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 [News] Marvel Days of the Future Past!

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Date d'inscription : 21/08/2013

MessageSujet: [News] Marvel Days of the Future Past!   Ven 3 Jan - 19:52


Greetings HeroClix Fans!

Prepare yourselves as we travel to a dark and foreboding future where mutants have been incarcerated in internment camps for the public good.  Sentinels are everywhere, a constant reminder of the “mutant threat”, and are at the ready to put down the Mutant Resistance wherever they may find it.


This spring, WizKids Games will release Marvel HeroClix: X-Men – Days of Future Past.  This gravity feed set focuses on the pivotal and critically-acclaimed Marvel Comics storyline by  fan-favorite creators Chris Claremont, John Byrne, and Terry Austin, and features the X-Men of the era, Mystique’s Brotherhood of Mutants, the X-Men of the dystopian future, and of course, Sentinels!


Marvel HeroClix: X-Men – Days of Future Past will also enjoy a parallel release: sold separately, the Advanced Sentinel Scenario Pack will feature a colossal Sentinel figure that definitely has a few surprises up its sinister robotic sleeves.  We’ll have more to share about this special Scenario Pack soon, so stay tuned! Sentinel fans will not be disappointed!

Of course, we can’t just talk about all the incredible content without showing our fans some of the coolness, so without any further ado, we are pleased to present that most persistent and powerful of the Sentinels, Nimrod!


First off, Nimrod can be played at three different levels, 350, 250 or 150 points.  Nimrod has a good selection of keywords to build a team around him, from the generic Future and Robot, to Days of Future Past, and the anti-mutant Purifiers, and Sentinel keywords.   The Flyer combat ability will give him increased mobility, as well as the ability to carry a friendly figure with him.  And the Indomitable combat ability will let him act without fear of pushing damage as he can use Willpower.

Starting on his 350 point line, Nimrod takes his crusade against mutants right to them with Hypersonic Speed. He can choose to make standard range attacks with his 8 range and 2 targets, or use Pulse Wave to deal 1 unavoidable damage to all hit figures within four squares or give all 5 damage to one figure if used well.  Impervious will reduce damage from the inevitable counter attack, if not evade it entirely.  Nimrod also opens his dial with a special power called Future Knowledge of the Mutant Menace.  This power makes it so Nimrod’s powers and abilities can’t be countered.  Speaking of countering, he can also use Outwit normally, or he can use it on 2 different figures that each have the Brotherhood of Mutants or X-Men team ability or keyword.  His second click sees Hypersonic Speed replaced with a special power called Photon Propulsion, allowing him to use both Phasing/Teleport and Running Shot.

Click three on his dial is where Nimrod has his 250 point starting line.  It starts out with Photon Propulsion still on the dial.  He now gains the ability to avoid damage avoiders with Precision Strike, also making it so damage can’t be reduced below 1.  A click of Invincible will half damage dealt to him and Probability Control will allow him to try to manipulate die rolls to his advantage.   A click in, and both Hypersonic Speed and Pulse Wave are back on the dial.  For damage reduction on this click, he has a special power called Rapid Reformation, giving Nimrod both Invulnerability and Regeneration.  Additionally, if he has 2 action tokens, can use Regeneration as a free action.  Click 5 sees the return of his Photon Propulsion and Future Knowledge of the Mutant Menace special powers, and Impervious to protect himself.

Nimrod begins play on his 150 point line on click number 6.  This sees the power set from click five continue here, with the addition of Pulse Wave.  A click of Hypersonic Speed will be followed by a run of Sidestep, before closing out the dial with a click of the Photon Propulsion special power.  In his attack slot, Precision Strike will appear for a couple of non consecutive clicks.  Defensively, Nimrod will bounce back and forth between Invincible and his Rapid Reformation special power.  In his damage slot, Nimrod has a couple more clicks of Probability Control, before switching to a new power near the end of his dial, Empower.

When played on his 350 point starting line, Nimrod has a trait called Assault from the Future. This trait allows him to use the Multiattack ability.  Additionally, once per game he may be given a double power action to be placed in any square.  From there, he may make a close or ranged combat attack as a free action.

Nimrod brings solid combat values and an aggressive power set, weather you choose to play him as a one man army, or at a more team friendly power level.

We hope you’ve enjoyed this sneak-peek into the Future Past! Stay tuned next week as we bring you more from Marvel HeroClix: X-Men – Days of Future Past!



Read more: http://heroclix.com/heroclix/preview/wizkids-games-pleased-announce-marvel-heroclix-x-men-days-future-past/#ixzz2pMYVUhnK
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MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 10 Jan - 19:41

Greetings HeroClix Fans!

Welcome as we continue our previews for Marvel HeroClix: X-Men – Days of Future Past! And what better preview than with the worst nightmares of mutants everywhere? We are, of course, talking about the Alpha Class Sentinel!

Alpha Class Sentinel is colossal figure on a 2×2 base, and is the first colossal figure to utilize SwitchClix technology and feature the new style figure base! (like those found on standard-sized HeroClix figures) Alpha Class Sentinel comes with two bases: #G001 Alpha Class Sentinel (Attack Mode) and #G002 Alpha Class Sentinel (Defense Mode). Additionally, each dial has a resource dial printed on it (for use when the other dial is attached to the Alpha Class Sentinel, more on this in a bit). When attached to the Alpha Class Sentinel , each of the two dials can be played at three different point values, 350, 250, or 150 points.

So, how does all this work? Let’s take a look at the dials and find out.


If you choose to play #G001 Alpha Class Sentinel (Attack Mode), pick a point value and turn it to the corresponding starting line. At the beginning of each of your turns, his first trait, Programmed to Hunt, says to roll a d6 and turn #G002 Alpha Class Sentinel (Attack Program Dial) to the blue click number matching the result. Alpha Class Sentinel (Attack Mode) can then use the powers showing on that slot.

For example: blue click #4 allows him to use Charge, Blades/Claws/Fangs and his damage special power, (which we’ll cover in a moment). Defend has a black border around it, so instead of using it, he will modify his attack by +1 when targeting a character using it, and this effect carries over to all standard powers with a black border around them. The only downside to the Programmed to Hunt trait is that Alpha Class Sentinel (Attack Mode) can’t be healed.


Alternatively, you can choose to play Alpha Class Sentinel (Defense Mode). As with the Attack Mode option above, pick a point value and turn it to the corresponding starting line. At the beginning of each of your turns, the first trait for the Alpha Class Sentinel (Defense Mode), Perfected Defense, says to roll a d6 and turn Alpha Class Sentinel (Defense Program Dial) to the blue click number on the Defense Program Dial matching the result. As above with its Attack Mode, Alpha Class Sentinel (Defense Mode) can use the powers showing on that slot.

For example: blue click 5 allows him to use Invulnerability and his attack special power. Black border standard powers work differently on this dial, opposing figures can’t target Alpha Class Sentinel (Defense Mode) with them, so on blue click 5, Running Shot is ineffective against him. The drawback to Perfected Defense is that Alpha Class Sentinel (Defense Mode) is dealt one unavoidable click of damage after actions resolve, if it makes an attack.

So, now that we have a better idea regarding how each dial works with its corresponding resource dial. So how do you switch back and forth? Let’s take a look at each dials second trait to find out, as each is different. Let’s look at the Alpha Class Sentinel (Attack Mode) again:


When using #G001 Alpha Class Sentinel (Attack Mode), he possesses a second trait called Enter Recovery Mode, that you can choose to use when he has 2 action tokens. Enter Recovery Mode allows you to replace Alpha Class Sentinel (Attack Mode) with Alpha Class Sentinel (Defense Mode) on the same click number and at the same point value with the corresponding starting line as a free action. When you do, roll a d6 and turn the Alpha Class Sentinel (Defense Program Dial) to the matching blue click number. (And remember, that as he has the Colossal combat ability, “when he has 2 action tokens” can be before the end of the turn he gets his second token, or three turns later as you continue to push him with the Colossal Stamina ability.)

Conversely, when you are using the #G002 Alpha Class Sentinel (Defense Mode) dial, his second trait is called Mutant Detected and it allows you to replace Alpha Class Sentinel (Defense Mode) with Alpha Class Sentinel (Attack Mode) as a free action. And as before, it must be swapped on the same click number and at the same point value with the corresponding starting line. When you do, roll a d6 and turn the Alpha Class Sentinel (Attack Program Dial) to the matching blue click number.

Now that we know how the two dials work together, and how to swap back and forth between them, let’s take a look at what each dial can do. As mentioned above, each dial can be played at 350, 250, or 150 points. Theme teams can be built around both dials utilizing their Robot, Armor, and Sentinel keywords. Beyond that, their play styles are different depending on the primary program they are using at the time, attack or defense.

Looking at the top of the dial first, #G001 Alpha Class Sentinel (Attack Mode) is all about combat. First, he has the Flyer/ Transporter ability; giving him access to the Flight, Carry and Move and Attack combat abilities. He has the Sharpshooter ability, allowing him to make range attacks against adjacent opposing figures, as well as ignoring opposing figures for line of fire when not based, and Indomitable, allowing him to use Willpower. And last, but certainly not least is the Colossal symbol, giving him access to Colossal Stamina, allowing him to break away automatically, make range attacks out of adjacency, and act with two action tokens at the cost of an unavoidable click of damage, as well as Great Size, allowing him to ignore knockback, use Improved Movement: Hindering and Elevated terrains as well as Outdoor blocking terrain, and make close combat attacks against figures on higher elevations. All this and a 9 range with three targets will mean a bad time for your opponent.

As it is geared toward offense, Alpha Class Sentinel (Attack Mode) has attack values never going into single digits, ranging from 10 to 13, and damage values that will crack damage reducers on every click, ranging from 3 to 6. The trade off is lower defense values, topping out at 17 and going as low as 15.

Starting at the 350 point line, Alpha Class Sentinel (Attack Mode) has a long string of Plasticity to lock down any opposing figures unfortunate enough to be adjacent to him. The opening click can be used to inflict a lot of pain on one figure, or one unavoidable damage to all hit figures within 5 squares. Pulse Wave will hit everything around it for 1, or do a printed 6 damage to a single figure. If close combat is more your thing, Exploit Weakness will do that 6 damage to one figure in close combat and 5 damage on the second click. An opening click of Invincible will half and round down the damage dealt by opposing figures.

The second click sees a couple of clicks of Alpha Class Sentinel (Attack Mode) getting some solid value out of his 9 range and three targets with Energy Explosion and printed 5 damage. After this, a couple clicks of Penetrating/ Psychic Blast will ignore whatever damage reduction your opponent has. Energy Shield/ Deflection will make it harder for range combat attacks to hit him for a couple of clicks, before switching to Combat Reflexes to provide the same benefit in close combat. A couple of clicks of Probability Control will close out this section of the dial.

The 250 point starting line on Alpha Class Sentinel (Attack Mode) starts pretty much as the last section ended, as Plasticity, Penetrating/ Psychic Blast and Combat Reflexes are all here. The next two clicks are solid close combat clicks with Flurry to do two close combat attacks, Precision Strike to avoid Super Senses and Mastermind, and ensure at least 1 click of damage is taken per attack, and maintaining Combat Reflexes to make him harder to hit up close. Also on these two clicks is Battle Fury, making it so Alpha Class Sentinel (Attack Mode) can’t make range attacks. The next two clicks on the dial are more range oriented as Range Combat Expert will allow him to modify his attack and damage by +1 or either by +2, while Energy Shield/ Deflection will provide protection from range attacks.

On the 150 point starting line Alpha Class Sentinel (Attack Mode), Plasticity is back to keep muties from escaping for a few clicks. As opposing figures most likely aren’t going anywhere, Poison will do a click of damage to them at the beginning of your turn. Barrier will let you place 4 squares of blocking terrain to control the battle field. The rest of the dial has Sidestep to let Alpha Class Sentinel (Attack Mode) move up 2 squares as a free action. Also in this section of the dial, Energy Explosion is back to reign damage on groups of opposing figures before closing out the dial with Penetrating/ Psychic Blast.

Now, what does the Alpha Class Sentinel (Attack Program Dial) add to the Alpha Class Sentinel (Attack Mode)? Let’s have a look.

As stated above, a d6 is rolled at the beginning of the turn to determine what click you are on each turn. In the movement slot, the odd number clicks will yield you Running Shot, while the even number clicks will let you use Charge. In the attack slot, clicks 1 and 2 give Alpha Class Sentinel (Attack Mode) a special power that lets him use Incapacitate as a free action if he has 2 actions tokens called Secondary Threat Analysis. Clicks 3 and 4 will let him use Blades/Claws/Fangs and clicks 5 and 6 allow the use of Pulse Wave. Also on clicks 5 and 6, in the defense slot, Alpha Class Sentinel (Attack Mode) has another special power called Inertial Retaliation Field, which says when he takes damage from an attack, the attacker is dealt penetrating damage equal to have the damage taken. On clicks 3 and 4, the damage slot has a special power called Threat Engagement Package, which allows him to use the Multiattack ability. Clicks 5 and 6 will allow him to us Range Combat Expert and Close Combat Expert, respectively.

As stated above, if a standard power has a black border around it, Alpha Class Sentinel (Attack Mode) modifies his attack +1 when targeting an opposing figure using that power. On click number 1, this bonus is used against opposing figures with Perplex, click 2 gives it against Probability Control, click 3 is effective against figures with Toughness, and click 4 gains this advantage against figures with Defend.

So Alpha Class Sentinel (Attack Mode) is on click number 6. It can us Flurry, Precision Strike, Combat Reflexes and Battle Flurry with a printed 12 attack and 4 damage. This combo has the ability to be a close combat nightmare. At the beginning of your turn, you roll the d6 per his Programmed to Hunt trait and the result is 4, so you click to blue number 4 on his Alpha Class Sentinel (Attack Program Dial). To the combo above, you now add Charge, (with the ability to break away for free with the Colossal ability), Blades/Claws/Fangs, and the ability to have +1 attack to opposing figures using Defend, and the ability to use Multiattack to do it all over again. That close combat nightmare just got worse.

This brings us back to the Alpha Class Sentinel (Defense Mode):


Moving on to the Alpha Class Sentinel (Defense Mode) dial, we’ll look at the top of it. First off, it loses half of its combat abilities, as it only has Indomitable and the Colossal symbol. It also drops 2 targets and more than half its range with a 4 range and a single target. As defense is its thing, it starts out with a printed 20 and only goes as low as 18. The trade off is a lack of offense as attack values range from 9 to 7, and printed damage values are 1 and 2. Additionally, there is the bit of the Perfected Defense trait that makes Alpha Class Sentinel (Defense Mode) take 1 unavoidable damage if it makes an attack.

Alpha Class Sentinel (Defense Mode) begins play on the 350 point line being able to do passive damage to adjacent opposing figures with Poison. Once done, it can rely on a couple of clicks of 20 defense, perhaps increased by +1 with Perplex, or, push a figure away with Force Blast. Or if you don’t mind taking the click of unavoidable damage, attack that figure and allow Force Blast to cause knockback. The next couple of clicks allow Alpha Class Sentinel (Defense Mode) to use Mind Control to bring a mutant (or other opposing figure) over to tour side for an action. Incapacitate will allow you to lock down an opposing character. Outwit will let you deprive an opposing figure of a key power. And Regeneration can help you heal back to the top of your dial, a useful ability if you swapped over from Alpha Class Sentinel (Attack Mode).

The 250 point starting line of Alpha Class Sentinel (Defense Mode) continues with Mind Control and Incapacitate, but this time has Combat Reflexes to make it harder to hit in close combat. Probability Control makes an appearance for a couple of clicks to allow it to manipulate die rolls to its advantage. The next couple of clicks let it hide in hindering terrain with Stealth. If there is no hindering terrain available, Smoke Cloud lets it make its own with room to spare. A click into this combination of powers and Perplex returns to allow Alpha Class Sentinel (Defense Mode) to modify one combat value by+ or – 1. And Regeneration is back to let it heal back to the beginning of this section, and possibly beyond if you play the more expensive dial. This section of the dial closes out by again switching to a string of Incapacitate to take it into the next section of dial.

Starting Alpha Class Sentinel (Defense Mode) on its 150 point starting line continues the string of Incapacitate started in the last section of dial. Energy Shield/ Deflection will make it harder to be hit with range combat attacks for these couple of clicks. The next section of dial allows Alpha Class Sentinel (Defense Mode) to move up to 2 squares as a free action with Sidestep. Steal Energy will let it heal a click of damage if it makes a successful close combat attack. And Barrier will give the option of controlling the map by placing up to 4 squares of adjacent blocking terrain. Alpha Class Sentinel (Defense Mode) closes out its dial with another run of Regeneration.

Now that we’ve seen what the Alpha Class Sentinel (Defense Mode) brings to the table, let’s take a look at how the Alpha Class Sentinel (Defense Program Dial) can enhance the dial.

Click number 1 has a defense special power called Sentinel Shield, which says that Alpha Class Sentinel (Defense Mode) can use Mastermind, and any friendly character with the Robot keyword within 4 squares is considered adjacent for this power. Clicks 2 and 3 provide Toughness and a movement special power called Stealth Field, which makes it so lines of fire can’t be drawn to Alpha Class Sentinel (Defense Mode) while it is adjacent to a square of blocking terrain. On clicks 4 and 5, it can use Invulnerability and an attack special power called Inhibitor Field, making it so opposing figures within 6 squares can’t be given power actions. And on click 6, it can us Impervious and a special damage special power called Summon Reinforcements, which allows you to give Alpha Class Sentinel (Defense Mode) a power action when it has 1 or more action tokens to place a (spoiler alert) #001 Sentinel on its orange starting line.

As mentioned earlier, opposing figures can’t target Alpha Class Sentinel (Defense Mode) with standard powers with black borders around them. On click 1, Alpha Class Sentinel (Defense Mode) can’t have characters use Charge against him. Click 2 makes him immune to Incapacitate. Click 3 gives him protection against Penetrating/ Psychic Blast. On click 5 he can’t be targeted by Running Shot. And on click 6, Hypersonic Speed can’t be used against him.

The Alpha Class Sentinel Scenario pack also comes with some pretty specific object tokens which are sure to delight X-Men fans: (click to enlarge)




Another great addition to the Alpha Class Sentinel Scenario Pack is the inclusion of Horde Tokens that are thematic to the Days of Future Past storyline!





Last, and certainly NOT least, the Alpha Class Sentinel comes with additional pieces that can be used to customize your Sentinel with a different look!


(You should see the other guy!)

(Raaaarrrrrggghhh!)

There are many different configurations players and collectors will be able to assemble with these pieces, so every Alpha Class Sentinel can (and will likely) look different when fielded for battle!

We hoe you’ve enjoyed this special sneak-peek at the Alpha Class Sentinel scenario pack from Marvel HeroClix: X-Men – Days of Future Past! Be sure to join us next week as we visit with a founding X-Man with a bankroll that soars as he as he can! Until then, have a great weekend and keep those Clix off their K.O.s!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-alpha-class-sentinel/#ixzz2q1Pr34wr
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 17 Jan - 21:56

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels rule and mutants are hunted down. As a member of the Mutant Resistance Angel will swoop in and bring other to safety.


Angel possesses both the Defenders and X-Men team abilities and starts out with a trait called A Team Player since the Beginning. This will allow adjacent friendly characters with the Defenders or X-Men team ability to use both the Defenders and X-Men team abilities.

The Defenders team ability would allow characters who use this team ability to replace their defense value with the unmodified defense value of an adjacent friendly character that is also using the Defenders team ability.

The X-Men team ability would allow two friendly characters that can both use the X-Men team ability and are adjacent to each other; you may give one of them a power action and roll a d6. Heal the other character of 1 damage. If the result of the d6 roll was a 1-4, deal the character given the power action 1 unavoidable damage.

Angel starts out with 2 clicks of Sidestep followed by 2 clicks of Flurry. On his first 4 clicks Angel can use Super Senses which will allow him to roll a d6 when hit by an attack; on the result of a 5 or 6 Angel would evade the attack. On clicks 2 and 3 Angel can use Perplex.

Angel has a special power called Winged Warrior. This will allow Angel to use Charge. When he does, he can use Improved Movement ignores characters and would modify his speed value by +2.

Angel has the Flier combat ability however on his last two clicks he now gains the use of Earthbound/Neutralized. This would make it so Angel would now possess all standard combat symbols. Angel can also use Combat Reflexes.

Angel is 74 points and has the Celebrity, Champions, Defenders, X-Factor and X-Men keywords.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-angel/#ixzz2qgvho2L1
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MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 24 Jan - 19:17

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels rule and mutants are hunted down. The first incarnation of Destiny was given to us during the HeroClix release of Xplosion, her rookie dial back then was just a mere 20 points. Today she comes back to the map in style.


Destiny will cost 50 points to field but you will get a whole lot more bang for your buck. Starting with a trait called Impossible to Plan Against the Future; which could ruin an opponent’s plan. When an opposing character within 8 squares of Destiny uses Outwit, Perplex, or Probability Control and after actions resolve, deal that character 1 damage if it has not already taken damage from this effect this turn.

In today’s Modern Age most characters are not backed up by multiple clicks of powers like Outwit, Perplex, or Probability Control. Knowing that after one of these powers are used; that the character in question would take a click of damage and possible loss the power could be a big deterrent.

Destiny has steady movement values and with the Brotherhood of Mutants team ability she would be able to be given a move action and it does not count toward your available actions for the turn.

Destiny has an attack special power called Crossbow. Destiny can use Precision Strike and Ranged Combat Expert as if she had a range value of 5. Destiny has a damage value of zero, so when Destiny does use Ranged Combat Expert you would be able to increase her damage value up by 2.

Destiny has Super Senses on every click of her dial and a special power called You Cannot Fool the Future. This will allow Destiny to use Probability Control as if she had a range value of 8, and she doesn’t need line of fire to the attacker if she has line of fire to a target of the attack.

Destiny has the Brotherhood of Mutants and Freedom Force keywords.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-destiny/#ixzz2rLDPkg9H
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 31 Jan - 20:17

Greetings HeroClix Fans!

Today’s preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set is 2 of the same character, but one is from the past and one is from the future! The characters we bring you are Ariel and Sprite, let’s take a closer look!


Sprite starts at a spritely 55 points and possesses Improved Movement ignores hindering terrain, blocking terrain, and characters for movement purposes. This can be potentially useful with her four clicks of Sidestep and her starting click of Exploit Weakness. She also has Willpower for her first 3 clicks so getting into place to push with Sidestep from behind a wall, or character will be a breeze. If she comes up short movement wise she does have a single target 4 range to attack with as well.

Sprite has two traits, we’ll start with I’ve Seen a Future Clouded in Death which states Sprite can use Super Senses. If Sprite was placed on the map through the Battlefield Promotion ability, she can use Outwit and Perplex. That leads us to her other trait.

Sprite has the trait Sent From the Future to Save the World Battlefield Promotion: When Sprite hits one or more opposing characters, after actions resolve, place a Promotion token on her character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion token on her character card; on a result of 6 or higher, you may remove all Promotion tokens and replace this character with DofP #002 Ariel on the same click number. This leads us to our other character, DofP #002 Ariel.


Ariel also flies in at 55 points as well. She doesn’t have the Improved Movement her counterpart has, but she does start with her 2 first clicks with Phasing and Precision Strike. This is really a great representation of these two same but different characters, both having a lower damage value, but having that X-Men training to cut through defenses! She also has the Transporter foot speed symbol, so not only can she use the Move and Attack ability, but the Carry ability as well to get her teammates in or out of the fray!

On her 2nd, 3rd, and last clicks, Ariel has Support with a 10 attack value, so keeping her away from the main fight could be a good strategy to let her be a support character. She could Move and Attack in carrying an X-Men TA teammate, use Precision Strike to cut through some defenses. Let her teammate do the damage and take the hits then heal the teammate up with the X-Men TA, potentially taking damage to get to her 2nd click with Support.

Ariel gets Stealth and Toughness on click 3, but remember, this one will halve her movement if she moves off of hindering terrain. Putting her in hindering terrain on her 3rd click could be a good support strategy, she has Support still and a 6 range single target with one damage, but only 1 damage, so your opponent may not see her as much of a threat and may leave her alone. Both of these characters have the X-Men keyword and X-Men Team Ability, but Ariel has the keywords Days of Future Past and Future as well.

Ariel has 2 similar traits to Sprite as well. The first trait is I Bring Dark Tidings from the Future states Ariel can use Super Senses. If Ariel was placed through the Battlefield Promotion ability, she can use Probability Control. If this did happen, being able to reroll your Support rolls is a fantastic thing!

Her other trait is Visions of the Past which is a Battlefield Promotion too. It says when Ariel hits one or more opposing characters, after actions resolve, place a Promotion token on her character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion token on her character card; on a result of 6 or higher, you may remove all Promotion tokens and replace this character with DofP #020 Sprite on the same click number.

Thanks for reading and be sure to continue to check back as we preview more figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set because we are all fired up about the next weeks character!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-sprite-ariel/#ixzz2s0MzE5sZ
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MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 7 Fév - 21:01

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. As a member of Mystique’s Freedom Force, Pyro will use his ability to manipulate flame and help shape a new future.


Pyro has a trait called Flame Constructs. When Pyro has no action token and there isn’t a Flame Construct token on the map placed by him, give him a free action to place one in an unoccupied, adjacent square and it becomes a bystander token as described on this card.

Flame Construct bystander token has a zero point value. It can use Charge and has a 6 movement with Exploit Weakness and a 2 damage value. At the beginning of your turn the Flame Construct can be given a free action to use Poison.

First thing to note out is that Pyro has no defensive powers but then neither does his Flame Construct.

For movement Pyro will gain the use of Running Shot and some Side Step. When Pyro is attacking he has a full dial of Energy Explosion with a 6 square range and dual targets.

For an opening salvo Pyro would be able to produce a Flame Construct. Pyro could then be given a power action to use Running Shot and move up to 4 squares. Pyro would then be given a ranged combat action as a free action using his 11 attack value and 3 damage. Now that Pyro has been given a ranged combat action this would trigger his use of Energy Explosion and would allow Pyro to deal 2 damage to each untargeted character adjacent to the target of the attack.

Pyro would also be able to help boost adjacent friendly characters damage during ranged combat attacks with Enhancement. Pyro’s end dial he can now use Perplex.

Pyro is 90 points and has the Brotherhood of Mutants team ability and keyword as well as the Freedom Force keyword.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-pyro/#ixzz2sfUtLQpf
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 14 Fév - 21:15

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. In the present day, he is the mutant who has proved time and time again, “I’m the best there is at what I do but what I do best isn’t very nice. I’m the Wolverine!”


Wolverine has a trait named after his signature mutant power, Healing Factor, allowing him to use Regeneration, and it allows him to use it as a free action if he has two tokens. The Indomitable combat ability will allow him to act two turns in a row with no fear of pushing damage. As well as ensure he has two tokens for two turns in a row to use Regeneration as a free action, as given to him by his trait.

Wolverine begins the game taking the fight right to your opponent with a special power called Berserker Barrage!, allowing him to wound two figures or potentially KO one with the combination of Charge, to move into position, Flurry, to make two close combat attacks, with the option to use Blades/Claws/Fangs. Additionally, these three clicks all have Precision Strike printed on them, so Wolverine will ignore Super Senses and Mastermind, and damage can’t be reduced below 1. As he should be well into enemy territory and based, Combat Reflexes will modify his defense value by +2 against close combat attacks. If Wolverine is smart enough to bring any of his fellow X-Men up close to fight their enemies, his Empower will allow them to increase their damage by +1 for close combat attacks.

Mid way through his dial, Wolverine has his Berserker Barrage! special power split into a couple of its standard powers as he now has a couple of clicks of Flurry, and Blades/Claws/Fangs for the rest of his dial. Another click in and Wolverine gets some damage reduction with Toughness for the rest of his dial. On his last two clicks he gains the Sidestep movement power to move and attack, or attack and duck and cover.

Wolverine has long been the heart of the X-Men, and as such, he has the X-Men team ability to share clicks of healing with adjacent friendly figures using this team ability. Also, there is no doubt that he is an X-Man as X-Men is his only keyword. At 130 points, Wolverine brings a solid, close combat figure to any force you choose to include him on, with a trait that will give him more life than his dial suggests.

That’s all we have for now. Be sure to check back next week as we continue to preview figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Up next, a mutant with a plan that makes the X-Men of the future reach into the past to stop it.



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-wolverine/#ixzz2tKTSlVvi
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 21 Fév - 20:38

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. Mystique will lead her newly formed Freedom Force and on behalf of the US Federal Government will capture those thought to be enemies of the state.


Mystiques trait called Shape Shifter will allow her to use Shape Change. When she uses Shape Change and the result is a 6, all opposing characters can’t attack her for the rest of the turn.

Mystique has a special defensive power called Leader of the Brotherhood. This will allow Mystique to use Mastermind and Toughness. In addition to the normal effects when Mystique does transfer damage it may be to a character of a higher point value that shares a keyword with her and when she does, that character ignores 1 of the damage dealt after damage is reduced.

Let’s say you were playing a Brotherhood of Mutants team and Mystique is adjacent to Marvel HeroClix 10th Anniversary #015 Magneto. Mystique is then successfully hit with an attack for 4 damage. Mystique via her special power Leader of the Brotherhood; would be able to use Mastermind and transfer the damage to Magneto. Magneto would roll for Impervious and he failed; so he would take the 4 damage. He would then reduce it by 2 and then ignore 1. Magneto would only take 1 actual click of damage from the attack.

Mystique also has a special damage power called Magneto Taught Me Well. This will allow Mystique to use Leadership and Perplex.

Let’s look at Mystiques standard powers. She has Stealth and some Sidestep on her movement clicks. Mystique has a 6 range and starts out with 3 clicks of Precision Strike. When Mystique makes an attack using Precision Strike that attack can’t be evaded and the damage dealt can’t be reduced below 1 or transferred. In her late dial Mystique picks up some useful Willpower; which will allow her to ignore pushing damage. Mystique rounds out the end of her dial with some Perplex and Outwit.

Having a 6 click dial for 82 points may seem a bit much but with a trait for Shape Change and her Mastermind special power Mystique will be hard to dispatch. If you run out of actions Mystique has the Brotherhood of Mutants team ability allowing you to give her a move action that does not could toward your available actions for the turn.

For keywords Mystique has the Brotherhood of Mutants, Freedom Force and Spy.



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-mystique/#ixzz2tzGVP9we
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 28 Fév - 19:59

Greetings HeroClix Fans!

Today’s preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set is the founder of Charles Xavier’s School for Gifted Youngsters himself, Professor X!


Unknown to most of the outside world, the Charles Xavier’s School for Gifted Youngsters provides a safe haven for mutants and teaches them to master their abilities In addition, Professor X seeks to foster mutant-human relations by providing his superhero team, the X-Men, as an example of mutants acting in good faith which is why he has the X-Men keyword.

Professor X is 150 points of support powers but also the ability to deal some psychic feedback to foes. With his 8 range and single target, as well as the Improved Targeting ability, which allows Professor X to ignore hindering terrain, elevated terrain, blocking terrain, and other characters when he draws line of fire. If you have a character within range, you can be fairly certain he can draw line of fire to that character.

Professor X also possesses a trait called To Me, My X-Men that says to give Professor X a power action and choose a friendly character that isn’t within range. Place the chosen character adjacent to Professor X and that character can’t be given an action until you next turn.

Sometimes we will send a character deep into our opponent’s side of the map, without any supporting characters, and we wish we could take those attacks back because our dice were uncooperative and that character is about to be hit and most likely K.O.’d . This power allows that to happen!

Professor X’s combat dial opens with a special attack power called My Cause is Righteous and I Will Not Be Denied, which states that Professor X’s powers and abilities can’t be countered or ignored. This is almost like a lighter version of the Power Cosmic team ability, it just doesn’t grant him Willpower. He has Psychic Blast and his special damage power, Psychic Entity, grants Professor X Leadership, Outwit, and Perplex! Professor X’s combat values can’t be modified. He doesn’t have any damage reducers for his entire dial; in fact he has no defensive powers his entire dial! Luckily you can park him behind blocking terrain and have no problems seeing your opponent’s characters. Towards the end of his combat dial we find two clicks of Enhancement, which helps to ensure Professor X’s utility late into the game.

So how hard is it to build a team for Professor X in 300 points? Here’s a team that can enhance who he is! DoFP022 Professor X, WXM047B Jubilee, M10A007 Storm, and WXM003 Shadowcat. (Be sure to keep a copy of M10A Storm on your sideboard for a possible Battlefield Promotion!) Keep Shadowcat and Storm in front of Professor X for a Stealth wall. Use Professor X’s Psychic Entity power to help Jubilee attack and quickly get her to the top click with her Vampiric Hunger trait. Keep everyone near because this team works better with teamwork and they don’t have much in the way of moving then attacking. Have your opponent come to you!

Thanks for reading and be sure to continue to check back as we preview more characters from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-professor-x/#ixzz2ue2USSDE
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 7 Mar - 18:25

Greetings HeroClix Fans!

Today’s preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past will leave you quaking in your boots, it’s Avalanche!


Avalanche starts at an economical 72 points for what he brings to the table. He has a zero range and standard combat abilities and this helps keep him lean point-wise. His trait mixed with Precision Strike is really where he shows his namesake. His trait Earthen Tidal Wave says Avalanche can use Quake. When he does, he targets all characters within 3 squares and damage dealt to each hit character is instead equal to 5 minus the number of squares that character is from Avalanche. With Precision Strike on his first 3 clicks, you can potentially deal one click of minimum damage and up to 4 clicks to every opposing character within 3 squares! Do it from elevated or deal knockback into a wall, and damage could go higher still.

Avalanches’ top 2 clicks have Toughness and Close Combat Expert as well. The Close Combat Expert can come in handy when you are single targeting an adjacent character to pump those attack and/or damage stats up in a pinch. He gains Toughness again for his last 2 clicks of life as well. For click 3 and 4 of his dial he gets mobility with Charge and gets Perplex to help keep his stats higher.

Avalanche isn’t a one trick pony, but he does have his specialty. Use it with the right team and perhaps you can knock over your opponent. Try Avalanche with Magneto (from Wolverine and the X-Men) to use Telekinesis to place Avalanche where he will do most damage. Add Scarlet Witch (from the Chaos War Fast Forces Pack) for Perplex and Probability Control and Destiny for Probability Control as well. Finally add White Queen (from the Marvel 10th Anniversary set) for Leadership, Mind Control, and Psychic Blast for 299 points of Modern Age fun!

Thanks for reading and be sure to continue to stay tuned as we preview more characters from the upcoming Marvel HeroClix: X-Men – Days of Future Past, don’t go crawling off into the night!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-avalanche/#ixzz2vIaPhMiD
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 14 Mar - 22:04

uten tag HeroClix fans!

As we draw closer to the release of our next Marvel HeroClix set, X-Men – Days of Future Past, we bring you the swashbuckling son of Azazel and Raven Darkholme (aka Mystique) and one of the most beloved members of the X-Men. Please welcome back the X-Men’s favorite fuzzy elf, Nightcrawler!


Nightcrawler comes into play at 80 points and has the Excalibur, Martial Artist and X-Men keywords to offer you with theme team building options. Nightcrawler also has the X-Men team ability, which lets him potentially heal one click of damage if he’s adjacent to a friendly character that’s also using this team ability.

Moving onto Nightcrawler’s dial, he hits the battlefield with a trait called Teleporter which lets him use Combat Reflexes and Energy Shield/Deflection. This means Nightcrawler modifies his defense by +2 against either close or ranged combat attacks. Opponents will need to roll high to be successful on their attacks since Nightcrawler’s base defenses are either 17s or 16s.

Hypersonic Speed has appeared in some fashion on all previous HeroClix versions of Nightcrawler but for the X-Men – Days of Future Past set we’re taking him in a somewhat different direction. On Nightcrawler’s first three clicks he possesses a special power in his speed slot called Burst of Flame and Stench of Brimstone, which lets him use Phasing/Teleport. When Nightcrawler does, he can use the Carry ability and, if he moves 6 squares or less, he may make a close combat attack as a free action after actions resolve. The last three clicks of Nightcrawler’s speed slot see the appearance of Flurry.

To help protect the blue-skinned Bavarian X-Man from retaliatory strikes after he’s made an attack with Burst of Flame and Stench of Brimstone, Nightcrawler has a special power in his damage slot called Everywhere at Once. If Nightcrawler is attacked he can use Probability Control once per attack. Everywhere at Once can’t be countered or ignored and appears on Nightcrawler’s first two and last two clicks.

In his attack slot, Nightcrawler starts with a short run of Precision Strike to ensure that his attacks can’t be evaded and the damage he deals can’t be reduced below 1 or transferred. Precision Strike reappears on Nightcrawler’s fifth click, with Blades/Claws/Fangs occupying clicks four and six.

Nightcrawler starts without any powers on the first two clicks of his defense slot, then picks up Willpower for the remainder of his dial.

With his base damage values never rising above a 3, Nightcrawler makes for a viable back-up to the main attacker(s) on your force. Burst of Flame and Stench of Brimstone allows Nightcrawler to transport friendly team members into battle while his Teleporter trait and Everywhere at Once special power help protect him from opposing characters’ attacks.

Thanks for reading! Join us next time as we reveal more secrets from the upcoming Marvel HeroClix: X-Men – Days of Future Past set!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-fo-future-past-nightcrawler/#ixzz2vyPE5fw1
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 21 Mar - 20:09

Greetings HeroClix Fans!

Today we are bringing you another preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past set, Sentinel Alpha 3! I, for one, look forward to our new robot overlords!\


Sentinel Alpha 3 has three point values at 300/200/100. He has the Flight symbol, Indomitable symbol, Giant Size symbol, and also has a 7 range with 3 targets. Who knew robots could be so much fun? Sentinel Alpha 3 starts with the trait Sentinel Squad Leader that allows friendly characters with “Sentinel” in their name, the Robot keyword, and a lower point value can use the Capture ability. The lowest point character that can be utilized for this is the 20-point golden age rookie UL010 Sentinel Trooper, the lowest point in modern age is the 50 point rookie CW005r Sentinel.

Sentinel Alpha 3 on his 300-point dial starts with Running Shot, Impervious, and 2 special powers. The first is his special attack power Attack Protocol Gamma which says give Sentinel Alpha 3 a free action and choose one: Energy Explosion, Force Blast, or Pulse Wave. Sentinel Alpha 3 can use the chosen power until your next turn. This combined with his 7 range and 3 targets can make for a bad day for opposing characters! His special damage power Anti-Mutant Programming states Sentinel Alpha 3 can use Outwit and this power can’t be countered. Each time Sentinel Alpha 3 counters Outwit or a power that allows Outwit to be used, it can use Outwit again this turn. With this you can outwit an entire teams outwit, then outwit a defensive power! His 300-point dial has 3 additional clicks.

At 200 points, Sentinel Alpha 3 starts his first 2 clicks with the same special powers, but changes movement to Charge and defense to Invincible for his first 2 clicks at 200 points and then his 3rd click at 200 points transitions to Force Blast, Energy Explosion, and Probability Control. By the way, earlier when I said robot overlords, I meant to say robot protectors.

At his 100-point dial, Sentinel Alpha 3 starts with Force Blast, Energy Explosion, Invincible, and Probability Control. In fact, if you notice, you can use Force Blast and/or Energy Explosion for his entire dial! For his next 2 clicks he trades down to Toughness. For his last 2 clicks he regains Running Shot and his special attack power Attack Protocol Gamma and Regeneration.

Sentinel Alpha 3 has consistent high attack and damage stats with them never falling below a 9 attack and 3 damage, but going as high as 12 attack and 5 damage. His keywords are Days of Future Past, Future, Robot, and Sentinel. You should easily be able to create either a named or generic theme team with him and his varying point values.

Thanks for reading and be sure to continue to check back as we preview more figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past set, make sure you come back next week even if you have to claw yourself out to do it!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-sentinel-alpha-3/#ixzz2wcrwozPZ
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 28 Mar - 19:35

Greetings HeroClix Fans!

Today’s preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set is your favorite stogie sucking, wing haired, mutant healing factored, short guy, Wolverine! So what’re you waiting for Bub? Take a look.


The Veteran Wolverine is a lofty 156 points of Snikity Snikity! He is push-able with his Indomitable and, because he is a close combat sort of guy, his trait You’re Gonna Need Help, Bub will up his stats. It says to modify Wolverine’s attack and defense values by +1 for each adjacent opposing character. You can have up to a 14 attack and a 20 defense when adjacent to 3 or more opposing characters!

Wolverine starts with Charge, Precision Strike, Toughness, and the special power Canadian Resistance Army that says when Wolverine is adjacent to an opposing figure, his abilities can’t be countered or ignored. When he’s adjacent to more than one opposing character, lines of fire drawn from opposing characters to Wolverine are blocked. He is made to get in your opponents face and claw his way through them.

On his second click, Wolverine swaps out his Charge with the special power Healing Power Ain’t What it Used To Be that states at the beginning of your turn, heal Wolverine of 1 damage. He goes back and forth between these 2 powers for his entire dial, so don’t worry, he should be able to heal up a click and proceed to do some damage. On click 4 he transitions from Toughness to Combat Reflexes. On click 5 he gains Blades/Claws/Fangs and Battle Fury so don’t fret about your opponents Shape Change anymore.

On click 6, Wolverine gets his only click of Regeneration. Which at first glance is a little different than the usual Regeneration on the last click but if you look, he can heal at the beginning of your turn on his last click, then can use Regeneration effectively being able to heal up to 5 clicks in one turn. Additionally, Wolverine has the X-Men team ability and can be further healed up.

Wolverine’s combat values are consistently high, damage never goes below 3 and is 4 at times, his attack starts at 11 and never goes below 9, and his defense is a 17 to start and never goes below 16. Make sure to remember his trait will modify attack and defense values up to +3 when adjacent to opposing characters. With these stats and his healing abilities, Wolverine should be hard to K.O., and should be able to do what he does best, SNIKT! He also has the keywords Days of Future Past, Future, and X-Men.

Thanks for reading and be sure to come back as we preview more characters from the upcoming Marvel HeroClix: X-Men – Days of Future Past set or you may be called to explain yourself in front of a Senate Hearing!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-wolverine-2/#ixzz2xHeviXDp
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 4 Avr - 18:56

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: X-Men – Days of Future Past set. Today we look at the catalyst of this time-spanning event, as we look at the target of Mystique’s Brotherhood of Mutants assassination attempt on Senator Robert Kelly, to stop his Mutant Registration Act from becoming law.


Believing Mutants are as dangerous as any weapon a human can wield, Senator Robert Kelly wishes to see them registered, so they can be monitored and tracked. He proposes the Mutant Registration Act. This trait tells you to choose a keyword possessed by an opposing figure during your first turn. As long as Senator Robert Kelly is on the map, opposing characters with that keyword can’t ignore pushing damage, and if they have two action tokens, they can’t use Outwit or Perplex. If he is KO’d by an opposing character with that keyword, all friendly figures with it are healed of one damage.

Senator Robert Kelly proves he has the strength to do what’s right with a full dial of Willpower. Senator Robert Kelly also has a useful support power on each click of his dial to help out his team. As he has a zero range value, each power will be set at its minimum of 6 squares from Senator Robert Kelly. First, Outwit will deprive an opposing figure of a key power. Next, Perplex will allow him to modify one combat value by + or – 1. Then, Probability Control will allow him to force a reroll once per turn. And finally, Senator Robert Kelly ends where he began with Outwit.

Senator Robert Kelly is not a figure you will want to take right into combat. But, he is a good support figure for you Celebrity or Politician theme teams, or whatever force you include him on to fight the threat of mutants (or any keyword you fear). And at 42 points, there will be plenty of room to include more able attackers that will benefit from what he does bring to your force.

That’s all we have for today. Be sure to check back soon as we continue to bring you more eXcellent previews from the upcoming Marvel HeroClix: X-Men – Days of Future Past set!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-present-senator-robert-kelly/#ixzz2xwBueBMB
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 11 Avr - 21:27

Greetings HeroClix Fans!

Today we bring you a preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Steel yourself for the hometown collective hero of the state, Colossus. Should we take a closer look? Da!


Colossus has 2 point values, 200 and 100 points respectively. With both values, he has the trait Unstoppable! It says Colossus can use Super Strength. At the beginning of your turn, Colossus can use Sidestep. Free movement to pick up an object and then bash your opponent with it or throw it at them? Da tovarisch! With Indomitable he’ll be able to push without capitalistic repercussion as well.

At his 200 point value, Colossus has a total 9 clicks of life and good combat values as well. He starts with Charge with a movement of 10, a 10 attack, Impervious with an 18 defense, and a 4 damage with the special power Mutant Powerhouse which states Colossus can use Close Combat Expert. Colossus’ other powers can’t be countered. This is great for Colossus in that technically his other powers can be Outwitted, but this special power would have to be Outwitted to do so. On click 3 he swaps Mutant Powerhouse with Empower and click on 4 he gains Quake and Invincible.

Try using his traited Sidestep to avoid using Charge if you can. If you have an ultra-heavy object, you can use Close Combat Expert with the object for a plus three to damage, plus two to attack. A 7 damage output and a 12 or 13 attack on the first 2 clicks!

Colossus’ 100 point dial starts on click 5, and his Rookie dial is well represented here. He starts with only 2 clicks of Charge on his 5 click dial, but remember his trait gives you Sidestep at the beginning of your turn! He has Quake for 3 clicks, Invincible for 2 clicks, and Empower for 3 clicks. He ends his last 2 clicks with Steal Energy and Invulnerability. His Steal Energy can really come in handy to heal but he also has the X-Men team ability as well. The people of the X-Men collective can work together to heal Colossus as well.

Thank you for reading this preview comrades. Be sure to come back as we preview more characters from the upcoming Marvel HeroClix: X-Men – Days of Future Past release or you may be set upon by a rather large mutant with questionable dietary habits.



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-colossus/#ixzz2ybjNANFp
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 18 Avr - 20:48

Greeting HeroClix Fans!

We know you’re hungry for another exciting preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past set and this one is large so bring your appetite! Let’s dig in, shall we?


When Fred Dukes mutant power manifested, he considered himself to be a freak and used his new abilities to become a carnival performer with the show name “The Blob.” Professor X found him and offered him a place with the X-Men but he thought himself better than them declined the offer. Professor X then wiped his memory of knowledge of the X-Men, which is the setup to his long hatred of the X-men.

Blob starts at a rather rotund 89 points. He doesn’t have a lot of different powers or tricks up his non-existent sleeves, but he makes up for it by being a real heavyweight secondary attacker. His trait Immovable states that Blob cannot be placed by Telekinesis, carried or knocked back. With a 6 movement for his entire dial, he can possibly take a while to get into the fray, but maybe you can coax your opponent’s characters to come close to him. With that 6 movement however, he possesses Plasticity for his entire dial to keep other characters tied up and where you want them. With his Brotherhood of Mutants team ability, his movement won’t count against your actions for the turn as well either.

Blob’s attack stats weigh in at about average starting with a 10, then 9 for the rest of his dial except for the 8 attack on his last click. He does start with Quake on his top 2 clicks and again for another 2 clicks late dial that, if setup right with his special power can be a really fat bonus. Irresistible Force says that if an opposing character moves due to its own action and ends within 2 squares and line of fire, after actions resolve you may place that character adjacent to Blob and the square in which it ended its move. So for an example, Blob gets adjacent to an opposing character or two and keeps them there with his Plasticity, then has another character he places with Irresistible Force. He can quake on all of them next turn, it would just take some luck and good strategy to pull it off.

Blob’s starting defense power is Impervious with an 18 defense. On click 4 he loses a little weight and transitions to Toughness with a 17 defense and with Indomitable you get to make sure all your clicks count without taking damage for pushing. Try pairing him up with WXM043 Shadow King, with his special power Xavier’s Equal… No, Superior that says Shadow King can use Mind Control as if he had a range value of 10. When he does, he is not dealt unavoidable damage, and hit targets may be assigned two free actions instead of one. One of the two actions must be a move action. Use the move action as the second action to put the opposing character next to Blob. You’ll still have 89 points left over; in fact, you could have an additional Blob and have a Blob buffet!

Thanks for eating, er… reading todays preview and be sure to continue to check back with us as we preview more figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past set, we will not weather any excuses for you missing it!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-blob/#ixzz2zGVJDBjK
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 25 Avr - 18:46

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. Worshipped as a rain goddess, Storm will defeat Callisto to become the new leader of the Morlocks.


Emerging as a leader among the X-Men, Storm has a trait called “Not As Good As Cyclops, But…”. This will allow Storm to use Leadership. When she does and the result is a 6, she may remove an action token from 2 characters if both characters have the X-Men keyword.

Storm possesses the Wing Transporter combat symbol and this will allow her to use the Carry, Flight, and Move and Attack combat abilities. Move and Attack will allow Storm to use Hypersonic Speed if she is not adjacent to an opposing character when given the power action, but her attack value will be modified by -2 during any attack while using Hypersonic Speed.

Storm will be able to start off the game using Running Shot and Energy Explosion with a 7 square range and the ability to target 2 different opposing characters from range. With an 11 movement she will have a 13 square swing for a ranged attack. Storm has a special defensive power called High Winds, which will allow her to use Energy Shield/Deflection. When Storm is targeted with a ranged combat attack, she can use Super Senses. Storm can also use Perplex, this will allow her to be given a free action to modify any combat value by +1 or -1 on a target character until the beginning of your next turn.

Mid-dial Storm will gain the use of Pulse Wave, Force Blast, and switched to Toughness on defense. At the end of her dial Storm will be able to use Willpower and Ranged Combat Expert.

Storm possesses the X-Men team ability and will cost 150 points to field on your team. When building your force take into consideration that Storm has Deity, Morlocks, and X-Men as her keywords.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-storm-2/#ixzz2zuwBrhjY
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 2 Mai - 19:58

Greetings HeroClix Fans!

In the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set, we travel to a dark and foreboding future where Sentinels roam and mutants are hunted down. Based on Muir Island, Moira MacTaggert is a long-time friend to Charles Xavier and a geneticist whom believes in helping humans and mutants alike.


For only 28 points Moira MacTaggert’s first claim to fame will come from her trait called Fighting For Mutant Equality. This will make it so all characters can’t use the Capture ability.

Moira MacTaggert possesses Willpower on all 4 of her clicks with a consistent 16 defense throughout her dial. On clicks 1 and 3 she has a special damage power called I’m A Doctor! This will allow her to use Support and when she does, her attack value becomes an 11. On click 2 Moira MacTaggert can use Perplex and she will finish out her dial with the standard use of Support.

Moira MacTaggert possesses the Scientist and X-Men keywords, so theming her with your favorite band of mutant heroes will be easy! At just 28 points, Moira MacTaggert will be an easy addition to most HeroClix forces and her I’m a Doctor! special power will ensure that her allies stay on the battlefield.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming Marvel HeroClix: X-Men – Days of Future Past gravity feed set. Until then, Shape Change for the Win!!



Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-moira-mactaggert/#ixzz30aA6ajBt
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Date d'inscription : 21/08/2013

MessageSujet: Re: [News] Marvel Days of the Future Past!   Ven 9 Mai - 20:48

Greetings HeroClix Fans!

Today we bring you another preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past. Today we have a couple of young lovers doomed by a dark future where mutants are hunted and incarcerated. We begin today’s preview with Franklin Richards!


Franklin Richards, the son of Sue and Reed Richards, was the betrothed of Rachel Summers in Earth-811 and died at the hands of the Sentinels.

Franklin Richards is 64 points, a single target 4 range, and is really inexpensive for the support he brings to the tabletop. All of his movement clicks have Stealth, which is great for support pieces. You can keep him hidden from opposing characters and hide friendly characters behind him. He also has Barrier on his top 3 clicks on his 5 click dial. Barrier is great for protection for him and his companions, but when used as part of strategy it can shine! Throw up a Barrier to help a friendly character pull off a single target Pulse Wave, or place it around an opposing character to prevent them moving or attacking until your next turn. Make sure you Outwit the Flight on that character before you block him in!

Franklin Richards has the special power Sentinel Survivor on his top two clicks. It states Franklin Richards can use Empower, Enhancement and Support. When Franklin Richards has less than 2 action tokens, adjacent friendly characters’ powers can’t be countered and their combat values can’t be modified by opposing characters. If you push Franklin Richards he will take pushing damage, so with his special power you have extra incentive to allow him to rest so that adjacent friendlies won’t get Outwitted.

On click 3, Franklin Richards trades Sentinel Survivor with Probability Control and gains Psychic Blast on clicks 4 both for the rest of their dial. His defense alternates between a 17 and 16 defense for his whole dial, but he can get an extra boost from his trait Married Duo. It says when Franklin Richards is adjacent to a friendly character named Rachel Summers, modify both characters’ defense values by +1 if not already modified by this effect. He also has the X-Men and Fantastic Four team abilities so he can heal up and in turn, heal other characters up with his special power. Next up…


Rachel Summers became a “Hound” after the Mutant Registration Act drafted by Senator Robert Kelly. A“Hound” is a mutant that tracks down other mutants. Rachel was psychically linked to her victims however and after feeling all of their despair fought against her captors and was in turn sent to the mutant concentration camps. This is where she met Franklin Richards.

Rachel Summers is an equally inexpensive 76 points and she possesses the Flight symbol, the X-Men team ability, and a single target 7 range. She also has a trait called trait Married Duo. It says when Rachel Summers is adjacent to a friendly character named Franklin Richards, modify both characters’ attack values by +1 if not already modified by this effect. With the Flight symbol, she can taxi Franklin Richards around and allow them to boost each other’s stats.

Rachel’s dial is simple and utilitarian. She starts her top 2 clicks with identical powers, Running Shot, Telekinesis, and Willpower. She starts with a 6 movement, so if she is carrying a character, her movement at most will be 4. On click 3 she loses Willpower and trades Telekinesis for Psychic Blast for clicks 3 – 5. On clicks 4 and 5 she gets Energy Shield/Deflection so with her boost with Franklin Richards’ Married Duo trait, she could potentially have a +3 bonus to defense!

Rachel and Franklin,at their combined 140 points, make an effective team. His Enhancement or Empower can add to her damage, and each other’s traits adding one to defense and damage need to be remembered when the dice are rolling. In addition, the ability to heal each other with team abilities, and Franklin’s support can keep them in the battle for the win. They both possess the Days of Future Past and Future keywords. In addition Franklin Richards has Fantastic Four and Scientist Rachel Summers has X-Men.

Thanks for reading this preview from the upcoming Marvel HeroClix: X-Men – Days of Future Past set and be sure to check back next week for another great preview!

Read more: http://heroclix.com/heroclix/preview/marvel-heroclix-x-men-days-future-past-franklin-richards-rachel-summers/#ixzz31FIDe4Jm
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