super Heroes set, we jump to the future and visit earth in the 31st century. The Emerald Empress is a member of the Fatal Five and has been declared one of the most dangerous women in the universe.

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Emerald Empress has a trait called Emerald Eye of Ekron. At the beginning of the game, place an Emerald Eye of Ekron relic token in Emerald Empress’s square. This object doesn’t count toward your force and is described on the back of this card. Emerald Empress automatically succeeds when rolling for the Emerald Eye of Ekron. When Emerald Empress is assigned the Emerald Eye of Ekron and has two action tokens, she can use her speed powers as a free action.

Emerald Eye of Ekron is an Immobile Relic requiring a successful d6 roll of a 6. When characters are successful in picking up this relic – and let’s remember that Emerald Empress is always successful – that character can use Mind Control, Incapacitate, and Improved Targeting to ignore hindering terrain and other characters. When the character assigned Emerald Eye of Ekron uses Mind Control, they are not dealt unavoidable damage from it. When the character takes damage from an attack, the Emerald Eye of Ekron is placed in an adjacent square. Characters may attempt to be assigned the Emerald Eye of Ekron more than once per game.

Emerald Empress can start the game at two different point values; her experienced dial is 190 points. For movement, Emerald Empress can use Running Shot on her top click and then Mind Control on click 2. Both clicks have Pulse Wave, Impervious, and Outwit. Emerald Empress has an 8-square range value, which would be halved when using Pulse Wave.

When attempting to attack a single target with Pulse Wave in which to deal maximum damage, draw lines of fire to all characters within the area of effect but make sure only one character who is also opposing is in the area. If you find multiple characters are in the area of effect you can always use Perplex to modify the characters range value. If a friendly character was to Perplex Emerald Empress’s range by -1, you would first replace her 8 range with half the result to 4 and then modify by -1 to 3.

Emerald Empress’s rookie starting line is right after her first two clicks and costs 115 points. For movement, Emerald Empress has one click of Running Shot followed by two clicks of Mind Control.

For attack powers, Emerald Empress starts with three clicks of Penetrating/Psychic Blast and ends with two clicks of Precision Strike. If Emerald Empress has the Emerald Eye of Ekron relic still on her character card, which would grant her the ability to use either Mind Control or Incapacitate, the combination of Precision Strike and either of those powers together would be nasty and a whole lot of fun for anyone other than your opponent.

For defense, Emerald Empress can use Super Senses on her first three clicks and then Energy Shield/Deflection on her last two. Emerald Empress can use Outwit on the first click of her rookie dial and then can use Perplex on her last three clicks.

Emerald Empress is a unique character who can use the Flier and Indomitable combat abilities. Emerald Empress can use the Mystics as well as the Calculator team abilities; being able to use Calculator would make her a Wild Card. Emerald Empress has the Fatal Five, Future, Legion of Super Villains, Mystical and Ruler keywords, all of which will help when trying to include her into a themed team.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-emerald-empress/#ixzz2m3qfHMDX
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Greetings HeroClix fans!

Welcome back as we continue previews from Superman and the Legion of Super-Heroes, our next DC HeroClix set! We’ve previously shown you Darkseid, ruler of Apokolips. For today’s preview, we are pleased to bring you a New God who escaped the infernal Terror Orphanages on Apokolips and eventually settled down in suburban Connecticut with his wife, a Female Fury. Of course, we’re talking about Scott Free (aka Mister Miracle)!

[News] Superman and The Legion of Super-Heroes 026-mi10

Mister Miracle comes into play at 127 points. You can add his wife, the 2012 DC Fan-Vote winner Big Barda, and have a 275-point force that shares the Apokolips, Justice League and New Gods keywords! Mister Miracle also has the Celebrity and Justice League International keywords to offer theme team building options. Add the 4-point Justice League (Silver Age) Additional Team Ability (ATA) for a +1 attack value boost or the 1-point Justice League ATA for a +1 defense value bump when attacked by characters possessing the Flier, Sharpshooter, Indomitable or Giant combat symbols! In Golden Age play you can also add the Oberon bystander for 10 points. Both ATAs and Oberon can be found under the Print and Play section.

Moving on to Mister Miracle’s dial, he hits the battlefield with an Improved Movement ability called You Can’t Keep Me Here, which lets him ignore elevated terrain, blocking terrain and characters when he moves. Mister Miracle also has a trait called Greatest Escape Artist of Three Worlds that is bound to frustrate and annoy your opponent. When Mister Miracle would be hit by an attack, Greatest Escape Artist of Three Worlds lets him take an action token to instead evade the attack!

Mister Miracle’s power set is what you would expect from someone who slipped away from the horrors of Apokolips and can escape from nearly any form of imprisonment: A trio of Sidestep clicks are bookended by Stealth clicks. Super Senses appears on the front half of Mister Miracle’s dial. On the back half of Mister Miracle’s dial he adds Defend and Probability Control to the mix. Incapacitate clicks are scattered across Mister Miracle’s attack track. A range of 5 squares and two targets adds to Mister Miracle’s arsenal.

Opposing players may find that they really have to work if they want to land an attack on Mister Miracle. If he’s not evading attacks through Super Senses or the Greatest Escape Artist of Three Worlds trait, or forcing opponents to reroll their attacks through Probability Control, Mister Miracle can use Shape Change to avoid attacks and Outwit to counter powers that would really have an adverse effect on Scott Free’s well-being! Both Shape Change and Outwit are folded into a special power called Freethinker of Apokolips that appears on the first three clicks of Mister Miracle’s damage slot. Additionally, Freethinker of Apokolips lets Mister Miracle use Empower but only to modify the damage value of a friendly character named Big Barda.

Thanks for reading! Join us again soon as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-mister-miracle/#ixzz2mLnekS8N
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Date d'inscription : 21/08/2013

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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyVen 6 Déc - 21:12

Goodbye HeroClix Fans!

Today we bring you preview from DC HeroClix: Superman and the Legion of Super-Heroes you am sure to hate! First debuting in 1958, the anti-hero Bizarro has been loving Superman ever since. Let’s take a far away look at his stats.

[News] Superman and The Legion of Super-Heroes 039-bi10

Bizarro no can cost 25 to 300 points. This am not done through his trait, Me Am Not Bizarro!, Bizarro not costs 25 points for each Orrazib token you place on his card (up to 12 tokens). When Bizarro takes damage remove one Orrazib token from his card. When Bizarro is healed, add one Orrazib token to his card (no more than the initial amount). When there are no Orrazib tokens on this card, KO Bizarro. At the beginning of your turn, roll a d6 and click Bizarro that many times. This ability can’t be ignored. We’ll talk more about this trait momentarily.

Bizarro not possess the flight symbol, Indomitable, and a single target 6 range. He also no am has Improved Movement – ignores characters and the Superman Enemy Team Ability which potentially grants Outwit with the correct characters on his force. He no am possesses the keywords Brute, Legion of Doom, Metropolis, and Monster so he can most likely not fill any gap on a theme team.

Bizarro am not known for his unpredictability and irregularity and his dial with his trait really makes this quirk of his shine. At the beginning of every turn you will roll for his trait to turn the dial, and this can be really fun. His attack power stats are lower when Bizarro possesses Super Strength and higher when he has Quake. His movement and defense stats fluctuate pretty wildly as well, but his damage is completely consistent with a 3 throughout his dial. As far as powers changing this can be really great as well, let’s say you are on click three before your roll at the beginning of your turn, you could still use Sidestep first then roll and hope to land on Hypersonic Speed or Charge.

Everything that makes this Bizarro really horrible is tied up in his trait. When he takes damage, he removes one Orrazib token. If he is dealt 6 penetrating damage, remove one Orrazib token. At 300 points you’d have to deal damage 12 times without him healing once to KO him. For of his clicks have Shape Change and Super Senses together. Every click he can roll to either reduce damage to zero or evade attack. Every turn you also have to think about what strategy to use because your powers and dial numbers are going to change.

At almost any price point you could be able to play most of his dial; you can play any click on this dial, regardless of point value, you just have to roll to get that click number. A 25 point Bizarro could Charge you with a 12 attack and 3 damage with Exploit Weakness. He’s a Unique and a Rare, so he will be obtainable and playable.

Me am have much more time for you today, so stay away from Bizarro for preview soon of worst enemy!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-bizarro/#ixzz2mjAGQa00
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Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 9 Déc - 19:48

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, we jump to the future and visit earth in the 31st century. With a body made of stone, Blok is one of the more massive and stronger members of the Legion of Super Heroes.

[News] Superman and The Legion of Super-Heroes 020-bl10

Blok has a trait called For My Love. (Spoiler Alert) When Blok is adjacent to a friendly character named White Witch or Black Witch, that character can use Mastermind, but only to transfer damage to Blok, regardless of his point value.

Blok has a special movement power called Out of the Way, this will allow him to use Charge and Quake. When he uses Charge, he can use Improved Movement and ignores blocking terrain and characters. When he ignores blocking terrain and moves through it he also destroys the blocking terrain. After this power he has 3 clicks of Charge he can just use normally. Blok also over laps the use of Charge with the use of Super Strength on his first 5 clicks.

Blok starts off with 2 clicks of Impervious on his defense and then switches to 3 clicks of a special power called Energy Absorption. This will allow Blok to use Invulnerability but when Blok is the target of a ranged combat attack, he can use Impervious instead. Blok then ends his dial with 2 clicks of Toughness. Blok also get to use Close Combat Expert on clicks 2 and 3 and then again on clicks 5-7.

Blok is 155 points and has the Flier and Indomitable combat abilities. Blok can use the Legion of Super Heroes team ability which would make him a Wild Card. Blok also has the Future, Legion of Super Heroes and Mystical keywords.

With the Legion of Super Heroes keyword, Blok would be eligible for 1 of 2 Alternate Team Abilities or ATA’s.

Legionnaires is an additional 2 points per character. When a friendly character with the highest point value that’s using this team ability is KO’d, remove one action token from each other friendly character using this team ability. This would be great when building a Legion of Super Heroes themed team.

Legion Lost is an addition 4 points per character. Once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-blok/#ixzz2n0Mpl4yO
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Messages : 3595
Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyVen 13 Déc - 19:53

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, where would our hero be if it was not for his greatest villain. Lex Luthor is a supervillain, and a founding member to the Legion of Doom, who believes that ordinary laws of right and wrong do not apply to him.

[News] Superman and The Legion of Super-Heroes 024-le10

Lex Luthor has a trait called Smarter Than All of You Combined. First of all Lex Luthor’s powers can’t be countered and in addition adjacent friendly characters with a lower point value possess the Superman Enemy team ability. With Lex Luthor also possessing the Superman Enemy team ability this would give him the ability to use Outwit.

Lex Luthor has 4 clicks of a special power, on his movement, called If You Want A Job Done Right. This will allow Lex Luthor to use Invulnerability and Running Shot as well as gain the Flier combat ability. The Flier ability as well as the Underworld team ability would grant Lex Luthor the Carry ability. The difference with the Underworld team ability is that Lex Luthor can only carry others with the Underworld team ability; however he could carry two friendly characters if they both are of a lower point value.

Lex Luthor has Penetrating/Psychic Blast, Defend with an 18 defensive value, and Probability Control on his top 2 clicks. Lex Luthor switches from Defend to Mastermind to finish out his 6 click dial. Lex Luthor has some Precision Strike and Ranged Combat Expert to finish rounding out the rest of his dial.

Lex Luthor has a 6 range with the Indomitable combat ability allowing him to use Willpower to avoid taking pushing damage. Lex Luthor has Injustice League, Legion of Doom, Metropolis and Scientist as his keywords.

At 150 points you could easily pair Lex Luthor up with 2 BM006 Hired Henchman from the DC HeroClix: Batman set at just 40 points each. All 3 would share the Injustice League keyword and would make the beginning of a nice themed team. All 3 would share the Underworld team ability so Lex Luthor could use the Carry ability and carry both of them. The Hired Henchmen would get the benefit of Lex Luthors Defend and 18 defense, but in return if you went with the A dial Lex Luthor could use the 14 defense with Defend of the Hired Henchman when he uses Support on him. Lex Luthor could be declared the Boss, and with the rule of replace then modify the Hired Henchman could have been at a 19 defense as well as +1 attack. They give Lex Luthor the ability to use the Superman Enemy team ability to gain the use of Outwit. Mid-dial, Lex Luthor could transfer damage to either of them with the use of Mastermind. The symbiotic relationship between a character like the Hired Henchman and Lex Luthor goes on and on.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-lex-luthor/#ixzz2nNm7bzaQ
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Messages : 3595
Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 16 Déc - 20:14

Greetings HeroClix Fans!

Every year, HeroClix players assemble at Gen Con Indy to play through a gauntlet of worthy opponents and challengers, all with the aim of proving they’re worthy of the mantle of HeroClix World Champion! Today we check in with 2012 HeroClix World Champ Alex Avila, who is nice enough to give us a peek behind the curtain and tell us what it was like to participate in the HeroClix design process.

WizKids: Hello Alex, thank you for joining us today!
Alex Avila: Hello, thank you for having me!

WK: It’s entirely our pleasure. We’re very excited to have this opportunity to speak with you. So, what was it like to win HeroClix Worlds 2012?
Alex: Worlds 2012 was a lot of fun. Great staff at the WizKids booth and excellent competition. I had 3 members of Immortal Team Rubicon there, so I had wonderful support, scouting, and brainstorming in my corner. The last chance grinder I slipped in through was grueling and I’ll always remember the razor thin margin I beat Hair10, an excellent player, by. Day 2 was no less exhausting, but the surreality of being up against those players and those amazing teams distracted me from the mental strain.

WK: Did you enjoy the competition?
Alex: The competition was one of the greatest experiences of my life. In a local tournament or casual game, one can usually make a placement mistake without much trouble. At worlds, your opponent will capitalize on any mistake you make. In my first game of day 2, I forgot my perplexes first turn and my speedster opponent one shotted scarlet witch. It’s just a different level of play, and I love it.

WK: What sort of strategies impressed you?
Alex: The strategies were fantastic. ”Build me a doomsday weapon” was a popular option along with “HSS is KING!” teams. My favorites were Patricia Lam’s evasive Eradicator, and George Massu’s Black Adam cannon. Both showed incredible movement potential and synergy, though they weren’t quite my style. The best thing about the teams was the variety. No two teams were the same and, with the exception of the (Infinity) Gauntlet, no element was on more than half the teams.

WK: How long have you been playing HeroClix?
Alex: I’ve been playing since Secret Invasion/Arkham Asylum.

WK: What first brought you to the world of HeroClix?
Alex: I actually played MechWarrior for a bit back in the day. My brother Jon really got me into HeroClix though. Specifically when he showed me how to TK 73 pt Gamora at vet Icons Superman and Exploit (Weakness). Rolled one 6 for blades and I was hooked.

WK: How often do you play, and where do you play HeroClix?
Alex: I play at two venues most weeks: Comics and Gaming in Gainesville and Fairfax. I judge at a shop in Vienna called Game On! Comics. The real work gets done in my buddy’s garage, which we call the Lab.

WK: So, we 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 Stargirl?
Alex: There was never a doubt in my mind that my choice was Stargirl. She’s my favorite super hero and has been an inspiration to my life. Kudos to Geoff Johns for creating a character his sister would be proud of.

WK: What were the challenges or considerations you faced while conceptualizing such a high-profile figure?
Alex: Well, I didn’t want to go completely fanboy and give her monster combat values and crazy powers. However, I had reason to suspect that this is the only shot Courtney (Whitmore, Stargirl) will have for a redux, so I figured I’d make a definitive version. In all honesty I wanted to make a tribute to the JSA (Justice Society of America) comics that had such a huge impact on me.

WK: I can only imagine what it feels like to have this opportunity. What’s your favorite aspect of the finished piece?
Alex: My favorite aspect is her playability at both point values. She can be a team leader or a brutally efficient support piece/secondary attacker. Her gadgets keep her fairly well protected and with some JSA buddies or a nice wildcard, she is nigh untouchable.

WK: What did you think of Stargirl’s sculpt when you first saw it?
Alex: I just couldn’t believe it. The digital sculpt looks just like me and every detail from the shot I wanted was present. They even got my belt and beanie perfect. Of course, Stargirl looks incredible and is the centerpiece to the whole sculpt.

WK: Well, we’ve kept folk waiting long enough, we should probably show everyone Stargirl now. Any parting thoughts before we do so?
Alex: Yes, I just want to thank the people who helped me along the way. Shout outs to the members of Team Rubicon: Andre Robinson, Paul Briggs, John Compton, Scott Lovelady and Jacob Whitlow. Thank you to the honorary members as well: Jon Avila, Jim Mattingly, Kelsi Lynn and Alex Rothschild. And, thank you to my friends, family, judges, and the incredible staff at WizKids.

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WK: Thank you Alex. You’ve been a gentleman and a scholar. Now, would you mind taking us through Stargirl’s dial?
Alex: Thanks, I would be happy to! Wow, so there’s a lot going on on this card. Let’s take a look at the traits first. Student and Teacher gives Stargirl’s teammates a little extra “oomph!” if they are a lower point value, share a keyword, and are adjacent by modifying their attacks values by +1. Conversely, if she is played at 75, Stargirl gains the +1 AV when adjacent to a higher point friendly character with a common keyword.

Her second trait, Cosmic Belt or Cosmic Rod, allows her two options which give her access to different powers and abilities. Stargirl will always have +2 defense, but depending on her die roll it will apply to either close or ranged combat attacks. If you roll/choose the Cosmic Rod, Courtney can use Ranged Combat Expert, allowing her to deal 4+ damage down her dial. If you roll/choose the Cosmic Belt, Stargirl can use Incapacitate, has two targets and a range of 4, and gains access to the Sharpshooter combat ability.

Now to the special powers. Stargirl starts the game with either of two special powers, depending on her point value. At 110, she begins the game with Stunning Blow. Just like the old feat, which featured her on the card art, this special power allows Stargirl to deal her printed damage value whenever she uses incapacitate. At 75, she shows her discipular aptitude in the form of Star Pupil. With this power, Stargirl can be given a free action to “copy” a standard attack or damage power from an adjacent higher point friendly character with a common keyword.

The combat values and standard powers on Stargirl’s dial make her pretty decent attacker at either point cost. At 110, she sports Running Shot, giving her a threat range of 12, and Leadership to boost her teammates’ effectiveness even further. At 75, Ms. Whitmore has a range of option for attacking or support. She retains Running Shot, though she loses Leadership, and tacks on Barrier and Telekinesis to cut off lines of fire or deliver an attacker into the right position. At the back of her dial, Stargirl has two clicks of close combat expert to finish out a fight. Throw in a smattering of Toughness and Charge, and Stargirl remains a threat through most of her dial.

Now with capabilities as an attacker and support piece, plus aptitudes at close or ranged combat, the real question is who to pair Stargirl with. For a JSA team, you might want to throw on 93 pt Green Lantern (#011) and 86 pt Flash (#018) from DC10th Anniversary. Plenty of 18 defense to share, and GL gives Stargirl access to Ranged Combat Expert even when she rolls/chooses Sharpshooter. With 11 pts or 46 pts to spare, depending on a Stargirl’s cost, there’s room plenty of room for ATAs and Resources.

In the case of Justice League, there are a lot of options. A simple choice for high defense shenanigans is 150 pt Superman Fast Forces Superman and 75 pt DC TabApp (D-003) Wonder Woman. This team sports two potential 20 defenses from range, 3x 11 Attack Values, and two Probability Controls with Stargirl at 75 pts.

If generic Keywords are more your style, Martial Artist has always been an excellent option. Paired with 76 pt Streets of Gotham (#038) David Cain, Stargirl becomes a powerhouse of a disciple. Thanks to both Cain’s and Stargirl’s traits, she can shoot with a 12 Attack Value for 6 Damage! Add 148 pt Teen Titans (#037a) Deathstroke to copy the JSA team ability, and Courtney can have a 20 defense for close or ranged combat, plus two chances to take action tokens off of her.

Well, it’s been a pleasure showing this piece, but all good things must come to an end. Tune in next time for more exciting HeroClix previews!

WK: Thanks again Alex! Stargirl will be available once DC HeroClix: Superman and the Legion of Super-Heroes hits stores this February! Thanks for joining us today, and like the man says, come back soon for more exciting previews!



Read more: http://heroclix.com/heroclix/preview/2012-heroclix-world-champ-alex-avila-dc-heroclix-superman-legion-super-heroes-stargirl/#ixzz2nfPBMDxe
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Messages : 3595
Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyVen 20 Déc - 21:05

Greetings HeroClix Fans!

And welcome back as we continue to explore the characters in the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Today we are off to New Genesis to check in with one of the residential New Gods, specifically, Lightray!

[News] Superman and The Legion of Super-Heroes 028-li10

Lightray begins play with a few clicks of faster than light move and attack with Hypersonic Speed, with solid movement values on those clicks. Lightray spreads his Infectious Optimism to his teammates by being able to use Perplex, but only on them, with a special power so named. And for his first couple of clicks, this New God reduces damage with Toughness. Also, Lightray can target two opposing figures with a generous 7 range value for range combat attacks.

On click three, Lightray focuses the power of the light spectrum as Precision Strike makes him ignore damage avoiding powers and ensure that at least one damage is dealt on a successful attack despite damage reducers. Another way that Lightray shows that he is quicker than most is to try to avoid attacks with Super Senses. Mid dial, he loses both Hypersonic Speed and his Infectious Optimism special power. He can now ignore game elements within 12 squares for movement proposes as he now has Phasing/ Teleport. He can also access a full range of colors to make a range attack against all figures he can draw line of fire to within 4 squares using Pulse Wave.

On his last two clicks, as Lightray is more suited for range attacks than close combat, his evasive flight abilities will offer him some protection from range combat attacks with Energy Shield/ Deflection. Also Precision Strike and Hypersonic Speed are both back on his last click. At 124 points, Lightray has solid attack and damage values, can damage opposing figures on most clicks with his power set, or move and attack for a good chunk of his dial. But, a good player can get a lot of benefit out of him for his point value using his trait. Radiant Burst says that when Lightray is KO’d, before he is removed from the game, you get to make a range combat attack with a 10 attack value that can’t be rerolled. The area of effect for this attack is all figures within 5 squares, and each hit character is dealt 3 penetrating damage.

Lightray can be played on generic theme teams with other Celebrity and Cosmic figures, as well as on a named theme team with his fellow New Gods.

That is all for now. Be sure to check soon as we continue to preview figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Next up, the Legion of Super Heroes are challenged by their mightiest magical foe!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-lightray/#ixzz2o2zwY8j2
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Messages : 3595
Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 23 Déc - 20:34

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, where would our heroes be if it was not for a great advisory. Mordru the Merciless is a primary foe to the Legion of Super Heroes and is arguably one of the team’s most powerful enemies.

[News] Superman and The Legion of Super-Heroes 056-mo10

(Spoiler Alert) Mordru has a Morph trait called Change Size. You may give Mordru a power action, or when he takes damage from an opponent’s attack, you may replace him with SLOSH #101 Mordru on the same click number. Don’t worry SLOSH #101 Mordru has a similar trait that lets him change back.

Mordru has another trait called Mystical Relics; when Mordru makes a relic roll, modify the result by +2. Once per game you may give Mordru a double power action and place a relic that is 15 points or less from outside the game into his square. Rings, Lassos, or Utility Belt items on my!!

Mordru starts out with 3 clicks of Phasing/Teleport and a special power called Limitless Magic. This will allow you to give Mordru a free action and choose a standard attack power. Mordru can use that power until the beginning of your next turn.

Only if there was some creative way to give Mordru a movement power that would then allow him to use that standard attack power, something like Running Shot or Charge… Oh wait a minute… what was that MC’s song… it was very popular in the 80’s… anyway I think you see where I am going with this.

For defense Mordru starts with 2 clicks of Impervious and then switches to a special power called Molecular Magic, which allows him to use Invincible. It also allows you to give Mordru a free action if he has two action tokens and place a standard light object from outside the game in his square.

This object could serve Mordru in a wide variety of ways. Mordru could pick it up once he gains Super Strength but as he stands on it could also add +1 to defense as hindering terrain if he was targeted by a range combat attack. With Mordru’s Mystical Relic trait maybe you brought into the game the NML S107 Batman Cowl and maybe Mordru picked it up, well now as a flying giant he could produce his own stealth cover.

Mordru starts the game with Outwit for 2 clicks and then switches to Perplex for the next 2 clicks. On click 4 Mordru picks up Charge and Super Strength for 3 clicks. On click 5 Mordru gains a special power called Lord of Chaos, which will allow Mordru to use Probability Control. Opposing characters within his 8 range value and line of fire can’t use Probability Control or the Mystics team ability.

On clicks 7 and 8 Mordru regains Phasing/Teleport and his Limitless Magic special power and ends his 8 click dial with a 19 defense and Impervious.

Mordru is a 200 point Indomitable, Flying, Giant with the Mystics team ability. For his keywords Mordru has Future, Legion of Super Villains, Mystical, and Ruler.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-mordru/#ixzz2oKPdg4sC
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Messages : 3595
Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyVen 27 Déc - 19:28

Greeting HeroClix Fans!

Today we bring you a two-fer from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set coming in 2014! Today’s preview characters are Dawnstar and Wildfire, we’ll start with Dawnstar.

[News] Superman and The Legion of Super-Heroes 030-da10

Dawnstar is from Starhaven, a planet colonized by Native Americans abducted by an alien race in the 13th century. She was first introduced to the Legionnaires at 16 and because of her tracking and navigation skills in space, she was given full membership after her first mission.

Dawnstar starts her first 2 clicks and ends her last 2 clicks with Hypersonic Speed and the special power Interstellar Tracking that says at the beginning of your turn, choose an opposing character within 10 squares. Lines drawn to that character this turn are only blocked by blocking terrain. For 81 points you can have a character with the Wing combat symbol that allows your characters to target an opposing character regardless of Stealth, behind other characters, or even elevated terrain.

Defensively Dawnstar starts with Energy Shield/Deflection transitions to Willpower mid-dial, and finishes with Super Senses. A hard solid hit can really hurt her without damage reducers, but with a 2 damage for her entire dial you’ll want to keep her out of the way of opposing primary attackers. Her Hypersonic Speed can help with that and at the same time, use it to soften up opposing support characters working from behind the opposing force.

Mid dial Dawnstar has Sidestep, Willpower, and Probability Control. Sidestep can help you position to use Probability Control without using up your actions in the turn. Dawnstar also possesses the Legion of Super Heroes Team Ability, and with that you can add a myriad of copy-able ATA’s and TA’s to wildcard to.

Speaking of wildcards, another is Wildfire, and he and Dawnstar have a fiery courtship since the dawn of their relationship.

[News] Superman and The Legion of Super-Heroes 021-wi10

Drake Burroughs, was an astroengineer. While he was working on a new rocket system, a safety valve snapped and discharged a blast of anti-matter energy. Burroughs was engulfed instantly but somehow his consciousness survived and Burroughs found himself transformed into a being of pure anti-energy. He wears a containment suit to keep a humanoid form.

Wildfire has the trait For Dawnstar that states if a friendly character named Dawnstar has taken damage from an attack since your last turn, modify Wildfire’s attack and damage values by +1 if he targets a character that hit Dawnstar since your last turn. With Dawnstar’s special power Interstellar Tracking, it will be hard for an opposing character to hide from Wildefire’s retaliation.

Wildfire has the Wing symbol and an 8 range with 2 targets. This comes in handy with his top 2 clicks of Energy Explosion. His dial also starts with Running Shot which it alternates back to on every other click. After Energy Explosion, he attains the special attack power This Battle Ends Here! that says Wildfire can use Penetrating/ Psychic Blast and Pulse Wave. He can use Pulse Wave normally, or you may give him a double power action to use it and his printed damage value is dealt to all hit characters. He also has Poison and Pulse Wave at various points on his dial.

Defensively Wildfire starts with Invulnerability for his top 3 clicks. On his fourth and last clicks he has a stop click type special power called Energy Reforming that states when this click is revealed, stop turning the dial. Wildfire can use Impervious and Regeneration. When he uses Regeneration, either the minimum result is 1 or he can use it as a free action and subtracts 3 from the d6 roll instead of 2. This is a representation of the times when his containment suit is destroyed and he has to reform. On these clicks he has Phasing and Poison as well but his attack and damage are 0.

Late dial Wildfire gets Pulse Wave, Toughness, and Ranged Combat Expert. Most of his dial he has high attack and damage stats, but as he bleeds out energy from his cracked containment suit, Ranged Combat Expert can help bolster his resolve to win the attack with a stat increase. And remember to use his trait if Dawnstar is hit by an attack to even further flame up your stats.

A team with really good interactions is Dawnstar, Wildfire, and SM025 Matter-Eater Lad (Mel for short). Mel can move up and eat blocking terrain as a free action per his trait, Dawnstar can use her Interstellar Tracking on an opposing character and Wildfire pours on the flame with his double target Energy Explosion.

The fire has gone out and its nearly dawn, time to get some sleep, but be ready for another preview of DC HeroClix: Superman and the Legion of Super Heroes next week!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-dawnstar-wildfire/#ixzz2ohXPUaAi
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Messages : 3595
Date d'inscription : 21/08/2013

[News] Superman and The Legion of Super-Heroes Empty
MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 30 Déc - 20:32

Greetings HeroClix Fans!

Today we look at a member of the JSA who will be in the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Jack Knight (son of the original Starman), has a rich and full history. After taking up the mantel of Starman, Jack has traveled through time and space. Starman has shared adventures with the Legion of Super Heroes and even visited Krypton in the past, where me meet and gave counsel to a young Jor-El, the father of Superman.

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Starman starts with 2 traits the first of which is called Pop Culture Collector. Before the game starts but after objects have been placed, Starman may place any 2 objects in each other’s squares. Starman also gets +1 to his rolls to pick up any Relics.

Starman’s other trait is called Star Rod and Jujitsu. This will allow Starman to use Energy Shield/Deflection and Super Senses; and when he is targeted with a close combat attack and either evades it or it misses, give the attacker an action token after actions resolve.

Starman would be a great candidate for TT S103 Wonder Girl Lasso. If Starman did manage to pick it up, this with his trait would be on a 4-6. Starman would gain Steal Energy which he could also use during ranged combat attacks.

As you can see Starman has no defensive powers on his dial but these are completely covered by his trait. Starman starts out with Telekinesis. Starman has 2 clicks of Running Shot and Perplex. On click 2 he picks up the ability to use Pulse Wave.

Starman’s movement will not be hampered by hindering, elevated, or outdoor blocking terrain as well as Starman may move through squares adjacent to or occupied by opposing characters; as he has the Flier combat ability. This will also give him the ability to carry other friendly characters that meet the Carry ability requirements.

On click 3 as well as still being able to use Pulse Wave; Starman can now also use Force Blast and Ranged Combat Expert. On Starman’s last 2 clicks he can use Charge and Exploit Weakness.

With an 8 square range and a mere 95 points this guy is a steal. Starman has the JSA team ability which will allow him to replace unmodified defensive values with adjacent friendly characters that can also use this team ability. Starman’s keywords are Justice Society, Mystical, Opal City and Past.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-starman/#ixzz2ozGcgyn2
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 6 Jan - 18:58

Greeting HeroClix Fans!

Today’s preview from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set is Universo! Let’s see why he is sure to mesmerize you.

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At 71 points, Universo will enthrall you with his abilities. His special power Hypnosis states Universo can use Mind Control as if he had 3 targets. When he does, increase his attack value by the number of targets and, after actions resolve, heal him of 1 damage for each character with the Legion of Super Heroes keyword he hit with that attack. With a 7 range he should be able to stay out of most 6 range attackers.

Univero’s top 2 clicks of defense should be enough to repel attackers to look for easier targets. His special dense power Master of Misdirection Universo can use Energy Shield/ Deflection and Super Senses. Along with his Shape Change, he has a good chance of shrugging off any attacks. Clicks 3 and 4 he changes to Energy Shield/Deflection and Outwit. Clicks 5 and 6 he has Stealth, Super Senses and Shape Change. In fact it’s so difficult to hit him for most of his dial it’s stupefying!

On click 4, Universo obtains the special attack power I’ve Learned a Few Things that allows Universo to use Incapacitate. When he does, after actions resolve he can use Smoke Cloud as a free action. So while Universo’s damage is low for most of his dial, you can always Incapacitate an opponent with 2 tokens to do damage and use your free action Smoke Cloud to help hide him in hindering terrain.

Universo has the Calculator team ability so make sure to put that to good use. He also has the keywords Cosmic, Future, and Legion of Super Villains. If you have a team that is all wild cards you could use the Legion Lost Additional Team Ability (ATA) that states once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card team ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already. So you could use the Batman Ally team ability to help hide your team or the Superman Ally team ability if you’re going up against a Stealth-heavy team.

Thanks for joining us for another hypnotizing preview! We command you to read next weeks preview of DC HeroClix: Superman and the Legion of Super Heroes, we’re not toying around!


Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-universo/#ixzz2pdsx7Pvl
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyMer 15 Jan - 20:43

Greetings HeroClix fans!

Welcome back as we continue previews from Superman and the Legion of Super-Heroes, our next DC HeroClix set! The holidays may be over but that hasn’t stopped the subject of today’s preview from dishing out new playthings for his campaign of crime! We are pleased to welcome a villain who has clashed with Superman numerous times, Toyman!

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Toyman comes into play at 81 points and has an array of keywords to help you build a themed team around him: Injustice League, Legion of Doom, Superman Revenge Squad, and Scientist. Additionally, Toyman has the Calculator team ability, which makes him a Wild Card. Toyman also begins play with a trait appropriately titled, I Love My Toys!, and reads:

Characters with the Bear Icon icon are Toys. Toyman may begin the game with 1 Toy attached to his base at no additional cost. Toyman increases his defense value by 1 for each Toy attached. Toyman can have up to 2 Toys attached.

We’ll discuss the various Toys that can be attached to Toyman momentarily. In the meantime, let’s take a look at Toyman’s dial!

Toyman has Stealth on all but one of his clicks to prevent lines of fire from being drawn to him if they cross hindering terrain. Defensively, Toyman has Mastermind on all but his last click as he transfers damage dealt to him onto a single adjacent friendly character with a lower point value. On Toyman’s last click he has Regeneration, which allows him to potentially heal back to the top of his dial.

In the first three clicks of his damage slot, Toyman has the popular Outwit power, which allows him to use a free action to counter a power or combat ability on an opposing character. On Toyman’s last two clicks is another popular power, Probability Control, which allows him to reroll a single die roll and ignore the original result.

At the heart of Toyman’s dial is a special power in his attack slot called Power Boost, which lets him use Perplex normally as a free action. Additionally, Toyman can also use Perplex as a power action to modify the same combat value (except damage) of all friendly Toys on the map.

Now that we’ve seen what Toyman can do, let’s take a look at the single-click dials of some of his wonderful (yet deadly) Toys!

First up is the Airplane, which comes in at 15 points!

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Airplane, along with the rest of Toyman’s Toys, has the Toy keyword. You’ll notice that Toyman doesn’t have the Toy keyword, which could be troublesome when trying to build a themed team around one of Toyman’s keywords. This is addressed by the Mobile Toys trait, which is possessed by all the Toys.

Let’s break down the Mobile Toys trait. The first sentence reads:

When you build your force, Airplane has all keywords possessed by a friendly character named Toyman.

Toyman doesn’t have the Toy keyword? No problem! Mobile Toys give Airplane the Injustice League, Legion of Doom, Superman Revenge Squad, and Scientist keywords when you build your force. Moving on to the next two sentences:

Give Airplane a free action and attach it to an adjacent friendly #050 Toyman. When attached, you may give Airplane a move action to detach and move on the map.

Nothing fancy here: Use a free action to attach Airplane to an adjacent friendly Toyman. Use a move action to detach Airplane from Toyman and move it on the map. The next sentence reads:

When on the map, you may give Airplane a move action as a free action if it is within and remains within 3 squares of #050 Toyman.

Once you’ve detached Airplane from Toyman, you can move it as a free action if is within and stays within 3 squares of Toyman. The final sentence of Mobile Toys is unique to Airplane:

Airplane can’t use the Carry ability.

No rides on Toyman Airlines, unfortunately, as Airplane can’t Carry other characters!

Airplane also begins play with the Buzzing Blitzkrieg trait, which decreases the attack value by 1 of opposing characters for each Airplane that is attached to Toyman. Got two Airplanes attached to Toyman? Toyman’s defense will increase by 2 because of the I Love My Toys! trait and opposing characters will see their attack values decrease by 2 when they target him with an attack, thanks to the Buzzing Blitzkrieg trait.

Moving on to Airplane’s dial, it naturally has the Flyer speed symbol and the Tiny Size damage symbol, which increases Airplane’s defense by +1 against ranged combat attacks and allows it to be carried by larger adjacent characters. Each of Toyman’s Toys has the Tiny Size damage symbol. Airplane also has a range of 4 squares and can target two characters when it makes ranged attacks. Defensively, Airplane has Super Senses to potentially evade attacks on a d6 result of 5 or 6.

Finally, in Airplane’s attack slot is a special power called Mounted Machine Gun, which lets it use Energy Explosion to spread out damage to multiple characters. Additionally, when Airplane is within 3 squares of a friendly character named Toyman, modify its attack value by +1. Finally, when Airplane is KO’d, roll a d6. On a result of 1 or 2, give all friendly characters named Toyman an action token. This condition appears on each Toy’s special power.

Next up in Toyman’s arsenal is the Race Car!

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Race Car is 22 points and has a trait called They Double as Roller Skates. When Race Car is attached to Toyman, he can use Improved Movement to ignore characters when he moves. Toyman’s speed value is also modified by +1 for each attached Race Car.

Energy Shield/Deflection occupies Race Car’s defense slot, giving it a +2 bonus to its defensive value against ranged attacks. In Race Car’s speed slot is a special power called This Thing is FAST! which lets it use the Move and Attack ability. However, if Race Car is within 3 squares of a friendly Toyman, it can use the Hypersonic Speed power instead.

Coming in at 17 points is the Cymbal-Banging Monkey!

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Cymbal-Banging Monkey hits the battlefield with a trait called Distraction, which lets Toyman use Super Senses when Cymbal-Banging Monkey is attached. This use of Super Senses only succeeds on a result of 6. However, add 1 to your result for each attached Cymbal-Banging Monkey.

Combat Reflexes appears in Cymbal-Banging Monkey’s defense slot, giving it a +2 bonus to its defensive value against close combat attacks. In Cymbal-Banging Monkey’s attack slot is a special power called Thunderclap. If Cymbal-Banging Monkey ends a move action adjacent to an opposing character, it can use Quake as a free action.

Our next Toy is the cuddly (yet destructive) Teddy Bear!

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Teddy Bear has a value of 14 points and a trait called Extra Stuffing. This trait reduces damage dealt to Toyman by 1 for each attached Teddy Bear. In the damage slot Teddy Bear has Shape Change, which potentially allows it to avoid being the target of an attack.

Finally, Teddy Bear has a special power in its attack slot called Hidden Explosives. When you give Teddy Bear a move action and it is adjacent to an opposing character after actions resolve, Teddy Bear can use the Pulse Wave power as a free action with a range value of 6. Teddy Bear is then KO’d after actions resolve. Last and certainly not least, the Teddy Bear is packed with Toyman in DC HeroClix: Superman and the Legion of Super-Heroes five-figure boosters!

There’s one more toy in Toyman’s diabolical toychest found in the DC HeroClix: Superman and the Legion of Super-Heroes Organized Play kit. Stay tuned for details on that last Toy (and more) soon!

Thanks for reading! Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set! Don’t forget to put your toys away when you’re done playing with them!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-toyman/#ixzz2qUvaO1IX
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 20 Jan - 18:38

Greetings HeroClix Fans!

And welcome back as we continue to offer previews from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set! Today we go back to one of Wonder Woman’s earliest and most persistent foes, no matter who bears the mantle of Cheetah!

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This early version of Cheetah is Priscilla Rich, an aristocratic debutante who suffered from multiple personality disorder. This Cheetah possesses an Improved Movement ability called Never Corner a Cat, granting her the ability to ignore Hindering Terrain for movement. She also has a trait called Hatred For My Prey, that allows her to choose an opposing character once per game. As long as that character is on the map, Cheetah modifies her combat values except range by +1. Additionally, if that character is named Wonder Woman, Cheetah can use Exploit Weakness.

Cheetah begins play rushing into battle with Charge, letting her move and attack. For her attack, she can use her 2 damage, modified by her trait, or try to increase the damage further with a full dial of Blades/Claws/Fangs. Super Senses gives Cheetah a chance to avoid attacks. On the back half of her dial, she switches things up with Leap/Climb to reposition herself with ease to where she will be of more use to your force. Combat Reflexes will make her harder to hit in close combat.

Cheetah can be played in theme on generic Past theme teams, or on named theme teams built around the Legion of Doom and Villainy Inc keywords. At 50 points, Cheetah will be a solid secondary attacker with some decent mobility.

Next up, we take a look at the Prime version of Cheetah. The woman known as the Cheetah in modern time is Barbara Ann Minerva, a covetous archaeologist and mortal vessel for the Goddess of the Hunt!

[News] Superman and The Legion of Super-Heroes 017b-c10

This version of Cheetah also has an Improved Movement ability, this time called Catlike Reflexes, which allows her to ignore other characters and hindering terrain for movement purposes. As with her Golden Age counterpart, she also possesses a trait. In this instance, it’s called We’ve Danced This Dance Before and grants her the use of Combat Reflexes and, if she has no action tokens, Exploit Weakness.

Cheetah begins play with a special power granting her a move and attack ability called Pounce My Prey. This power lets Cheetah use Leap/Climb to get to where she will be useful with ease. Once she has resolved this move action, she can be given a close combat action as a free action. She can use her opening 3 damage, or opt to use the Blades/Claws/Fangs she has on the front half of her dial. Defensively on the front of her dial, Cheetah can attempt to evade being targeted with Shape Change. If she is successfully attacked, Toughness will let her reduce damage a bit.

After her first two clicks, Cheetah gives up her special power for standard move and attack with Charge, appearing on the rest of her dial on all but the last click. On the back of her dial, Cheetah switches tactics a bit as she will have Poison for the rest of her dial. To help make sure damage reducers won’t be an issue for her Poison to work, she has a special power called Pressing My Advantage that allows her to use Outwit to target opposing figures with two action tokens. Also at this point, Super Senses will allow Cheetah to attempt to avoid attacks.

Cheetah can be played in theme on generic Animal or Scientist teams, or on named theme teams with her Society and Injustice Society keywords. She brings the Calculator team ability to copy friendly teammate’s team abilities. For 90 points, she will be a great close combat attacker to allow your range attackers to do their job.

That’s all we have for now. Be sure to check back soon as we bring you more previews from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-cheetah/#ixzz2qxfKMN79
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 27 Jan - 20:49

Greetings HeroClix fans!

For today’s DC HeroClix: Superman and the Legion of Super-Heroes preview we travel with a member of the Legion who was drafted into the group by the leaders of his homeworld of Vyrga. We are pleased to present to you the politically opinionated insectoid known as Gates!

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Gates comes into play at 60 points and has the Future, Legion Lost and Legion of Super Heroes keywords to offer options for theme team building. Gates begins his dial with a pair of special powers in his speed and defense slots, respectively.

In Gates’ speed slot is his Teleport Disks special power, which allows him to use Phasing/Teleport. Additionally, Teleport Disks lets Gates carry up to four friendly characters, regardless of their speed symbols, and if they all share a keyword with Gates then he doesn’t modify his speed value from using the Carry ability. Teleport Disks appears on Gates’ first, third, and fifth clicks. In between those uses of Teleport Disks are clicks of Phasing/Teleport.

A special power called Instantaneous Shift appears in Gates’ defense slot and lets him use Super Senses with a successful result coming from a d6 roll of 4 to 6. Instantaneous Shift shows up on Gates’ first two clicks, and then reappears on his last click. On his non-Instantaneous Shift clicks Gates has Toughness.

Finally, Gates is no slouch tactically and has Perplex on all but his first and last clicks.

Gates has the Legion of Super Heroes team ability, making him a wild card. Gates’ attack and damage values mean he likely won’t be fighting on the front line but instead he should see plenty of use as your force’s taxi, thanks to his high speed values and Teleport Disks special power.

Thanks for reading! Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-gates/#ixzz2rd7WpBZA
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyMer 29 Jan - 21:29

Le Fast Forces

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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 3 Fév - 21:08

Greetings HeroClix Fans!

Today we go to Metropolis and there is a new man in town. In the upcoming DC HeroClix: Superman and the Legion of Super-Heroes set we will be visited by a true prince. Mr. Majestic is believed to be one of the most powerful of all the Kherubim Lords and has been known to aid the WildC.A.T.s in their ongoing battle with the Daemonites.

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Mr. Majestic has Improved Targeting and can ignore hindering terrain when drawing line of fire. Mr. Majestic has the Transporter Flier combat symbol which will allow him to use the Carry, Flight and Move and Attack combat abilities. The Move and Attack ability will allow Mr. Majestic to use Hypersonic Speed if he is not adjacent to an opposing character when given the power action but his attack value is modified by -2.

Mr. Majestic has a trait called Molecular Sight this will allow him to ignore other characters Shape Change. The Daemonites rely heavily on Shape Change to foil their enemy’s attacks but Mr. Majestic is no one’s fool. When Mr. Majestic uses the Move and Attack ability, he would modify his attack value by -1 instead of the standard -2. Mr. Majestic has a 7 range with duel targets and the Indomitable combat symbol which will allow him to use Willpower.

Mr. Majestic starts with Running Shot, Energy Explosion, an 11 attack and a 5 printed damage value. This guy will be bringing the pain. He has Impervious and Leadership and at 220 points it would be easy to pair Mr. Majestic up with friendly characters of a lower point value. On click 2 he shows us just how much he has learned over the years by gaining Perplex.

Mr. Majestic eventually gains some Super Strength and even Change in his mid-dial and will trade Impervious for Invulnerability only to regain Impervious on click 5 which is where Mr. Majestic can now use Close Combat Expert.

At the end of the dial Mr. Majestic can use a little more Running Shot with Penetrating/Psychic Blast, and ends his dial with Toughness and Perplex.

Mr. Majestic has the Cosmic, Metropolis, Past, Ruler, Soldier, and WildC.A.T.s keywords. Mr. Majestic will be a welcomed addition to the already great WildC.A.T.s that we got in DC HeroClix: Batman and DC HeroClix: Batman: Streets of Gotham.

For 1 additional point you could also add the WildC.A.T.s Additional Team Ability (ATA) to Mr. Majestic; “Once per turn, when a character using this team ability makes an attack roll and one of the dice is a 1, you may reroll that die. This team ability is Uncopyable.”

Thanks for reading and be sure to continue to check back as we look at more figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-mr-majestic/#ixzz2sI7ZCcS5
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 10 Fév - 19:11

Greetings HeroClix fans!

The subject of today’s DC HeroClix: Superman and the Legion of Super-Heroes preview is a villain who has committed a host of heinous acts against Aquaman, such as killing the sea king’s infant son! Please welcome the enigmatic Black Manta!

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Black Manta comes into play at 97 points and hits the battle map with a trait called Technology and Patience, which allows him to use the Carry ability. Additionally, lines of fire drawn to Black Manta by opposing characters are blocked if they cross water terrain.

In Golden Age play, consider adding to your force the Bucket of Water special object (from the DC HeroClix: DC 75th Anniversary OP kit) for some somewhat portable water terrain. You may also want to try out an unconventional team-up of Black Manta and Tempest from the DC HeroClix: Crisis set. Tempest’s Summon the Elements special power transforms clear grounded terrain within three squares into water terrain.

Moving on, Black Manta has the Swimmer speed symbol, which lets him use the Swim ability. Black Manta also has the Indomitable combat ability, which lets him use Willpower, and has a range of 5 squares and two targets for his ranged attacks. Black Manta has worked with other villains in the past so he has the Calculator team ability, which makes him a wild card.

Black Manta starts his dial with Sidestep in his speed slot, allowing him to use a free action to move with a with locked speed value of 2. He then switches to Running Shot for a click. In his attack slot Black Manta begins with a pair of Penetrating/Psychic Blast clicks to deal penetrating damage with his ranged attacks. Defensively, he’s supported by Toughness to reduce damage dealt to him by 1.

Mid-dial, Black Manta changes from a ranged attacker to a close combatant as he picks up Charge in his speed slot and Blades/Claws/Fangs in his attack slot. If that’s not enough, Black Manta can fall back on Close Combat Expert to increase his attack value or damage value by +2 (or both by +1). In his defense slot, Black Manta gains Combat Reflexes to ignore knock back and gain a +2 modifier to his defense value against close combat attacks.

On his last two clicks, Black Manta reverts back to making ranged attacks. Running Shot and Sidestep return, respectively. Close Combat Expert makes way for Ranged Combat Expert. Incapacitate replaces Blades/Claws/Fangs.

Finally, Black Manta has the Injustice League and Legion of Doom keywords to offer options when including him on themed teams.

At 97 points, Black Manta leaves plenty of room for other attackers and support characters. His attack and damage values make him a viable choice as a secondary attacker, and the Carry ability (from the Technology and Patience trait) make him an excellent choice as a taxi for the other characters on your force. On a map with an adequate amount of water terrain, Black Manta could help lead you to victory!

Thanks for reading! Join us next time as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set! Just keep asking yourself if it truly is safe to go into the water…



Read more: http://heroclix.com/heroclix/preview/dc-heroclix-superman-legion-super-heroes-black-manta/#ixzz2swag5ose
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MessageSujet: Re: [News] Superman and The Legion of Super-Heroes   [News] Superman and The Legion of Super-Heroes EmptyLun 17 Fév - 21:21

Greeting HeroClix Fans!

Today we preview another character from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, Validus! Let’s see if he’s a validating experience!

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Validus is another villain from the 30th century who plagues the Legion of Super Heroes with fellow members of the Fatal Five and the Legion of Super Villains. Validus has two point values, 249 and 175 respectively; we’ll start at his 249-point value.

Validus has the trait Monstrous Body that states Validus can use Super Strength and can’t be targeted by Penetrating/Psychic Blast. At the beginning of your turn, roll a d6, and on a result of 4-6, Validus can immediately use Pulse Wave as a free action with a locked damage value of 2, ignoring friendly characters. That’s an amazing trait, the only thing missing is free parking validation! If Validus does roll the 4-6, with his 8 range halved to 4, that gives him a 9 x 9 area to deal 2 damage from Pulse Wave to opposing characters.

Validus starts with Charge, Quake, and Impervious on his top click. With the Giant combat symbol, he can Charge up to 6 squares, and make a close combat action within another 2 squares using Quake or an object using Super Strength. He has just the one click of Charge at his top 3 clicks at 249 points, and doesn’t gain it again until clicks 7 and 8. He transitions to Flurry for clicks 2 and 3.

Click 4, or Validus’ starting 175-point click, shows he is not tied down for options as he is dangerous for close or range attacks. He starts this click with Running Shot, Invulnerable, and the special power Brain Bolts that says Validus can use Penetrating/Psychic Blast. When an opposing character with an action token takes damage from Validus’s attack, give that character an action token. Notice the second part of that power, it says from his attack. If you roll a 4-6 for his trait and attack with Pulse Wave, give those characters an action token if they have one already, and any close or ranged attack as well.

Validus has Indomitable, so don’t worry about pushing him, and once again, with his trait, he may potentially attack with Pulse Wave as a free action even with 2 tokens on him. He has the Calculator team ability as well, so make sure you have some other characters to copy team abilities from. Alternatively, you can use the Legion Lost Additional Team Ability (ATA) that allows once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card team ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already.

We hope it was a validating experience for you, and we hope you’re around for next week’s preview of DC HeroClix: Superman and the Legion of Super Heroes!



Read more: http://heroclix.com/heroclix/preview/dc-comics-superman-legion-super-heroes-validus/#ixzz2tc2tGVks
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