Tag Archives: heroclix

Glasses Off: 4 Useful Collectible Gaming Sites

If you play Magic: the Gathering, HeroClix, or any other type of tabletop game, the Internet has proven itself over and over again to be an awesome resource for gaming tips and news. Here are four of my favorites:

BoardGameGeek
Any and all board games…it’s AMAZING how many games this site has sections for!

HCRealms
One of the best HeroClix resources out there, not only for game news and figure information, but for Clix player community as well.

MTGSalvation
I used to try to keep up with all the M:TG set lists out there…then I found out that MTGSalvation already covers it all, in a wiki format. That and much more behind the click!

TabletopGamingNews
Keep up with news and announcements for all sorts of miniatures games!

(bonus: Roll20.net–a virtual tabletop where gamers can meet and play!)

Hidden Clix Gem: Tessa/Sage (AKA The Swiss Army Knife)

sage If you’re new to Clix or simply haven’t explored many of the older Clix pieces available, you probably haven’t heard of this little lady, who goes by Tessa in her Rookie form and Sage as an Experienced and Vet figure.

Though she doesn’t look like much at first glance, her entire set of 3 figures are excellent Support pieces–simply because they do it all! Whether you need Enhancement, Outwit, Perplex, or Prob, the Tessa/Sage REV is worth fitting onto your team; if she gets hit and/or healed back up, she’ll be useful no matter what click she’s on!

The Dials and Stats

rookie_tessa
Here’s the Rookie, called Tessa (the character’s real name). The front-dial combination of Energy Shield/Deflection and Enhancement is simple but effective for a range-heavy team, and if she gets hit or pushed 2 clicks, she falls into Perplex with Combat Reflexes–helpful if she gets involved in close combat! The last two clicks, combining Stealth with Prob, are a subtle but lethal addition; the Stealth protects Tessa at range, and the Prob can keep her teammates a little safer. All that, plus 6 range and free move (through the Brotherhood TA), for 39 points? WOW!

exp_sage
The Experienced figure, called Sage (her alter ego’s name), features Outwit instead of Enhancement front-dial, and keeps that for 2 clicks. The 3rd click is the main reason Sage made it into my collection–she becomes Destiny with 18 defense and Phasing! And, if she gets somehow knocked past 3rd click, she becomes useful as a Mind Control piece for a couple of clicks…then she becomes a Perplex piece, and finally an Enhancement helper. 6 range and Brotherhood makes her easy to fit into your team strategy, for 60 points–a good bargain, given that hilarious 3rd click!

vet_sage
I don’t own the Vet Sage (YET!), but this one is just as handy as her Rookie and Experienced, starting off with a powerful supportive combo of Super Senses and Perplex. (The 3rd click is hilarious, with Mind Control, Combat Reflexes, and Prob!) And past 3rd click, she’s useful as a range-team booster and Outwitter back-dial. This figure adds a second range target, which can make her a solid second- or third-string attacker. Plus, the Vet replaces Brotherhood TA with X-Men, giving her the option of being healed with fellow X-Men TA pieces, all for 78 points. Considering all the usefulness you get packed into that point total, that’s awesome!

Why Should You Run Tessa/Sage Figures?

In short, you should use these figures because they never lose their effectiveness. At no point do you look at a wounded Tessa or Sage and say, “Well, this figure’s completely useless to me now,” because no matter where she is on her dial, she’s got at least one power that can help you out. I love figures like this, who never become just a meat shield for other characters on your team–I don’t have to worry that my entire strategy’s blown to pieces because my Tessa or Sage got hit for a couple of clicks of damage. I might have to shift my thinking a bit, but I can still win! (And if you run a Medic on your team, you can heal her back to where you need her most! Well, maybe that’s just my strategy…LOL)

Credits

All images retrieved from HCRealms.

The Question: 37 Points of Unquestionable Good

If you’re looking for Outwit and Perplex at a cheap point cost, and you’ve not already running this figure, you, my friend, need to know about The Question.

thequestion_fig thequestion_dial

Hard to believe this figure is 37 points, isn’t it? With all her standard powers, she’s a fine second-string ranged attacker as is; 6 range and 10 attack with Stealth and Willpower on first click is awesome for her point cost, and even as she goes down the dial, she maintains her usefulness, adding Close Combat Expert, Energy Explosion, and Combat Reflexes (for a defense boost!). But it’s her special power on damage that really makes her shine.

thequestion_card2 “Ask the Question” is, in a word, powerful. Not only can she Outwit when needed, but if she’s needed to reduce the effectiveness of an opposing character, she can do that too. That doesn’t sound like much, perhaps, but in the middle of battle where 1 less defense or damage can make a big difference, you will soon see how much that ability matters!

This is the reason I have two Questions in my Clix collection, and the reason why she gets played with some regularity–she’s not only a good tactical figure, she can play a little offense as well. Always nice to have a pinch-hitter if one of your other figures unexpectedly bites the dust!

thequestion_card1 As for keywords, she’s a definite boon to Detective keyword teams, as well as to Gotham City (though one can argue that there’s already plenty of Outwit available on Gotham City’s keyword). I also like that she’s Martial Artist; it gives the keyword one more tactical piece, which they can definitely make use of!

So if you’ve found yourself with 37 points open and a need for cheap offense and tactics, grab yourself a Question and start a game. You’ll definitely be glad you did!

Tongue-in-Cheek HeroClix Powers

For this week’s post, I was inspired by Magic: the Gathering’s joke card sets (Unglued and
Unhinged); I wondered what it’d be like if HeroClix had a whole slew of joke powers and figures. Here are a few I came up with:

Funny Movement Powers

Place Legos

A character possessing this power can place up to 4 Special tokens while moving. Opposing characters who cross one of these spaces have to stop; they are dealt 1 unavoidable damage and given 1 extra action token immediately. (Because stepping on a Lego automatically means hopping around in crippling pain!)

Vine Swing

This character can move between any two squares of Hindering Terrain, provided that the line of movement does not cross more than one square of Water or Clear terrain (and crosses no Blocking terrain). (Should the Tarzan yell be a requirement for using this power?)

Funny Attack Powers

Whine

(Prerequisite: “Kid” keyword)

When this character is adjacent to an opposing character, roll 1 d6 at the beginning of your turn for each opposing character this one is adjacent to. If the result is 5 or 6, place an action token on the opposing character. (Because you can only put up with whining for so long…)

Duct Tape

When this character attacks an opposing character, place a Duct Tape token on the opposing character’s card. Until your next turn, that character may not attack or move adjacent to any opposing or friendly character. When your next turn comes, remove the Duct Tape token, and that character takes 1 unavoidable damage. (Duct tape: the fastest way to stop somebody from talking. XD Also, ripping the duct tape off is extra revenge… LOL)

Funny Defense Powers

Oh No She Didn’t

When attacked, this character may immediately make a counter-attack as a free action, with +1 to their normal attack value. (Add a Z-snap if you wish :D)

On the Throne

This character cannot be the target of an attack if he or she is on a square of Hindering Terrain representing a toilet. (“I’ll be out in a minute!!!”)

Funny Damage Powers

Pen Poke

When this character is adjacent to an opposing character, deal damage to the opposing character at the beginning of your turn, rising incrementally every turn that the two are adjacent. (Example: 1 damage first turn, 2 damage second turn, etc.) Defense modifiers come into play as normal. (Because poking someone with a pen usually just gets more and more violent until you get their attention…)

Sriracha Attack

(Prerequisite: “Bottle of Sriracha” Item)

A character possessing this power and holding the “Bottle of Sriracha” may attack as normal. When opposing characters are damaged by this character, they take normal damage, then take 1 unavoidable damage on each of the next two turns. Opposing characters holding the item “Glass of Milk” are not affected by the unavoidable damage. (Those of us with no spicy food tolerance know how accurate this power is!)

2013 HeroClix Rulings Changes

The 2013 HeroClix Rulings (which are in effect as of July 1st) contain quite a few little rules changes–especially changes to the standard powers. Did you know, for instance, that Probability Control characters’ powers are limited to their range, with a minimum value of 6 if their range is 6 or lower? Or that Leap/Climb and Hypersonic characters no longer automatically break away from other characters? YEP!

To bring you this post with the most accuracy, I have consulted my favorite fair and honest HeroClix judge (also known as my awesome boyfriend).

Changes to Movement Powers

Leap/Climb and Hypersonic Speed no longer automatically break away. Instead, they both add 2 to the d6 roll to break away.

Mind Control deals 1 unavoidable damage if the successfully hit targets’ combined point value is 150 or more. Mind Control used to deal 1 unavoidable for every 100 points, totaled, of combined point values. This means the Mind Controller is taking a maximum of 1 damage of “feedback” now, as compared to potentially several points.

Plasticity now prevents opposing characters from automatically breaking away, as well as forces opponents to -2 to their d6 roll to break away. Opposing characters entering a square adjacent to a character with Plasticity must end their movement even if they would not have to do so normally. The exception to this is a character who ignores other characters for movement (such as by Phasing or the Improved Movement: Ignores Characters symbols).

Force Blast works like it used to. However, it has a new addition: when this character hits with an attack, you may choose that it generates knock back if it doesn’t already. This works with any attack: close or ranged combat.

Sidestep: One of the new pink powers, this allows you to give the character a free action to move with a locked speed value of 2.

Changes to Attack Powers

Energy Explosion’s “splash” effect no longer deals damage based on the number of times the splash hits. Energy Explosion now combos with any ranged combat action, similar to how Blades/Claws/Fangs does. It sets up what is called an “area of effect” for the splash itself, including untargeted characters adjacent to one or more hit targets. Characters in this area of effect, if they would be hit by the attack, are dealt 1 damage for each printed lightning bolt of this character’s range. A few special powers were updated in the Player’s Guide to compensate for this change.

Pulse Wave is back to ignoring all game effects before drawing lines of fire for targeting. In the most recent rules before this update, effects that blocked lines of fire from being drawn, such as the Hand or League of Assassins ATAs, would stop Pulse Wave. This has been fixed.

Super Strength now allows characters to put down objects that they are holding, just like picking them up, if they wish, but they can’t both pick up and put down objects in one turn.

Incapacitate now deals 1 penetrating damage to targets if they have 2 action tokens on them already. This can trigger Mystics or similar TAs, unlike pushing someone through the use of Incapacitate.

Smoke Cloud puts out up to 6 hindering terrain markers, now, with a minimum range of 4. Characters occupying these markers modify their attack value by -1 unless they can use Smoke Cloud or ignores hindering terrain for line of fire purposes.

Precision Strike is a new pink power. It allows attacks the character makes to not be evaded. Also, the attack’s damaged dealt can’t be reduced below 1 or transferred.

Changes to Defense Powers

Defend: The wording for Defend has been altered so that the sharing of defense can be done at any time, not just during attacks. The end result, though, is ultimately the same.

Combat Reflexes no longer allows the user to choose to take knock back. Instead, it now ignores knock back completely, just as Charge does.

Invincible is a new pink power that allows characters to ignore half of the damage they would be dealt. Round up, as always, so 3 damage attacking Invincible ignores 2 (1.5 rounds up).

Changes to Damage Powers

Ranged Combat Expert and Close Combat Expert now allow you to split the +2 bonus among just Damage, Attack and Damage, or just Attack.

Support’s wording has changed, spelling out the process of making an attack roll without ever officially calling it an attack roll. This has led to some quick discussion online about whether Critical Misses or Critical Hits still matter for Support; the ultimate call is that they do, but that the Player’s Guide will clarify this using wording that doesn’t use those terms since Support isn’t an official attack roll.

Probability Control, Outwit, and Perplex are all now equal to the character’s range, with a minimum range of 6 if range is lower than or equal to 6.

Empower is a new pink power; it is essentially the close combat version of Enhancement.

Gotham City Strategy Game

If you’ve ever played HeroClix or other miniatures games, you know that you’re playing against one or more opponents, winning points by defeating their pieces. But what if the miniatures game had less to do with actual combat and more to do with resource management, strategic placement of figures, and leveling up to become stronger?

That is the main challenge behind the Gotham City Strategy Game. Part tongue-in-cheek role-playing game, part miniatures game, this is a situation in which the players are major Batman villains, each struggling to reign over the 12 blocks of Gotham City–but not without some intervention from Batman!

Point of the Game

Be the first villain to hit Level 10 (to be the most powerful villain in Gotham City).

Playable Characters

  • The Joker
  • The Penguin
  • Two-Face
  • Killer Croc

Each of these characters is represented by a Heroclix-style plastic figure, called a “SwitchClix” piece because the figure can be removed and placed on a HeroClix dial. (Batman is also a part of this game, but he is not a playable character.)

Game Resources

As a Batman villain, you have various tools at your disposal to attempt your takeover of Gotham City. They are:

  • Threat: These tokens, labeled with a gun, are put down to take control of various blocks in Gotham City. The different villains begin the game with various numbers of Threat tokens available, and you can get more as you level up.
  • Money: These green tokens are mainly used to buy Henchmen, which help you gain and keep control of city blocks. How much money you start out with depends on your villain.
  • Information: These yellow tokens are mainly used for moving your figures (your Villain and his Henchmen) around the map. How much information you begin the game with depends on your villain.

Every Player Starts Out With:

  • Their villain’s plastic figure
  • 5 Villain Ability cards, which are chosen one by one as you level up
  • Their villain’s Player Screen, a stand-up piece of cardboard which has all your pertinent information on how to level up the character. As you play, you hide your money, information, and available Henchmen behind this screen.
  • The number of money and information tokens appropriate for his/her character.

Playing the Game, Turn by Turn

As one of Gotham’s villains, you must first establish your villainous presence in the city by taking over city blocks, and then maintaining and growing that presence to level up your villain. To level up, you must meet various goals within the game (for instance, one goal might be to have 5 information tokens, or to control 3 city blocks, etc.). The Criminal Plot cards, dealt out at random from a common deck until every player has 5 cards in hand, help you gain resources, attack other villains, and meet those goals.

To start the game, the player with the most speeding/parking tickets goes first; if there’s a tie, the person with the most recent ticket goes first. Then the game flow goes clockwise from there.

Every turn, you follow this procedure:

  1. Check to see if you can level up one (or more) levels–sometimes you can jump ahead 1 or 2 more if you’ve met all the conditions at the beginning of your turn!
  2. If you leveled up, check to see if you got any benefits from that level, such as being able to gain a Villain Ability.
  3. Play at least one Criminal Plot card from your hand (more about those below).
  4. Hire a Henchman if you have the money and inclination to do so.
  5. Spend an Information to move some or all of your figures anywhere on the map if you wish.
  6. Draw a new Criminal Plot card to replace the one you played this turn.

The Criminal Plot Deck

Criminal Plot cards look like this:

criminalplot_income criminalplot_batsignal

On the top half of the card, you’ll generally have a stipulation reading “The ruler of [a named city block] gets this block’s income,” like the one on the left above. When you play the card, whoever controls that city block gets that income, which could be Money (green icon) or Information (yellow icon). It works out great if the named block is one you control, so that you can gain the income from it, but if not, don’t worry about it too much. (On some Criminal Plot cards, like the one at right above, you’ll see a Bat-Signal icon on the top half of the card–instead of someone gaining Money or Info off the card based on controlling a city block, you have to draw a card from the Batman deck instead.)

On the bottom half of each Criminal Plot card, you’ll see a game effect described. If you want to activate that effect, make sure to pay the appropriate costs listed, and then you’ll receive the effect. If you end up with a Criminal Plot card you just can’t use or don’t want to use, you can simply discard it for either two Money tokens or two Information tokens. This counts as “playing” it.

Remember, Batman’s Watching!

I mentioned the Batman deck above–this is where the game introduces a neat little twist. Not only do you have to defend your villainous territory against other villains, but you also have to contend with Batman being a vigilante hero and messing up some of your grand plans!

When a Criminal Plot card involves a Batman card, you never know what will happen; you could end up knocked down a few pegs, or you could mess up another villain’s progress. Who knows, Batman might even end up “helping” everyone…it all depends on what Bruce Wayne feels like doing that day! (Note: Of all the villains, Two-Face is the only one who can manipulate the Batman deck–with one of his Villain Abilities, he can look at the top two cards of the deck and choose one to draw.)

Which Character Is More Your Style?

The Penguin The Joker Two-Face Killer Croc
“Crime boss” mindset–let others do your dirty work while you build up.

Has the easiest time gaining Money and Information, but starts out with the least amount of Threat tokens. If played right, Penguin wins every time; if played wrong, Penguin loses every time.

“Prankster” mindset–toy with Batman (or other players) as you wish.

Does okay gaining Money, Information, and Threat, but not as quickly as other characters. Joker is more about setting up and thinking ahead than big splashy game effects every single turn.

“Manipulator” mindset–undoing other players’ work while advancing your own agenda.

Can gain Info and Money almost as well as Penguin, but it’s more chance-based (fittingly). He is the only one who can manipulate the Batman deck and lower the numbers of other players’ Threat tokens in a zone.

“Harasser” mindset–throwing a monkey wrench into everyone else’s plans through combat.

Starts out with the most Threat tokens, but typically has a hard time building up Money and Info. He can move around more freely than any other character, so combat is easiest for him.

For More Information

BoardGameGeek.com Reference Page
Gotham City Strategy Game Category @ HeroClix.com
Preview of Gotham City Strategy Game @ WizKidsGames.com

Split and Merge: How They Really Work

Recently, a new way of playing multi-figure bases has been given life in HeroClix: the ability to Split the multi-figure base into its composite characters, or to Merge two or more characters into a multi-figure base.

This new set of rules gives quite a bit more team flexibility and options, especially with all the Duo and Trio figures floating about, but along with those options comes a slew of rulings questions. So, today, I thought I’d bring to light some of the stickier points about Split and Merge rules, to make it a little easier to understand.

(Note: Each of the following rules questions and some of the answers appeared on HCRealms.com. The answers have been checked by and expanded on (if necessary) by an official HeroClix judge [also known as my awesome “rules lawyer” boyfriend :D].)

First, The Official Rulings

Split: Give this character a power action if it has no action tokens. Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card. The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value (unless those characters previously used the Merge ability to be replaced by this character). Replacement character(s) are assigned an action token and can’t be given an action this turn. Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line. This ability can’t be countered.

Merge: When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its star ting line as this character. The combined point value of the qualifying char acters must be equal to or greater than the point value of the Duo character (unless that Duo character previously used the Split ability to be replaced by these same characters). The Duo character can’t use the Split ability this turn. This ability can’t be countered.

Question #1: Which Click Do Split Characters End Up On?

So let’s say I want to split the 400 point Avengers Prime after he had taken 5 clicks of damage. So when I split him, Thor, Cap and Iron Man all begin on their fifth click, right? What if I started at the 300 point starting line? If Avengers Prime had 5 clicks of damage, would Iron Man, Cap and Thor start on their 5th click or their 8th click (since Avengers Prime’s 300 point dial begins on click 4)?

CORRECT RULING: It is from the starting line you started with. So if AP had taken 3 clicks of damage, they should be 3 clicks from their starting line no matter which points version you used. So Cap, Thor, and Iron Man should all be 3 clicks from their starting line.

Question #2: What If Splitting a Multi-Figure Base Would KO One of the Individual Figures?

What if I split Avengers Prime but realize one of three he splits into doesn’t have enough life to survive the split? Meaning, what if Avengers prime has taken 8 clicks of damage and splits and Captain America only has 6 clicks of life. Does Cap get KOed or would the split be declared invalid?

CORRECT RULING: Cap would be KOed–IF you chose him as one of the figures you would split Avengers Prime into. If you did want to split Avengers Prime and they were too beaten up for one of your figures, you are not required to split into that character.

Meaning, if A.Prime has taken 6 clicks of damage and is on “click 7” and the only Captain America you brought with you is HoT Cap, which only has 6 clicks of life, you are completely able to split A.Prime into just an Iron Man and a Thor as long as those 2 still meet the requirement of being costed = to or less than A.Prime.

Question #3: When Merging Figures on Different Clicks, Which Click Does the Multi-Figure Base End Up On?

Let’s say I have an Iron Man on click 3, a Cap on click 4 and a Thor on click 1. The three merge together – so which click do I put Avengers Prime to?

CORRECT RULING: Whichever one was given the free action to use Merge, their click number would be used. So if Cap was given the free action, Avengers Prime would be on click 4; if Thor was given the free action, then Avengers Prime would be on click 1.

Question #4: Do You Have to Specify Beforehand Which Characters Your Multi-Figure Bases Will Be Splitting Into?

When I go to an event, do I have to declare which Iron Man, Thor and Captain America I will be using for the splitting or can I bring a big baggy full of Ironmen, Caps and Thors and mix and match depending on my opponent? I feel like it is the former but I feel like I have to ask.

CORRECT RULING: You need to have your replacement figures specified before the game starts. However, how many figures you are allowed to have specified as “replacements” may vary by event rules, game shop house rules, or personal preference (if playing a casual game). (See Question #7.)

Question #5: Do All Merging Figures Need to be Present In Order to Merge into a Multi-Figure Base?

CORRECT RULING: While there are 3 figures represented, I see nothing in the rules that all 3 need to be present to use themerge ability. All that is required is that the character using the action be adjacent to the other qualifying character and their point value either be greater than the duo or have been split into those characters previously.

Example 1: 400 point Avengers Prime is on click number 8. A.Prime uses Split and turns into FCBD Thor on click #8 and CW201 Iron Man on click 8. Those 2 figures are equal to 400 points combined and meet the requirements of the split.

Example 1B: In the same game, Iron Man has used Regen and ended up on click 4, and has been cleared. He is adjacent to FCBD Thor on click 8 who is also without an action token. Iron Man takes the free action to use merge. As their point costs equal 400, they can merge into Avengers Prime at 400 and would be on click 4. Later in this game, A.Prime could split into a Captain America if one is present

SO A.Prime has another layer of complexity because it has 3 qualifying characters where most duos only have 2. This gives them a huge level of variety in what they can accomplish and turn into at any given point. (It’s also probably why they limited the “sideboard” because there could literally be hundreds of combinations of those 3 characters in Heroclix.)

Question #6: Do You Have to Use Exactly the Same Figures to Split and Merge Into Each Time?

Obviously I get the [basic concept of Split and Merge]. Thor & Herc (300 points) split into Thor (125) and Hercules (131) legally because 131+125= 256. Those two can rejoin even though 256 is less than 300 because of the exception. You just can’t start with the two and merge unless you have a 256 point Thor & Herc duo.

Here’s the sticky part: What defines “same character?” I know if you split Batman & Robin into Bats and a 40 point Robin, you can’t then grab a different 17 point Robin to glue back to Bats, unless Bats is at least 121 points. But how does this work with those characters merging and splitting with other people?

CORRECT RULING: You could merge Batman with a different Robin to form the Duo again, but you would still have to meet the requirements to be able to go back to the 138-pt base. Those requirements: if you’re going to split, choose figures of lower or equal points to the duo’s point total; if you merge, the characters have to equal or cost greater than the duo, unless they’ve already come from the duo before.

Question #7: How Many Figures Can You Have “Waiting in the Wings” to Split Into?

CORRECT RULING: Your force can be limited to just how many replacement characters can be waiting on the sideline. The rule book itself does not require a specific number, just like it doesn’t require a specific number for your build total. But the HeroClix Tournament standard will be 2 per 100 points of Force with a maximum of 12 characters.

Rulebook Article for Replacement Characters

(Note: Most players around my local shop have never heard of this “2 per 100 points” rule…to be sure you’re building your force right, ask your local shop’s HeroClix judge or shop owner about what they would prefer players to do for each tournament. Also, keep your ear to the ground for more rulings news about this point.)

Question Sources

Forums Post for Questions 1-5
Forums Post for Questions 6-7

I Called It! HeroClix Gets a Pink Power Color

Back in June 2012, I wrote about ideas for introducing pink as a new HeroClix powers and abilities color. Well, as of a few weeks ago on HCRealms, the new 2013 Rules and PAC (Powers and Abilities Card) was revealed. Apparently, someone at Wizkids was on the same wavelength as me–future figures will have pink as an available power color.

Pink Powers and Abilities

Quoted from the official forum post:

Pink Speed Sidestep: Give this character a free action; it can move with a locked speed value of 2.
Pink Attack Precision Strike: When this character makes an attack, it can’t be evaded, and the damage dealt can’t be reduced below 1 or transferred.
Pink Defense Invincible: Half of damage dealt to this character is ignored. (Note that the rules state you can only apply one game effect that reduces or ignores damage, so Invincible does not combine with damage reducers)
Pink Damage Empower: When an adjacent friendly character makes a close combat attack, this character modifies that adjacent friendly character’s damage value by +1.

What Does This Addition Mean for the Game?

With four new standard powers available for all future HeroClix figures, I believe this will help the game’s standard powers better reflect superheroic abilities from the comics. I can easily see a Batman or Robin figure with Sidestep, for instance, or an Iron Man with Invincible.

Furthermore, all these new abilities even out the strength of others. For example, I can make great use of a figure with Precision Strike–finally, the game has an answer to Shapechange, Super Senses, AND Mastermind, which isn’t Outwit! And I love the fact that adjacent close combat characters will finally be able to enjoy the same damage-boosting benefits that adjacent ranged characters have had for so long; this makes the close-combat game a lot more playable.

Of course, opinions are divided on this newest addition to the Standard Powers and Abilities (see the “Pink Powers? This will ruin Heroclix” thread on HCRealms). Personally, I think we will all be a little more reconciled to the idea when the first truly kick-butt figure with any pink power is released–I think seeing a highly-valuable figure with these powers will make it “official,” more so than this announcement does.

What’s Your Take on the New Pink Powers?

Tell me about it in the comments!

More Info

“2013 Rules and PAC are up” HCRealms thread

That’s Not Hieroglyphics, It’s Hero Clix Code

If you’ve bought any of the most recent HeroClix sets, you might have noticed some very strange-looking new symbols printed on their character cards, like the following:

improved_targeting improved_movement destroysblocking characterbase

They have also begun to appear in rules text like the following:
sharpshooter_example
swim_example

These and several other symbols like them now stand for certain rules within HeroClix, which the 2012 Powers and Abilities card goes into in detail. The symbols just make it a lot simpler to print these rules on character cards. Today’s blog post will make you an expert at decoding this newest Hero Clix code!

What These Rules Are All About

Collectively, these rules are known as the “Improved Movement and Targeting” rules. Movement is symbolized by the improved_movement running man, and targeting is symbolized by the improved_targeting bullseye. These two symbols are the first ones you should look for on a character’s card, to determine which kind of character action (moving or shooting) is affected.

Take the Swim example from above:
swim_example
In this example, we can see that the Swim ability affects movement, because it’s got the little running man symbol in its rules text.

sharpshooter_example
By contrast, we can see that the Sharpshooter ability affects targeting, because it’s got the little bullseye symbol in its rules text.

The Other Associated Symbols

Now that you know the two main symbols, you can see how the additional symbols tell you more about how each special power and ability works.

Here’s the whole chart of Improved symbols and their meanings, taken from a screenshot of the powers and abilities card PDF file:

improvedchart_1
improvedchart_2

The difference between the two columns is that the Improved Movement column (left) shows what things the affected character ignores for movement purposes, while the Improved Targeting column (right) shows what things the affected character ignores for attack purposes.

For instance, someone with the bullseye symbol followed by a green square means that they ignore Hindering Terrain for attack purposes (like Superman ignores Hindering Terrain for attack–watch out, Batman!). However, a running man symbol followed by a green square means that the character ignores Hindering for movement purposes. (Anybody with Leap/Climb on their dial has this ability!)

There are some additional symbols here–the roundish, Hero-Clix-dial-shaped symbol means that character bases can be ignored for either line-of-fire or movement purposes, for instance (depending on whether the running man or bullseye symbol precedes it). Though these new symbols look a little daunting, this chart generally makes easy work of understanding and referencing them.

Test Your Decoding Skills!

Let’s check out a few examples of rules text where these symbols are used! (Answers at the end of this article)

flight_example

  1. Which kind of ability is Flight: an Improved Movement or Improved Targeting ability?
  2. Which types of terrain does it ignore?
  3. Can Flying characters move through squares occupied by opposing characters?
  4. Can Flying characters break away automatically?

pulsewave_example

  1. Which kind of ability is Pulse Wave: an Improved Movement or Improved Targeting ability?
  2. Which types of terrain does it ignore?
  3. Do character bases block Pulse Wave’s line of fire?
  4. Can a character using Pulse Wave move through opposing characters’ spaces?

sharpshooter_example

  1. Can Sharpshooter ignore character bases for line-of-fire purposes? If so, which kind of character bases?
  2. If an opposing character is adjacent to a Sharpshooter character, can the Sharpshooter still make a “ranged” attack against that character, according to these symbols?

greatsize_example

  1. Which kind of ability is Great Size: an Improved Movement or Improved Targeting ability?
  2. Which types of terrain does it ignore?
  3. Can Great Size characters move through squares occupied by opposing characters?
  4. Can they break away automatically?

swim_example

  1. Which types of terrain does the Swim ability ignore?

And now for the last question–a little tricky!

leapclimbphasing_example

  1. What is the main difference between Leap/Climb and Phasing’s rules symbols? (Look closely, now!)

Practice with These Symbols Makes Perfect!

How’d you do on the little quiz above? It may take a little time and frequent referencing back to the Powers and Abilities Card to master these symbols, but you’ll get ’em down pat soon enough! In the meantime, HeroClix.com has provided us materials so that we never forget the rules too easily.

To download a copy of the 2012 Powers and Abilities card for yourself, visit HeroClix.com’s Rules Downloads page.

Answer Key

Flight:

  1. Improved Movement
  2. Ignores Elevated, Hindering, and Outdoor Blocking
  3. Yes, they can move through opposing characters’ squares
  4. No, they cannot break away automatically

Pulse Wave:

  1. Improved Targeting
  2. Ignores Hindering
  3. No, character bases do not block line of fire for Pulse Wave attacks
  4. Yes, Pulse Waving characters can move through opposing characters’ squares

Sharpshooter:

  1. Yes; they ignore opposing character bases only
  2. Yes, they can make a ranged attack against adjacent characters

Great Size:

  1. Improved Movement
  2. Ignores Elevated, Hindering, and Outdoor Blocking
  3. Yes, they can move through opposing characters’ squares
  4. No, they cannot break away automatically

Swim:

  1. Ignores Water Terrain

Leap/Climb and Phasing:

  1. The only difference is that Leap/Climb only ignores Outdoor Blocking Terrain, while Phasing ignores ALL Blocking Terrain.

An Idea for Safely Storing Miniatures

This week, I thought I’d share with you my system for storing miniatures figures; in this case, it’s my Clix collection, but conceivably you could store several types of miniatures in the system I’m going to show. It has completely changed the way I organize my miniatures, and definitely for the better!

clixtray_empty
This translucent plastic sectioned tray is part of the Really Useful Products line. It is 8 3/4 inches wide, 11 inches long, and 2 1/2 inches deep; each of its 16 sections measures 2 1/4 inches wide, 2 3/4 inches long, and 2 1/2 inches deep.

clixtray_full
This is an example of how I use a tray to store Clix figures–this particular one holds all my team-support figures, and they are separated out according to type using the handy sections. For instance, all my Paramedics are in the top left section, while all of my combat-ready Probability Control figures are in the top right section, and so on. I find that the sections are big enough even to hold double-based figures, like the Green Lantern & Green Arrow piece stored at bottom right!

clixtray_side
The whole thing is translucent, so you can easily tell which figures are stored within on all sides. VERY handy for quickly picking out which tray you want to look at!

clixtrays_closet
The other great thing about this tray? Multiples of them stack really easily. This is my entire Clix collection, stored in 5 of these style trays on a shelf in my closet. They are sturdy enough to stand up to being stacked, without being so heavy that they threaten the shelf’s stability.

My Experience with This System

If you’re currently looking for a way to store minis at home, I would definitely recommend this kind of tray. Since I switched over to this system of storing my Clix, I find that I keep track of my collection easier, and find figures much more quickly. Plus, the figures don’t get damaged as easily, nor do they collect too much dust.

The only caveat is that this system of trays is not very portable on its own, because they are open trays with no lids or handles. However, you can purchase boxes which hold several trays securely at one time (see below). This system’s modular functionality is the real winning ticket for me–we gamers need systems that easily expand to fit our growing collections!

Where to Buy

The following links to the Really Useful Products online store should help you find trays and boxes that will work for your miniatures collections:

Storage Tray Details
Storage Box Details