It’s high-tide-time for a new Atlantis Attacks F.U.N. Focus — and it’s Heroclixin’ board member Chadd’s birthday and he specifically requested this.

The Fish(men) Fight Back!!!

First things first: Every Atlantis piece gets a massive upgrade with the 2021 rules overhaul. The Swim keyphrase bars enemies from drawing lines of fire to dolphin speed characters from beyond 4 squares if the swimmer’s in water.

That’s the good news. The bad: Water no longer hinders movement, so it won’t be hard for foes to get in a swim team’s face — which is not so bad, since most of Atlantis is melee-focused.

Let’s look at what characters are new in Modern Age since the most recent update in December 2019. Then, in part two, we’ll revisit older figs that are legal for the Silver Age play format.

^^^^^ Below 50 points: shrimps and chum ^^^^^

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Vil (Future Foundation 012) 10 points

Now the cheapest piece in all Atlantis, Vil is great as point filler even without a proper Captain to give her Sidekick abilities. With Toughness and Close Combat Expert all dial long, she can serve as a shield or tie-up they can’t ignore. TEAM HER UP with Telekinesis for best results. Or a taxi…

 

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Wu (Future Foundation 027) 15 points

…such as brother Wu, who can carry fellow Sidekicks (and ONLY such) and grants his sister Vil the same ability. Wu has Flurry instead of CCE and his damage is only 2. TEAM HIM UP with an Empower fig … or perhaps the next entry at his 35-point level …

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Atlantean General (WizKids D19-011) 25 points / 35 points

This resculpt of the old Trinity War Atlantean boasts 3 clicks of Sidestep, Combat Reflexes and Leadership — the last which could be of some use on a big invasion squad. But his full cost at 35 points adds the SP “Water Tactics” that brings Leadership with +1 damage for adjacent dolphin symbol allies. He also has Charge, Precision Strike and Toughness.

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Mera (WizKids D19-010) 45 points

In the same OP kit came this latest version of the sea queen. Like earlier renditions, she’s a TK piece for Atlantis. She also gives allies in water the Mystics TA if they’re attacked from outside the water, which runs a bit counter to the new Swim ability. She might be using the new Force Blast to keep knocking foes back. Energy Shield/Deflection and Shape Change are her only protections. Improved Targeting: Elevated with 6 range make a welcome surprise.

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Namor (Captain America and the Avengers 069e) 50 points

Invulnerability, Charge, 11AV and Leadership for this cost would be good by itself, but this chase figure also brings the sea with him:

AVENGING SON OF ATLANTIS: Namor starts the game with the Flood marker in his square. // The Flood marker is water terrain. // Smoke Cloud as FREE, but to generate water terrain markers instead of hindering terrain markers. // FREE: Place the Flood marker in Namor’s square.

Your swimmers need never be on dry land again. He also grants a bonus to AV:

MASTER OF THE SEVEN SEAS: (Dolphin symbol). // Friendly characters with (Dolphin symbol) or who share a keyword (with Namor) modify attack +1 if making a close attack while occupying water terrain.

He rounds out his marine might with first Close Combat Expert and then Flurry down-dial along with a defense SP that grants Toughness and, when in water, Regeneration.

 

^^^^^^ 50-75 points: barracudas ^^^^^^

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Aquaman (Justice League Unlimited 029) 60 points

Seven clicks for 60 points isn’t bad. His SP Charge can knock back all adjacent enemies for the price of hitting just one. Mid-dial CCE and late Flurry could yield dividends. His 17 Reflexes (with Defend traited) isn’t impressive but it ramps to 18 Toughness and he also has Regeneration as a trait, too.

Main reason to consider him as your Aquaman for Atlantis over others is if you’re playing a legal team for his Team Up Card:

THEMED TEAM UP: ATLANTIS: If Aquaman is part of the listed themed team, he can use Leadership. When he does and removes an action token from a character with the listed keyword, heal that character 1 click. (After revealing forces, you may replace a game element’s default card with an alternate card. You can’t choose a Team Up card if any characters on your starting force share a name).

It’s a kind of weak effect — especially for not being able to lead a horde of generics — but if you get the card, it’s worth trying out sometime.

 

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Susan, Queen of Atlantis (Future Foundation 051) 70 points

A rare Atlantis figure without the Swim keyphrase, this version of Susan Richards of the Fantastic Four is both a Title Character — the first of the keyword — and an alternate win condition piece. The short version: She can win the game by earning Mission Points for generating water terrain on the opponent’s side of the board. But it takes a long time to get anywhere near the amount needed, requiring other allies to hit while occupying water. She’s better as a Sidestepping taxi, TK and Leadership for Atlantis, or for Barrier (which can be placed on water now), Empower, Outwit and Defend if she’s hit past her opening Invulnerability.

 

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Namor (Captain America and the Avengers 069) 75 points

Everything he did at 50 points he does at full points, only with a printed 12 AV, Invincible to start (then TWO Invulnerability clicks instead just one) and 4 damage.

 

^^^^^ 101-125 points: maneaters ^^^^^

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Namor (X-Men Deep Cuts 014) 125 points

Like Susan above, he lacks Swim. A Super-Strong, Impervious Charge piece is what he is. If hit to mid-dial, he gets a SP that keeps him from being targeted by enemies who start the turn beyond 3 squares from him. A bit overcosted but hey, you can paint him.

 

^^^^^ Over 125 points: apex predators ^^^^^

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King Trench (WizKids D19-012) 200 points

Also overcosted but potentially effective is this Monster-keyworded monarch. He has traited Leadership and Mastermind — and the Leadership trait can generate his own MM fodder in the form of The Trench bystanders. But even if he flubs LS rolls, he can POWER generate a couple of pogs at a time. Then, later in his dial, he can eat one or more to boost his SP Regen roll.

He starts with 10 AV, Sidestep and Super Senses, so he’s not the best at offense despite a dial full of either Blades/Claws/Fangs or Steal Energy. And in this No More Pushing (NMP) era of the game, he can’t get to his click 2 SP granting Charge (or HSS in water) — which both combo with Exploit Weakness and BCF. So he’s a rather point-inefficient Outwitter for all practical purposes, sending waves of Trench bystanders Charging at enemies. But still pretty F.U.N.

 

^^^^^ Additional swimmers ^^^^^

As usual, there are a few figs that lack the Atlantis keyword but could be useful on non-keyword-yet-thematic builds featuring dolphin speed characters. Starting from the cheapest:

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Triton (Fantastic Four 032) 40 points

He has this trait:

ALLY TO THE SEAS: When establishing themed teams, choose a friendly character with [Dolphin symbol]. Triton gains that character’s keywords.

So he can fit on most any Atlantis team as long as at least one ally has the dolphin symbol. He brings Probability Control to the team, a very rare support power for the theme.

 

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Black Manta (Justice League Unlimited 068) 40 points / 10 points

When he hits, he can generate water in the target’s square. He also has a 3-6 roll to either token enemies in water or deal them 1 penetrating. That, along with his cheap cost, works well with…

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Hydro-Man (Fantastic Four 043) 75 points

He makes water Smoke Cloud like a few other figs do. But unlike Crystal (ABPI 012) or Molecule Man (FFFF 036), he has the dolphin symbol, which is important to combo with Atlantis via:

 

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Blackbeard (Future Foundation 052) 90 points

This alternate universe Thing makes dolphin speed characters into Pirate keyword figs. So you could fold non-Atlantis swimmers into a themed team if you like. But for the purposes of this series, we’re only considering how he works folded into an Atlantis team.

First, he allows any number of non-Atlantis swimmers to join (but be careful; EVERY member will need to be a dolphin speed fig during force construction; an Atlantis fig such as some of the Namors that are fliers instead of swimmers will end up breaking the theme).

Second, he gives Pirates in water +1 AV. So that’s a good boon to an Atlantis force-turned-pirate.

Third, he gets mega-Quake when in water.

Finally, he brings the Invincible-granting Stones of Merlin equipment to the team. However, he risks the enemy picking it up instead of you! So don’t plan your game around this unless you intend to force him to drop the Stones by having him equip another object instead.

———

Next installment: A look again at what’s available in Atlantis in Silver Age.

 

So WK came out with these “legacy cards” that take old, retired HeroClix pieces and bring them back to Modern play with new traits and updated special powers.

It’s a neat idea. But how F.U.N.?

Friendly? yes and no.

They’re on this terrible holographic foil presentation that is difficult to read. That’s the unfriendly aspect. But each is pretty balanced, playwise.

Useful? Sorta.

Though all are improved, none are really better enough to be meta.

Neato? Yeah.

Like we said, they’re definitely a neat idea. We hope WizKids does more and keep them balanced and F.U.N., never overbearing

Let’s look at them individually, seeing what the figures did originally, how they’re updated, and if the change makes them any F.U.N.

———

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L022 XAVIN

THEN: I said, if he’s on either his first or last click: you can literally turn the dial to any click you want. It’s not quite any power, but with his rainbow dial he basically has access to 14 different powers when on clicks #1 and #6.”

NOW: Xavin doesn’t need to be on their first or last click to pick their click — and, like Moira X (House of X 030), they get to use ALL the powers on lower clicks. But an additional trait puts a further element of risk in the mechanic — if Xavin misses all attacks, they get stranded on the chosen click.

F.U.N.? I thought at first this was a lateral change at best, but this legacy upgrade is super F.U.N. in action. Also note the updated “they/their” pronouns on this non-binary character.

———

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L023 SHE-HULK

THEN: She got a bonus to map roll when not on a themed team if the first roll fails, SP Charge+Flurry, and SP “Objection!”: Willpower with Perplex — if she stands next to another Perplexing character.

NOW: She adds a 2nd trait giving her and adjacent allies +1 AV against primes and taking only 1 damage from same. Her Charge Flurry also grants IM:Destroy Blocking while “Objection!” took away the extra requirement for using Perplex. She just gets Perplex now. She’s also five points cheaper on top dial: 125 instead the original 130.

F.U.N.? We appreciate this version of Shulkie leaning more into her lawyerness and 4th-wall-busting. But we do not love the misprint on her card of one of her traits as a nonexistent attack SP.

———

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L029 MORG

THEN: His “Execution” trait gave him +2AV against an target with 2 action tokens and he got “Axe Swipe,” an occasional attack SP Quake that dealt 2-4 damage instead, based on a d6 roll.

NOW: Execution is basically the same while Axe Swipe can now do up to 5 damage. He also got a new trait, “Well of Life,” that if he gets to an enemy start zone and hasn’t been placed (this turn), he can POWER gain Prob, Blades and Steal Energy for the rest of the game.

F.U.N.? His upgrades aren’t quite enough. The restrictions on his new trait are a bit too much given the inherent risk of invading enemy territory like that. And, of course, him not starting being able to use the other abilities is a tough row. His best boost? Being Power Cosmic to use the new Willpower.

———

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L037 MR. FANTASTIC

THEN: So he had a trait “Find A Way To Save My Family” giving him a 1-in-6 chance at bringing back a KO’d Fantastic Four team ability user after he heals from the Fantastic Four team ability; an attack SP “Stretch” to punch 10 squares away at a visible target as a double power action; and a damage SP granting Leadership as though he’s 150 points instead of 130 along with Outwit that he can use twice if the second is against an enemy next to a friendly FF keyword fig.

NOW: “Find A Way To Save My Family” prevents KO of any other Fantastic Four keyword fig on a 5-6 roll instead of the several requirements of the earlier version; his attack SP is no longer a DPA but is just Giant Reach: 10 punch as POWER. His damage SP is mostly unchanged, though his Leadership is no longer enhanced to 150 points.

He also got an additional trait, “Marvel’s First Family,” which sheds an action token and boosts all his stats for a round when he heals from the F4 TA.

F.U.N.? He was overcosted and unremarkable in 2012 and this new card doesn’t really change that inconvenient truth. Worse: The card is misprinted with his damage SP marked as a trait and an actual trait listed as a defense SP … which he doesn’t have at all. But at least his Stretch power is actually usable.

———

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L038 THING

THEN: A fun figure with the SP to nonstop attack … IF the opponent allowed it.

NOW: He gains Sidestep and Close Combat Expert and the old choice to either keep clobbering or quit at the cost of a last bit of unavoidable damage is now HIS, not the opponent’s. He also gets the “Marvel’s First Family” trait.

F.U.N.? Still a lot of points and his numbers aren’t best. But with enough stat mods to his attack (possible 13) this is a fig that could one-turn nearly any target with even just average attack rolls.

———

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L049 MORGAN LE FAY

THEN: Way back, I wrote: “With her ability to make herself a hard shot either in close or at range as needed, and her suPerplex for … Avengers, and her wildcardness, she’s a highly versatile light tentpole.”

NOW: She’s the first legacy figure to get a radical point cost change (from the original 122 to a new choice of 100- or 50-point start lines). She lost the suPerplex (+/-2 anything except damage, a trait only usable on Avengers keyword), her ability to be on Avengers theme teams without breaking theme and her wildcard TA (thanks to the change to Minions of Doom) to gain an additional team symbol in Mystics, regular Perplex, and the ability to merge Avengers and Latveria keywords to make a single themed team (thus allowing her to truly theme with Avengers because she’s Latveria). She kept a trait that made her weak to Blades/Claws/Fangs, while adding a further vulnerability to equipped foes and object attacks.

F.U.N.? Unfortunately, her loss of wildcard status makes her just a little less effective than before and her stats today, which were kinda pedestrian in 2012, are never impressive. 

———

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L057 INVISIBLE WOMAN

THEN: Like her brother (see below), her SP never quite worked right, though not nearly as poorly as his. First, she had to take damage to get to her Invisible Barrier SP — maybe too late to use it effectively. Then she lacked the Willpower/Indom to use the Barrier well.

NOW: She gains a keyword (Scientist), a trait (that boosts her stats +1 when the F4 TA triggers) and, most importantly, she starts with the Invisible Barrier instead of having to push to gain it, making the ES/D it grants much more usable. She also gets a +3 range boost instead of the old version’s +2.

F.U.N.? She remains fairly overpriced but is much more playable, at least.

———

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L058 HUMAN TORCH

THEN: He made my “Worst of” list for that year: He’s got to push to even get TO the Special Power that allows him to TRY to add the Nova Flame. Pushing means he loses that [starting] 4 damage AND he’s stuck there for a turn, anyway, on top of that. THEN he’s got to push AGAIN, via double power action, to get the Nova Flame, leaving him a sitting duck AGAIN. Better hope he actually managed to hit something while he’s hurting himself…AGAIN.  [Also] better hope he doesn’t GET hit, because taking ANY LITTLE BIT OF DAMAGE from the attackers who fire at this sitting duck removes the Nova Flame and he’ll have to start all over again.”

NOW: Aside from the fact the card mislabels his Defense SP as a trait, it’s a massive improvement: He gets the Avengers keyword; his Nova Flame grants +1 attack along with the old version’s +1 damage; and the double power action has been made into just SP Pulse Wave, compatible with Running Shot.

Oh, and he actually STARTS with the Nova Flame and its abilities instead of depending on a SP not even on his starting click to ever access it.

F.U.N.? He’s still too many points, but at least he actually functions now.

———

With legacy cards clearly set to be an ongoing feature in HeroClix, look for this to be an occasional series. We’ll review Wonder Woman 80th Anniversary in its next installment.

Wonder Woman 80_Text Logo Horizontal_Final_60412724923777.84128480

So usually, heroclixin’ has this handy checklist ready for release day, which was back in late April. But one thing I hate doing is releasing incorrect information. And, well, WizKids took several weeks to correct a TON of incorrect information on its figures and dials (and the errata is still incomplete).

For example, Ferdinand (Wonder Woman 80th Anniversary 025) has two differing point costs: 30 on his base and 50 on his character card. Which was right? Until yesterday, we didn’t know (It’s 30. The dial was right).

Another: Zeus (Wonder Woman 80th Anniversary 035) has three different costs: 175 and 100 on his card but 200 and 100 on the actual figure. Judging from the above example, one would assume the figure was correct, but no, it’s the card in this case. He’s 175 points on click #1.

There are numerous OTHER errors almost as massive as these in this set. And I’m really tired of them and could help eliminate them, given the chance. I need to put together an actual pitch.

Anyway, here’s a hopefully error-free checklist for your use. The link below has four copies per letter-size paper.

WW80checklist

 

 

"They fight...and fight...and fight and fight and fight...fight fight fight, fight fight fight..."

“They fight…and fight…and fight and fight and fight…fight fight fight, fight fight fight…”

So Lenny and I had another of our massive battles a while back: a sort of rematch of one we waged back in the early days of Heroclixin’: The battle for Asgard!

Back in pre-COVID 2020, we did it again using updated rosters of Asgardian heroes and my Asgardian enemies, now led by the Frost Giant king, Ymir. I won map, picking the Necropolis in Wakanda (Loki found a back way into Asgard from Earth but were surprised by the hosts of Asgard).

This was a truncated fight because we were under a time constraint. My pair of Frost Giants from Giant-Size X-Men soaked up lots of attacks and I took a sizeable lead that JUST held when I advanced a bit too needlessly far with Angrir who barely survived Lenny’s attacks of opportunity.

More than a year later, a few weeks ago we did a rematch with revised teams. Lenny built somewhat to counter my GSX Frost Giants — uselessly, because I didn’t field that one again — and I got some newer pieces to try out this time.

Here are Lenny’s…

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…HEROES OF ASGARD

Balder (The Mighty Thor) 80 points

Beta Ray Bill (The Mighty Thor) 225 points

Dino-Thor (Secret Wars: Battleworld) 90 points

Fandral (The Mighty Thor) 60 points

Gharskygt (Hammer of Thor) 61 points

Groot Thor (The Mighty Thor) 175 points

Heimdall (Fear Itself) 169 points

Hogun (The Mighty Thor) 80 points

Iron Man (Fear Itself) 250 points

Lorelei (The Mighty Thor) 45 points

Odin (The Mighty Thor) 230 points

Skurge (The Mighty Thor) 125 points

Sif (The Mighty Thor) 45 points

Thor (Nick Fury Agents of SHIELD) 145points

Thor Odinson (The Mighty Thor) 175 points

Throg (The Mighty Thor) 45 points

Thunderstrike (The Mighty Thor) 115 points

Troll (The Mighty Thor) 60 points

Ultimate Thor (Secret Wars: Battleworld) 125 points

Valkyrie (Avengers Defenders War 065) 75 points

Volstagg (The Mighty Thor) 90 points

vs. my

(RIGHTFUL*) RULERS OF ASGARD

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*(According to Loki. He lies sometimes.)

Absorbing Man (Invincible Iron Man 103) 153 points

Angrir (Fear Itself) 235 points

Enchantress (Avengers Black Panther Illuminati) 135 points

Executioner (The Mighty Thor) 120 points

Fenris Wolf (Thor Ragnarok ) 100 points

Frost Giant (The Mighty Thor ) 300 points

Frost Giant (Giant-Size X-Men G06) 100 points

Frost Giant Champion (Avengers Movie) 100 points

Hela (Thor Ragnarok ) 100 points

Loki (Avengers Black Panther Illuminati ) 170 points + Bearer of the Infinity Sword + 5 points

Nerkkod (Fear Itself) 215 points

Rock Troll (The Mighty Thor) 25 points x2

Storm (WizKids MP19-006) 85 points

Ulik (The Mighty Thor) 100 points

Ymir (The Mighty Thor) 550 points

both within 2500-point build. 10 actions plus Leadership.

This time we fought on Bifrost. I picked the Asgard side, having stolen the realm from Odin and Co., forcing the Loki’s dotard stepfather and hammerheaded brother to approach from the Midgard side!

…which was the TURNING POINT of the whole game, I’d come to see.

What I saw immediately: With Bill and Heimdall, I was not going to get the easy shots with Ymir and others I was accustomed to having in the first match. So I had a choice: either hide in my starting area or come out and tussle because this was a HeroClix fight.

let-them-fight

Lenny built a bunker of Beta and Heimdall almost right in front of me. And OMG it was the worst. I snuck in a Pulse Wave shot at Jane Thor for a quick KO and lead but lost both generic Frost Giants in single turns to the massive Hypersonic and ranged damage from the hiding-in-plain-sight Asgardians. Nearly the only other attacks I could even make were weak Charges from Hela’s Fallen Warrior pogs.

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Even when I managed a few attacks of my own, the dice just tended to fail. Here’s how badly:

  • After chewing Groot Thor to his last click, I couldn’t hit 16 DV Shape Change in multiple tries. He easily broke away and ran for his life.
  • Absorbing Man finally got a Charge but got hit for 4 finally. That landed him on Flurry to finally begin to deal with Heimdall … who Super Sensed both hits. I’d pushed to make this attack … and rolled a 1, knocking myself out.
  • A badly hurt Executioner, on Flurry, missed a relatively easy second attack. That missing click of Steal Energy healing was the difference between survival and being KO’d the next turn.
  • SO many attacks missed by 1.
  • There was a last gasp by Ymir to use Close Combat Expert against a 17DV: Rolled 3 for a miss.
  • Hela had tons of Rise tokens to generate Fallen Warriors but no Mastermind fodder when she needed it (thanks to Thor Odinson’s final plot ability “God of Thunder” turning all my my actions into double token actions) and got KO’d in one turn.
  • Even my last trick, a revert from Angrir to The Thing (Fantastic Four 036) to bring in Alicia Grimm, left her no one to heal when he got crit hit for just enough to KO!

Just horrible.

But as I noted earlier, I lost this match as soon as I picked my starting area for … story purposes instead of gameplay. The Midgard side has buildings I could have used for shooters and Probbers to have lines of fire to affect Lenny’s many attacks instead of just my far fewer own rolls.

And in classic super-villain self-sabotage mode, I messed up with my very team’s build in a key way. But before that, let’s look at the game …

…by piece

Beta Ray Bill (The Mighty Thor): This was the center of Lenny’s whole game, this piece that prevents him and adjacent allies from targeting at all beyond 4 squares. And it was used MUCH better than last game, I have to say. Salute.

Fandral (The Mighty Thor): In the late game, he served as very effective tie-up.

Gharskygt (Hammer of Thor): One of the few pieces I could even target.

Groot Thor (The Mighty Thor): Protected by Bill, his Giant Reach ruined my meager attempt at a comeback with Storm. (One of those misses by 1 missed him and left her open to that giant Charge.)

Heimdall (Fear Itself): The other center of Lenny’s whole game, he prevents enemies from getting inside of 3 squares of him, preventing my Charge-heavy team from doing much.

Hogun (The Mighty Thor): Timely hits on Absorbing Man with his Knobbed Mace (-2 AV to hit targets) kept me in check.

Iron Man (Fear Itself): A late addition to Lenny’s team, this overcosted Stark shines in a game this big.

Lorelei (The Mighty Thor): Annoying little Perplex piece I couldn’t get to. So glad the power’s changing because she boosted damage a LOT.

Odin (The Mighty Thor): His +1 to Asgardians freed up Perplexers to boost damage. I got the old man to last click twice but those misses by 1…

Skurge (The Mighty Thor): Both an annoyance and a dangerous cleanup hitter.

Sif (The Mighty Thor): Speaking of annoyances, she was one until she scored an improbable hit on Hela’s 18 DV for that one-turn KO.

Thor (Nick Fury Agents of SHIELD 050): One of the few foes I could even target, Jane Foster got completely destroyed without making an attack.

Thor Odinson (The Mighty Thor): Over and over, he was able to HSS hit and run and hide with Bill. It was gross.

Throg (The Mighty Thor): Another Perplexer. Too much!

Thunderstrike (The Mighty Thor): Completely destroyed without making an attack, but he was only bait, to be honest. And he worked.

Troll (The Mighty Thor): My favorite Asgardian worked against me this time, landing that first Exploit hit on Executioner

Valkyrie (Avengers Defenders War): She never got that crazy “cut through everybody” trait off, but she landed the final blow of the game.

Volstagg (The Mighty Thor): Tied up the dregs of my team.

For my part:

Absorbing Man (Invincible Iron Man 103): Already talked about the horrid dice that took him out. And his low, low DV certainly helped Odinson more than anyone on my team. But I really can’t complain about him; he dodged a LOT of damage across the game.

Angrir (Fear Itself): Barred by Heimdall from making much of an impact until far too late. One of those misses by 1 really cost me.

Enchantress (Avengers Black Panther Illuminati): A key support of my team. But lacking that safe LOF for making attacks or using Prob on non-giants (or defensively at all) meant she was otherwise wasted. Further dice problems: Lenny NEVER rolled a 1 or 2 on his Leadership to trigger her own token removal.

Executioner (The Mighty Thor): Barred by Heimdall from making much of an impact until far too late. And I mentioned his end.

Fenris Wolf (Thor Ragnarok): Barred by Heimdall from making any impact at all. Biggest disappointment of the whole bad matchup.

Frost Giant (The Mighty Thor): A colossal, he was one of the few figs that could actually attack. But though he got points almost immediately, he was felled by 5 Asgardian counterattacks the next turn.

Frost Giant (Giant-Size X-Men G06): Another colossal one-turned.

Frost Giant Champion (Avengers Movie): I needed to use his ability to Battle Infuriate enemy shooters, but Beta Ray Bill prevented him from the needed line of fire.

Hela (Thor Ragnarok): At one point, she had 7 Rise tokens. But she died with 5 remaining due to “God of Thunder.” I kept pushing Fallen Warriors to try to score hits and KOs, to no avail.

Loki (Avengers Black Panther Illuminati): Here’s where that self-sabotage I mentioned happened.

So I wanted to play THIS Loki, right? Not the illusion-creating trickster (The Mighty Thor 002) but this Infinity Sword-wielding god. But:

  • I picked a map side with poor lines of fire, barring his Prob and, later, Outwit, along with his range attacks.
  • I picked the wrong gem to start him with. The Power Gem SEEMED like a good idea (+1 damage, along with RCE and CCE) over the Mind Gem he gets a specific bonus for using, but really any the other gems available to me would have been an improvement: Space Gem to carry Charge pieces to get to Heimdall, Reality Gem for Perplex and TK (REALLY needed here), Time Gem for a range boost, Soul Gem for a DV boost.
  • And, of course, this Loki is riddled with weaknesses that shouldn’t be on a 175-point figure: no move+attack, no armor, no Indomitable, no Outwit resistance…No CHANCE!

Nerkkod (Fear Itself): Barred by Heimdall from making much of an impact until far too late. Also ruined by my non-map choice. Got blasted past all his Revert clicks to boot!

Rock Troll (The Mighty Thor): I used one of these Trolls to wield the Healing Casket to decent effect so I can’t say they weren’t worth their points.

Storm (WizKids MP19-006): Barred by Heimdall from making much of an impact even though she could have been the answer to the Beta Ray Bill problem. (But I would have had to put the Reality Gem on Loki for THAT to work)

Ulik (The Mighty Thor): Barred by Heimdall from making much of an impact until far too late. And when he did have the chance? Missed by 1.

Ymir (The Mighty Thor): The mighty king of Jotunheim was the extent of my offense for many, many rounds. But one can only withstand so many 13-14AV attacks before they start to whittle one down. And so he was.

———

FINAL SCORE: 2570 to 741

We’ve made tentative plans to take this to a final, best-of-three match sometime after the rules change, which will remove Lenny’s Perplex-on-damage tactic used here and make the “God of Thunder” plot ability far less game-wrecking, as well as freeing up our forces from fears of pushing damage. But until then:

D9BAF689-FEC0-4C85-8F8B-B1021BDC1590

captain-marvel-kree

In spring 2019, HeroClix saw a great movie-based micro set in Captain Marvel. One of the surprise F.U.N. hits from the set were the Kree figures and their “Kree Supremacy” traits.

Let’s get into it before the set retires to Golden and Silver Age this summer on July 1 — with an eye to how the 2021 rules will affect them.

Things we’ll look at:

1. how useful is this Kree Supremacy on a Basic level? That is, if you have allies that are adjacent friendlies or non-adjacent Kree

2. how useful is this Kree Supremacy on a Kree level? if you have allies that are adjacent AND Kree

3. how useful is this Kree Supremacy on Solo level? What if this character is the ONLY Kree on the team, and how it works with its powers

4. How useful is this piece, period? What is its SUPREMACY LEVEL? Low, Moderate, High or Supreme?

———

Kree Soldier [Captain Marvel Movie 002]

25 points

002-Kree-Soldier

Kree Supremacy: Elite Forces: Once per turn, when a friendly character that’s adjacent or has the Kree keyword rolls for breakaway and the result is 1, you may reroll that die. If that character is both adjacent and has the Kree keyword, instead you may reroll a result of one or two.

1.  Basic level: It’s good to grant a breakaway bonus — especially with changes to Plasticity. And because she is an Enhancement piece after her first click, it could be helpful to a based Running Shooter.

2.  Kree level: An even better bonus here certainly isn’t bad.

3.  Solo level: She gives herself the Basic bonus. With her being a range fighter, breakaway is potentially vital for her to either get that a Running Shot off to retreat to Enhance a different shooter.

SUPREMACY LEVEL: LOW. Willpower could help her stay mobile but that short 4 range may not keep her safe and a 3-click dial means Enhancement might never see play. She needs to coordinate with tie-up allies for best results.

———

Att Lass [Captain Marvel Movie 005]

50 points

005-Att-Lass

Kree Supremacy: Deep Cover: Friendly characters that are adjacent or have the Kree keyword modify defense by +1 against close attacks. If that friendly character is both adjacent and has the Kree keyword they also modify defense by +1 against range attacks.

1.  Basic level: Offering a DV bonus in close is good for melee or if foes decide to close in.

2.  Kree level: Get that DV bonus from range too.

3.  Solo level: He needs to be in melee ASAP for the bonus (and his Combat Reflexes)

SUPREMACY LEVEL: MODERATE. Att Lass is one of those tie-up figs who could work OK with the Kree Solider. Don’t let his 5 range and Precision Strike bait you into using him as a shooter unless you’re wanting to boost DV for other, better adjacent shooters.

———

Yon Rogg [Captain Marvel Movie 006]

50 points

007-Yon-Rogg

Kree Supremacy: For Hala!: Once per turn for all characters with this trait, when a friendly characters that’s adjacent or has the Kree keyword hits, Action Total +1. If that character is both adjacent and has the Kree keyword, Action Total +2 instead.

1.  Basic level: Can help a swarm team a lot to either get more attacks or more actions.

2.  Kree level:  Try to have a Kree shooter either next to Yon here or next to another Kree to help trigger the potential +3 actions.

3.  Solo level: He’s mostly a Telekinesis and Leadership piece, so he’ll rarely activate the ability himself.

SUPREMACY LEVEL: HIGH. TK is a premium supporting power. With Toughness on top, he’s likely to see his Stealth/Willpower/Perplex clicks later on.

———

Kree Combatant [Captain Marvel Movie 007]

25 points

007-Kree-Combatant

Kree Supremacy: Peerless Warriors: Once per turn, for all characters with this trait, when an opposing character rolls to break away from friendly characters that are adjacent or have the Kree keyword and the roll is a 6, you may reroll that die. If at least one of those friendly characters is both adjacent and has the Kree keyword, instead you may reroll a result of 5 or 6.

1.  Basic level: Making pals better at tie-up isn’t worthless.

2.  Kree level: Making pals GREAT tie up is better still.

3.  Solo level: Works great for him acting as tie up with his Reflexes and melee powers of Exploit Weakness and Close Combat Expert.

SUPREMACY LEVEL: LOW. A rare melee specialist for the Kree, his short dial is problematic for his survival, like his sister Kree Soldier. But tie-up is important and that opening Charge Exploit move could yield victory.

———

Minn Erva [Captain Marvel Movie 011]

75 points

002-Kree-Soldier

Kree Supremacy: Protected by Superior Technology: Friendly characters that are adjacent or have the Kree keyword have Protected: Outwit on their speed powers. If that friendly character is both adjacent and has the Kree keyword they also have Protected: Outwit on their attack powers.

1.  Basic level: Nice to not have most move+attack powers Outwitted.

2.  Kree level: Double the Outwit resistance, though a bit less important than keeping the moving powers

3.  Solo level: It’s certainly OK but not vital to keep her Running Shot free from Outwit.

SUPREMACY LEVEL: MODERATE. She’s a lot of points, even if she starts with a solid 11 AV Penetrating Blast. More important is her Probability Control. Strong defense in Invincible.

———

Att Lass [Captain Marvel Movie 014]

75 points

005-Att-Lass

Kree Supremacy: Empowered by Superior Technology: Friendly characters that are adjacent or have the Kree keyword have Protected: Outwit on their defense powers. If that friendly character is both adjacent and has the Kree keyword they also have Protected: Outwit on their damage powers.

1.  Basic level: VERY nice to not have defense powers Outwitted.

2.  Kree level: Double the Outwit resistance is good.

3.  Solo level: Un-Outwittable defense is really important for him as he’s got good reducers and ends with Regeneration.

SUPREMACY LEVEL: SUPREME. He’s a Hypersonic piece with Leadership who guards all defenses for a Kree team. Do not field without him if possible!

———

Yon Rogg [Captain Marvel Movie 015]

75 points

007-Yon-Rogg

Kree Supremacy: We Shall Win This War: Friendly characters that are adjacent or have the Kree keyword modify attack by +1 when targeting only characters that can use Shape Change or Stealth. If that friendly character is both adjacent and has the Kree keyword, it can use Targeting: Hindering, Characters

1.  Basic level: Pretty situational but not bad.

2.  Kree level: Being able to shoot past characters is really good, especially with Yon Rogg acting as a blocker or Enhancer (or both)

3.  Solo level: He doesn’t get the Improved Targeting, so he’s not great vs. Stealth with him being a ESD range fighter, and Shape Change is always a challenge. What good is +1 AV if you can’t target?

SUPREMACY LEVEL: MODERATE. He’s a little pricey at his role as a midline supporter but works as a secondary attacker with his combo of RCE and Energy Explosion, where his bonus against Stealth/Shape Change could pay off (assuming ALL the targets have one of those two powers).

———

Bron Char [Captain Marvel Movie 016]

75 points

007-Kree-Combatant

Kree Supremacy: Live Kree Or Die!: Once per turn for all characters with this trait, when a friendly character that’s adjacent or has the Kree keyword is KO’d, after resolutions you may deal 1 damage to each opposing character that was adjacent to the KO’d character. If that friendly character is both adjacent and had the Kree keyword, the damage dealt is penetrating.

1.  Basic level: Only triggers on your allies being KO’d, which can be perilous.

2.  Kree level: Can be hard to set up the supreme penetrating version due to his Battle Fury and his boot speed.

3.  Solo level: Not penetrating damage since he’s not adjacent to himself.

SUPREMACY LEVEL: LOW, unless you devote some effort into setting him up to leverage his effects. But here’s where his sculpt-mate, the Kree Combatant can pay off, even in death, and Bron himself can hit VERY hard with Charge+Flurry 4 damage.

———

Korath [Captain Marvel Movie 019]

75 points

019-Korath

Kree Supremacy:You Shall Not Escape: When a friendly character that’s adjacent or has the Kree keyword hits, after resolutions that character may move 1 square. If that friendly character is both adjacent and has the Kree keyword, instead all friendly characters with the Kree keyword may move 1 square.

1.  Basic level: So you get a little bit of extra movement. This can be very powerful with a few niche figures.

2.  Kree level: This can increase the mobility of a Kree team greatly. But the characters still have to break away, so keep that in mind.

3.  Solo level: Can get him out of counterattack range, I guess maybe. Not something to depend on.

SUPREMACY LEVEL: MODERATE. Though Korath has good numbers and has seen some meta play, he’s still pretty mediocre for the cost. But top Enhancement is never worthless and Invulnerability means he’ll land on his later RCE clicks to stay on offense.

———

Ronan [Captain Marvel Movie 020] 

100 points

020-Ronan

Kree Supremacy: You Stand Accused: POWER: If no friendly character has been placed this turn, choose an opposing character that dealt damage to a friendly character that’s adjacent or has the Kree keyword since your last turn. Place Ronan adjacent to that opposing character, then make a close attack that deals penetrating damage targeting that character.

1.  Basic level: It works a lot like a colossal retaliation. It’s a generally okay and occasionally great way to get him deployed.

2.  Kree level: This works no differently from the Basic level, making it the most flexible of the Kree Supremacy traits.

3.  Solo level: Works same when he is damaged, too, so it’s fully useful for himself.

SUPREMACY LEVEL: HIGH. With proper placement, he could use Close Combat Expert to weaponize his “retaliation” effect to wreck whole teams (perhaps, depending on how what it means to “use” a passive power like CCE, going forward. But I suspect a rewrite may be coming.)

———

Captain Marvel [Captain Marvel Movie 021]

150 points

CapMarvel021

Kree Supremacy: Cosmic Awareness: Friendly characters that are adjacent or have the Kree keyword have Protected: Opposing Probability Control. If a friendly characters is both adjacent and has the Kree keyword, it can use Probability Control, but only to target itself.

1.  Basic level: It’s nice for Kree or adjacent allies to be unProb-able by enemies.

2.  Kree level: Her teammates get self-Probability Control…

3.  Solo level: …But not her. She only gets the first benefit.

SUPREMACY LEVEL: HIGH. Protecting against enemy Prob is good, and she herself is a very strong piece (though not as unkillable as she looks on paper).

 ———

 The full “Kree Supremacy” team comes up to 775 points. Double up on either the Soldier or the Combatant for a round 800. Or if you insist on highlander rules on named characters, dropping the rare versions of Att Lass and Yon Rogg get you down to 625 for a 700-point build (add 2-3 of the generics to fill) while the pricier versions bump up to 675 with room left for a single generic. Splitting between the common and rare versions is 650.

The most story-accurate build will exclude Captain Marvel and the generics, leaving it at 475.

Whatever you choose, have F.U.N. doing it!

We talked a lot a few posts back about the changes as we learned of them. Now we’re looking at all the powers and abilities to see what’s better and what’s worse in HeroClix 3.0.

UPDATE: The full Comprehensive Rules finally got released. And yes, a few more changes were revealed.

It’s a lot, so let’s get into it.

SPEED POWERS

atatatata

FLURRY: BUFFED. Benefits from new general rule allowing multiple targets in melee.

F.U.N. or nah? We said a few posts ago that getting to split the damage of both attacks to, for example, clear out a swarm of pogs, could be great F.U.N. OK with this change.

————————————

 

peterparker1

LEAP/CLIMB: NERFED. Lost little-used ability to attack different elevation and has no more +2 breakaway bonus. But it also gets a slight BUFF by effectively ignoring Plasticity (normal breakaway roll, Improved Movement: Movethrough) and comboing with other movement powers such as Sidestep, if applicable.

F.U.N. or nah? This is overall positive in our book … when combined with other Speed and movement powers. But on its own, L/C continues to be one of the more useless PAC powers in existence, probably leading to its benching. Our F.U.N. Fix for it: Make it also do the old Vault feat, something like this: “After this character makes a close attack, place it in any square adjacent to the target.”

————————————

kitty pryde

PHASING/TELEPORT: No inherent change, but BUFFED as one of a number of powers resistant to Plasticity. Just having Phasing means easier breakaway from Plasticity, even if you’re not activating it.

F.U.N. or nah? Phasing was already perfect.

————————————

Hypersonic FACEPLANT.

EARTHBOUND/NEUTRALIZED: Mildly BUFFED by loss of pushing damage…but not really a boost at all because it’s supposed to be a drawback.

F.U.N. or nah? Ehhh, we would have left this power as the one remaining method of doing “pushing damage” … something like “deal this character 1 unavoidable damage when it gets a 2nd action token.”

————————————

AquamanCharge

CHARGE: BUFFED by a few new power combos and multi-targets in melee. NERFED by loss of knockback immunity.

F.U.N. or nah?  I’m perfectly happy with Charge figs being able to be knocked back, especially with the loss of knockback damage. And it is super duper F.U.N. to get more options for the power as well.

————————————

profX

MIND CONTROL: BUFFED by minimum range increase from 4 to 6. Also, a BUNCH of new powers are available for the controlled character: Quake, Incap, Exploit Weakness, Blades/Claws/Fangs, Penetrating/Psychic Blast, RCE, CCE, Leap/Climb

F.U.N. or nah? I’ve been a fan of the 2017 Mind Control from the start, and this only makes it better.

————————————

Flash+Tarpit

PLASTICITY: NERFED. No longer stops Improved Movement: Movethrough at all, whereas before it could stop all but bigger characters. Also doesn’t stack anymore or prevent auto-breakaway.

F.U.N. or nah? Honestly, Plasticity was a little too powerful until now. It was fine when the likes of Hypersonic Speed needed a hard counter besides Outwit, but it did too much to everything else and could really muck up the works with all the weird calculations when you had multiple Plasticity against, say, Leap/Climb.

————————————

Force_push1

FORCE BLASTBUFFED by new minimum range of 6 instead of adjacency. But NERFED by loss of knockback damage.

F.U.N. or nah? I never thought I’d say this, but I’m looking forward to using Force Blast! It’s still highly situational — possibly more than ever with knockback damage going away (we still think falling damage should have been a thing) — but with far fewer figs immune to knockback now, this power is a great defensive skill. Shove that melee fig three squares back! Knock the enemy shooter out of its range!

————————————

sidestep

SIDESTEP: No change, but combos with the new Leap/Climb and the hindering change for a mild BUFF.

F.U.N. or nah? Will be nice, as a judge, to no longer have to field player questions about how Sidestep out of hindering terrain works.

————————————

RRRAAAATTTSSSSS!!!

HYPERSONIC SPEEDBUFFED by a host of new power combos (Quake, Incap, Exploit Weakness, Blades/Claws/Fangs, Penetrating/Psychic Blast are all options plus passive powers RCE/CCE) but NERFED with loss of +2 Breakaway bonus (though it can still break from Plasticity on a normal 4-6 roll).

F.U.N. or nah? Once the king of offense powers, Hypersonic’s crown has tarnished over the years. But here comes the polish with these new combos. With that tradeoff, I’m OK with HSS losing its enhanced breakaway skills, making tie-up figs its main hard counter — a far cry from the old days of HeroClix where a HSS fig could take a lead and just run away for a whole game. Gonna be F.U.N.

————————————

"DAMN! Spotted me."

STEALTH: NERFED by hindering change because boot speed enemies no longer get slowed by the green terrain and adjacent foes can still draw line of fire. UPDATE: Also harder to use without heavy objects.

F.U.N. or nah? Once upon a time, Stealth was practically impenetrable defense. Now it’s MUCH more in scale with its cheap price — but at what cost? I’m OK with it because I have bad reflections of how it used to be.

————————————

Ambrose Chase Running Shot

RUNNING SHOT: Mildly BUFFED by a few new combos and expansions of powers.

F.U.N. or nah? This is a good change for what has always been one of the best powers.

 

ATTACK POWERS

Wolverine_Jackman

BLADES/CLAWS/FANGSBUFFED by being triggered by any close attack, so it combos with Close Combat Expert, Hypersonic Speed, and other single-target attacks, even FREE ones.

F.U.N. or nah? It was always a nice balance for BCF to be tied to a CLOSE action, but probably an unnecessary one. We’re here for it.

————————————

EE

ENERGY EXPLOSIONBUFFED by new combos with Penetrating/Psychic Blast and Precision Strike.

F.U.N. or nah? This one makes us nervous. The 2017 change to Energy Explosion struck the perfect balance between the power’s modest cost and its effectiveness. Making it penetrating damage seems a bit much. We’ll be watching.

————————————

ZOMG

PULSE WAVE: Heavily NERFED to only dealing 1 damage ever. But we think it needs clarification. Here’s why:

Outgoing 2017 version:

PULSE WAVE — RANGE: Halve range, [Improved Targeting: Characters, Adjacent]. Other characters within range can’t use powers or abilities (for this action). Make a range attack targeting all other characters, at least one of which must be opposing, within range and line of fire using their printed defense values. If more than one character is targeted, each hit character is dealt 1 damage instead of normal damage.

Upcoming 2021 version:

PULSE WAVE — RANGE: Halve range, [Improved Targeting: Characters, Adjacent]. Other characters within range can’t use powers or abilities (for this action). Make a range attack targeting all other characters within range and line of fire, including at least 1 opposing character, using printed defense values for each targeted character. If 1+ characters were targeted, each hit character is dealt 1 damage instead.

“Instead” … of WHAT? What is that word even DOING there if there’s no other condition where the power would do anything else “instead”? Just make it this:

PULSE WAVE — RANGE: Halve range, [Improved Targeting: Characters, Adjacent]. Other characters within range can’t use powers or abilities (for this action). Make a range attack targeting all other characters within range and line of fire, including at least 1 opposing character, using printed defense values for each targeted character. Each hit character is dealt 1 damage instead of normal damage.
Or maybe even strike “instead of normal damage.” Either way, it’s way cleaner and doesn’t look like a mistake.
F.U.N. or nah? Heroclixin’s split on this one.
Taylor is fully in favor of the change. Sceritz doesn’t like it right now but mainly only because Pulse Wave is the only solution to beating some ridiculous pieces — later, game design will catch up and bring dials better in line with the new version of the power. Lenny thinks it’s barely indistinguishable from multi-Precision Strike now, and Chadd mentioned the Golden Age feat Nova Blast as key to his displeasure.
For me, honestly, the idea of full-damage PW never quite made sense. So on a purely comic-accuracy level, this massive toning down of the power works for me. But it sure makes the power worse, doesn’t it? Still, getting hit with this — or trying to avoid it — has been one of the basic game’s most negative play experiences for a long time. My F.U.N. Fix: Make it do 2 damage always. It would keep the power scary but also prevent it from being a total waste against a single target.

————————————

AtomSmasher

QUAKEBUFFED by new combos with Exploit Weakness, Hypersonic Speed (and while being Mind Controlled) due to it no longer being a CLOSE action and its ability to knock back more foes (thanks to Charge and Combat Reflexes changes) and the passive KNOCKBACK keyphrase effectively allowing single-target Quake (sort of). NERFED by loss of knockback damage. (ISSUE: As written, knockback works with range attacks.)

F.U.N. or nah? As with Energy Explosion, the multi-penetrating damage is troubling. But not nearly as much. Here for it.

————————————

SSsetdown

SUPER STRENGTHNERFED by loss of both knockback damage and heavy object damage. Mildly BUFFED by being the only figs able to attack with heavy objects and the changes to Charge and Combat Reflexes. UPDATE: Heavy objects no longer hinder line of fire, so even the ability to reposition them to aid against enemy shooters is lost.  I originally missed text on the PAC that indicates heavies still hinder LOF. My thanks to reader James who reminded me that this info was still incorrect in this post!

F.U.N. or nah? It’s definitely a shift toward the power being more a utility power than an attacking one. And with the change to heavies, this power indeed has gone from being one of the best to becoming what high-level player PJ Bolin calls the worst standard power in HeroClix. I hate this change.

————————————

webintheface

INCAPACITATE: Heavily NERFED by loss of damage ability. Mildly BUFFED by new combo with HSS, Mind Control (on the controlled fig).

F.U.N. or nah? Heroclixin’ is split on this. Taylor thinks the power is more accurate than ever now, while I have long thought Incap was more like InCRAP. But the new combos might actually make it more generally useful rather than just that situational way to get around Mystics.

————————————

GokuLaser

PENETRATING/PSYCHIC BLASTBUFFED by new combos with EE, HSS and MC.

F.U.N. or nah? It’s always been good. Only gets better.

————————————

SMOKE CLOUDNERFED by hindering change. BUFFED with minimum range boost.

F.U.N. or nah? Long a pretty situational power unless it was a FREE version, it’s worse than ever now that it can’t hinder figures’ movement. I hoped it might retain some of its control factor with an increase to the attack penalty for enemies, but no.

That said, the range boost will make it more useful for other things. UPDATE: And with the change to heavy objects, it’s become the only way to get hindering terrain not dependent on the map choice. Not really a buff, but it’s become a little bit more important now.

————————————

 

Cyclops

PRECISION STRIKE: BEEFED by loss of single target restriction.

F.U.N. or nah? It doesn’t really make sense that one ought to be able to precisely strike multiple targets (unless you’re Cyclops like in the image), especially since this combines with decidedly IMprecise attacks like Quake or Energy Explosion. But at least it still doesn’t completely nullify Super Senses or Mastermind like it did when introduced in 2013, so we’ll take this compromise version.

————————————

POISON: No change.

————————————

STEAL ENERGY: No change.

————————————

Luke TK

TELEKINESISNERFED. Lost both attack options, now only for moving objects and allies.

F.U.N. or nah? Even though it was almost never worth using for object attacks, I STILL want it to be Darth Vader TK. Loss of heavy-object-hindering-LOF makes it even less useful.

 

DEFENSE POWERS

WWdodgeSuperSenses

SUPER SENSES: NERFED by Precision Strike being usable with multiple targets again.

F.U.N. or nah? This isn’t the backbreaker to the power that 2013 P.Strike was. And with certain effects expanding Senses’ potential effectiveness (looking at you, Wonder Woman TA and equipment), this is maybe a needed counter.

 

————————————

DarkKnightToughness

TOUGHNESS: NERFED by Precision Strike and Penetrating/Psychic Blast’s multi-targeting potential.

F.U.N. or nah? This armor power is more situational than ever now. But still better to have than to not have.

————————————

DEFEND: No change.

————————————

falling on butt

COMBAT REFLEXES: NERFED by loss of knockback immunity.

F.U.N. or nah? With the loss of knockback damage, this was no longer needed, so I’m glad it’s gone.

————————————

ENERGY SHIELD/DEFLECTION: No change.

————————————

invisible-woman

BARRIERBUFFED by loss of pushing, boost to minimum range and new ability to generate on water, hindering terrain.

F.U.N. or nah? Man, Heroclixin’ lobbied for the Barrier-on-all-terrain change years ago before we decided it maybe needed the counter of, say, Smoke Cloud to prevent it. But it’s been a long time coming.

————————————

MASTERMIND: No change.

————————————

Mister-Terrific-DC-Comics-JSA-Michael-Holt

WILLPOWERBUFFED by potential to never stop costed actions.

F.U.N. or nah? I haven’t been excited to see purple in the defense slot … ever. But now I am.

————————————

Invincible

INVINCIBLE: NERFED by loss of 3 damage cap.

F.U.N. or nah? With the loss of Perplexed damage, this might not be a killer, as it’ll be a lot harder to rack up much more than 5 damage anyway. F.U.N.

————————————

...As I quipped in my loss: "Phoenix always dies."

IMPERVIOUS: NERFED by the new multi-targeting potential of Exploit Weakness and Precision Strike as well as Penetrating/Psychic Blast’s new availability to all range attacks.

F.U.N. or nah? I suppose since there are fewer massive solo damage attacks likely to happen, smaller ping damage needs to have some effect. So … both, maybe?

————————————

Hulk Regen

REGENERATIONBUFFED by loss of pushing damage.

F.U.N. or nah? Man, we always hated the fact that Regen ever had the potential to self-kill. The 2017 rules made that at least an impossibility. Now, with the absence of pushing, Regen is better than ever — you ALWAYS heal from it (unless you’re on a STOP click).

————————————

The Thing wounded

INVULNERABILITY: NERFED by the new multi-targeting potential of Exploit Weakness and Precision Strike as well as Penetrating/Psychic Blast’s new availability to all range attacks.

F.U.N. or nah? See Impervious

 

DAMAGE POWERS

CyclopsOrigin

RANGED COMBAT EXPERTBUFFED by becoming a passive effect against characters and terrain/objects rather than a dedicated POWER action.

F.U.N. or nah? We’ve long liked the flexible stat boosts, but we did not like that it didn’t combo with, well, anything. Now it gives powers such as Running Shot or Penetrating/Psychic Blast or Hypersonic Speed a boost, works with multi-targets, and basically becomes so much easier to use, making it Friendly to new players AND Useful to all, and it’s Nerdcore to boot.

————————————

Feral

BATTLE FURYBUFFED by new immunity to anything similar to Incap.

F.U.N. or nah? Actually pretty unchanged.

————————————

SUPPORT: No change.

————————————

BlackPantherExploit

EXPLOIT WEAKNESS: BUFFED by new combos with HSS and Quake and more.

F.U.N. or nah? I used to appreciate the choice of Flurry -OR- EW, but I will not miss having to answer the question of whether the two are compatible. They are; you can use both.

————————————

IronManEnhancement

ENHANCEMENT: BUFFED by change to Perplex and combos with Range Destroy actions.

F.U.N. or nah? I grew tired of reminding players that the power didn’t work on shooting walls and stuff. Never made sense why not. Glad for this change.

————————————

PROBABILITY CONTROL: No change.

————————————

SHAPE CHANGE: No change.

————————————

bengrimmff2_big

CLOSE COMBAT EXPERT: BUFFED, becoming a passive effect against characters and terrain/objects rather than a dedicated POWER action.

F.U.N. or nah? We’ve long liked the flexible CCE stat boosts, but we did not like that it didn’t combo with, well, anything. Now it gives powers such as Charge or Object Attack or Hypersonic Speed a boost, works with multi-targets, and basically becomes so much easier to use, making it Friendly to new players AND Useful to all, and it’s Nerdcore to boot.

 

————————————

KenshinSanoPUNCH

EMPOWERBUFFED by change to Perplex and combos with Close Destroy actions.

F.U.N. or nah? I grew tired of reminding players that the power didn’t work on punching walls and stuff. Never made sense why not. Many hands make light work (of demolishing walls).

 

————————————

joker-straitjacket

PERPLEX: NERFED. Lost effect on damage.

F.U.N. or nah? I talked about this before, but to restate: When I started playing HeroClix nearly 16 years ago, the very name and nature of this power bugged me. How in the world does one confuse an ally to hit harder? Isn’t “perplexing” something you’d do to an enemy?

Now Perplex (which should be called Cunning, probably) gets nerfed so that the risk/reward factor of damage boost goes up. And Heroclixin’ likes appropriate risk/reward ratios.

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Ironheart-HUD

OUTWITBUFFED by change in Stealth to be targetable by adjacent characters.

F.U.N. or nah? This is the No. 1 dumb rule I am glad I won’t have to explain to new players anymore. Though I could rationalize the reason, it was always a reach as to why Stealth was so doggone impenetrable.

————————————

CapAmerica

LEADERSHIP: No change.

F.U.N. or nah? Perhaps more essential than ever, with Empower and Enhancement pieces needing to get into position to boost damage unlike Perplexers who could park in a good LOF spot to affect the battlefield.

————————————

 

And some other PAC stuff:

INHERENT ABILITIES

GL Carry

CARRY: BUFFED. No penalty, carry vehicles and fliers

F.U.N. or nah? I always liked the fact that Running Shooters or Chargers had to decide whether to carry or to go their full halved speed. But this game is so littered with other tough decisions that I now welcome one less.

Carrying fliers, though? NOT A FAN. The only time a flier gets carried is either by a vehicle or a Green Lantern or if they’re unconscious. I’m sure I’m in the minority in hating this new-old rule return.

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Superman Angry

DESTROY ACTIONS: BUFFED with Empower, Enhancement, and the Combat Experts.

F.U.N. or nah? Yes, please. While I could always justify the reasons for other powers not being compatible with Destroy Actions, this is better.

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BetsyVSabretooth

OBJECT ACTIONS: NERFED by loss of heavy damage.

F.U.N. or nah? Not crazy about this. Super Strength has long had problems being the great power it should be, and this only deepens those problems.

————————————

He's smilin' for a reason.

GREAT SIZE:  BUFFED with 66% chance of acting when double tokened.

F.U.N. or nah? Uhhhh … wow. This stands some chance of being, on balance, better than Colossal Stamina ever was. I particularly like how it gives giants, long one of my favorite game mechanics, a new edge to make up for the fact that they’re so often targets.

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BB_F003_NotSoSpecial

INDOMITABLE: Completely gone with the no more pushing change. Heavily BUFFS every previous non-Indom figure. Slightly NERFS every formerly Indom figure.

F.U.N. or nah? Initially we were skeptical. But the cost of a few figures losing their special-ness compared to the vast majority becoming viable for perhaps the first time ever excites us. And it’s not like the Indom figs got any worse, actually. Only high-point tentpoles will feel this negatively.

————————————

IMPROVED MOVEMENT: HINDERING: Gone with change to hindering.

F.U.N. or nah? The more I think about this, the more I absolutely LOVE IT.

No longer having to go the long way around a patch of hindering, or breaking a wall only to have to dead stop in the debris, being able to hide in Stealth and Charge full speed from the spot … It’s got me feeling like Rock Lee after he got to take the weights off.

rock-lee-gifs

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black-widow-1-2

IMPROVED MOVEMENT: MOVE THROUGHBUFFED after Plasticity nerf.

F.U.N. or nah? We’re neutral on this change. Not much is different.

————————————

aquamansubdiego2

SWIMBUFFED with no vulnerability to range beyond 4 squares when in water. Slightly NERFED by water terrain no longer affecting movement.

F.U.N. or nah? Given that dolphin symbol characters usually don’t have range, this is definitely a boon to them.

 

TEAM ABILITIES

One got revamped. Others, affected by the new ruleset.

BUFFED

AVENGERS / JUSTICE LEAGUE /  UNITED FEDERATION OF PLANETS: No speed penalty for passengers means taxis have a net +1 speed on MOVE actions.

GREEN LANTERN / UNDERWORLD: Can now also carry fliers; No speed penalty for any number of passengers.

COSMIC ENERGY / POWER COSMIC / QUINTESSENCE / Q CONTINUUM: All get Willpower’s ability to remove own token.

OUTSIDERS: With the Combat Experts working more broadly, this TA’s effect gains more relevance.

S.H.I.E.L.D.: With the easy Perplex-to-damage move gone, this TA’s POWER effect gains more relevance.

MASTERS OF EVIL: Works like close combat version of Hydra/PD; a boon to this melee-heavy team

 

NERFED

MASTERS OF EVIL: Lost Colossal Stamina. Range fighters don’t benefit and are likely hurt due to adjacency requirement.

ULTIMATES / AVENGERS INITIATIVE / SUPERMAN ALLY: The movement through hindering part is gone.

BATMAN ALLY / ROMULAN STAR EMPIRE / KABUKI: Stealth is non-functional against adjacent foes, assuming LOF is not otherwise blocked.

 

NEW

WONDER WOMAN: Like Skrulls but for Super Senses instead of Shape Change.

 

THEMED TEAMS

BUFF

  • No difference between generic and named teams anymore. Both get all theme team bonuses.
  • Theme prob no longer gives tokens and you don’t need the keyword anymore, just be on the team (a la bystanders or figs such as Prez).
  • No minimum number of characters.

NERF

  • Theme prob is max of 3, not 5.
  • Initiative bonus is effectively limited to rule of three. So if your opponent has 7 themed characters and you only have 2,  his roll is maxxed out at +3 (I think. I am still a little confused how this works when it’s theme vs. theme).

79712D3E-1AB0-4172-8A2B-1785275951F9

Unfortunately, none of this gives my “BIG BRIGHT YELLOW BOOTS” themed team any of the bonuses.

————————————

 

Finally: A number of Additional Team Abilities are affected, too. But that’s way too much to include in this article. Just figure them out for yourselves.

Or maybe I’ll do a future article on it. ATAs are for F.U.N. Golden Age games, after all … and we’re all about F.U.N.

 

 

 

sad Batman

WizKids surprised us a bit with its early announcement of rotation (which doesn’t happen until July 1)

Silver Age and 2021 Rotation

What’s going?

 

5-Figure Booster Sets

  • DC HeroClix: Batman The Animated Series … is canceled
  • Marvel HeroClix: Secret Wars: Battleworld … calls a cease-fire and cease EXISTENCE
  • Marvel HeroClix: Earth X … gets X’ed out

Fast Forces Packs and Starter Sets

  • Marvel HeroClix: Secret Wars: Battleworld Fast Forces: Bye-bye, Runaways
  • DC HeroClix: Batman The Animated Series Starter Set
  • Marvel HeroClix: Earth X Starter Set

It’s more the maps we’ll mourn from these latter two than anything.

Micro Sets

  • Marvel HeroClix: Captain Marvel Movie: 2019 fave Captain Marvel 021 will be missed, even though she’s been power-leaped by the SR from Captain America and the Avengers.

2018 Convention Exclusives and Limited Edition Game Elements

  • WK DP18-001 Starro (and his WKDP18-002 through 005 minions)
  • WK DP18-006 Batman (a.k.a. Commissioner Gordon Batman)
  • WK DP18-007 Power Woman
  • WK DP18-008 Orion
  • WK DP18-009 Joker
  • WK DP18-010 Hawkgirl (one of the subjects of our Bombshells F.U.N. Focus)
  • WK DP18-101 Captain Cold
  • WK DP18-102 Heatwave
  • WK DP18-103 Impulse
  • WK MP18-002a Thanos-Copter
  • WK MP18-002b Cube-Powered Thanos-Copter
  • WK MP18-003 Thanos
  • WK MP18-004 Gwenpool
  • WK MP18-005 Lockjaw
  • WK MP18-006 Shadowcat
  • WK M18-007 Daredevil (a 2018 fave)
  • WK M18-101 Bishop
  • WK M18-102 Black King
  • WK M18-103 Forge
  • WK M18-104 Death’s Head
  • WK M18-105 Mandarin
  • WK M18-106 War Machine
  • WK M18-G001 Tri-Sentinel
  • WK S18-001 Captain Kirk & Uhura

There are also a few WKM17 holdovers that will certainly be added to this list: Lila Cheney, Longshot, Dazzler. A few others I can’t think of. But they’re not gone forever because WK also announced a whole new official format in addition to Golden and Modern:

SILVER AGE.

This format allows all new-style card sets (from Superior Foes of Spider-Man onward). It also wisely starts with both a ban list and watch list of problem figures:

Ban List

WK MP-18 001 Blackbird: We’re not sure why this immediately banned. Perhaps there’s a weird interaction with the Krakoan Revival trait we’re not seeing, or WizKids just doesn’t want resources in the game anymore. In any case: Plane is decommissioned and grounded.

FF JW 004 The Penguin: This fig’s ability to make itself target of friendly attacks has the potential to lead to infinite loops and easy wins with certain Mission Points win conditions, among other things. So yes, Penguin is jailed.

 

Watch List

JW 053b Jakeem Thunder: I would say he’s not going to be a problem after his errata adding Shape Change to the powers he can only choose one from. But the 2021 rules expand his versatility even further. So this young Black man is getting profiled for good reason.

TMNT3 Mini Shredder: Aside from the fact that free damage should never be a thing in this game, the elimination of speed penalty for Carry means this little guy could become problematic in a hurry. Keep him under the microscope!

WI 040 Goblin King: See Jakeem Thunder, but add Power Cosmic Willpower. Could get even uglier than he is.

TMT 058 Uni-Mind: 2021 rules make him even grosser and top of mind for this watch list.

JW 060 The Joker: With all the new power interactions and his resistance to KOs, this Joker is no laughing matter.

FF HQGG 006 Corrupt GPCD Cop: This addition is a curious one, but clearly WK is concerned about any and all of the “don’t die” figures and mechanics. Internal Affairs will be WATCHING you, girl.

SW:BW 061 Black Panther: See Goblin King, except he’s not ugly. Also death-resistant. This king could lose his immunity.

EAX 017b Vulture: He’s needed to be addressed forever anyway. He better fly low or get his wings clipped!

EAX 054 Daredevil: Another death-resistant figure. His license could get suspended.

XTAS 011b Magneto, XTAS 023b Sabretooth, XTAS 043b Mister Sinister: These three figs are here for the same reason: Don’t Die.

HOX 030 Moira X: Another Don’t Die figure, she’s also loaded with powers.

XTAS G014 Proteus: His Barrier-like ability could get out of hand.

XTAS G018 Wendigo: So many free attacks he can do, and the 2021 rules boost him even more.

XTAS G020 Dark Phoenix: Already a top meta figure, the 2021 rules boost her even more.

AI G001 Giant-Girl: Perhaps less of a problem now that she can’t be spammed to boost initiative, but still warrants a look.

AI G017 Giganto & Namor: New Swim ability eliminates most of the big guy’s weakness to long range. One to keep an eye on.

AI G025 Groot: Walking Woods were problematic before. Maybe worse now that they can get two tokens without dying.

FF AI G001 Giant-Girl: Free retaliation. ‘Nuff said!

TMT G001 Surtur:  Good God, just ban him already.

TMT G004 Carnage: See Groot, but shave 10 points.

WK MP-18 G001 Tri-Sentinel: Any retaliation that can dole out free damage belongs here. And so he is.

All ID Cards: Just ban them already. No off-the-map stuff, please.

All this is a good move. Even a ban isn’t the end; Golden Age will continue to exist for local venues. The best and most hopeful thing is that maybe some rulings and questions about retired stuff can finally be answered, especially if this format will be a WizKids-supported deal for future WKOs and more.

Sounds like F.U.N.!

WizKids has really dragged revealing the upcoming changes to HeroClix rules (necessitating splitting this article into a series of Parts 1-4 and Parts 5-6), but finally we’ve gotten a look at the entire Powers And Abilities card and can comment on how gameplay will look going forward.

 

156962899_117994480295524_640394964945805655_n

HeroClix has gone through some mega shifts over its now 18-year lifespan. It started with everything you needed for play being on the dial — simple, once you learned the rules. And although some off-the-map wrinkles such as feat cards and battlefield condition were added, this was the extent of the game. Call it HeroClix 1.0.
But then came character cards, in year 6, and HeroClix 2.0 in all but name ensued. From here, layer upon layer of new complexity began to add to the game — sometimes to its detriment but always remaining F.U.N. if you could find (usually by downplaying the metagame). And the rules made a significant shift roughly every four years, but most of the core gameplay was unchanged.
Well, now we’re in HeroClix 3.0, with a number of “sacred cow” rules like hindered movement, Stealth while adjacent and pushing going by the wayside.
Let’s get into it.

SPEED

  • Flurry is unchanged.
  • Leap/Climb is no longer a MOVE action so it combos with stuff like Sidestep and Charge. It also lost the little-used “attack-different-elevations” ability and wording for +2 breakaway.
  • Phasing/Teleport is unchanged.
  • Earthbound/Neutralized restricts use of Improved Movement/Targeting abilities.
  • Charge allows use of CLOSE as FREE instead of “at no cost.” Also loses immunity to knockback,
  • Mind Control‘s RANGE option gains a minimum reach of 6 from the previous 4.
  • Plasticity no longer forces everything without Improved Movement: Characters to stop but everything without Hypersonic, Leap/Climb, Plasticity or Phasing has to roll a 6 to break away. Plasticity only fails break away on 1.
  • Force Blast gains a minimum range of 6 for the POWER option and a standard 3-square knockback.
  • Sidestep remains a FREE 2-square move.
  • Hypersonic Speed, like Leap/Climb, loses wording for +2 breakaway, so it’s a normal breakaway roll in most cases.
  • Stealth gets wording that at last allows an adjacent foe to draw line of fire to Stealthers in hindering.
  • Running Shot allows use of RANGE as FREE instead of “at no cost.”

 ATTACK

  • Blades/Claws/Fangs, is now activated by any close attack against a single target, not just a CLOSE.
  • Energy Explosion has minor shift in wording but effectively no change.
  • Pulse Wave appears to no longer do full damage on single target. (This could be a mistake.)
  • Quake is no longer a CLOSE, just a close attack that may target multiples. Otherwise is functionally the same. It gets the KNOCKBACK keyphrase as a passive ability.
  • Super Strength remains the same.
  • Incapacitate is no longer a CLOSE or RANGE. Whenever it makes an attack, you can token the target(s) instead of normal damage. Also no longer deals damage to double-tokened targets.
  • Penetrating/Psychic Blast is no longer a RANGE but still deals penetrating damage at range.
  • Smoke Cloud gets the minimum 6 range boost that Mind Control did.
  • Precision Strike no longer is restricted to a single target.
  • Poison is unchanged.
  • Steal Energy has minor shift in wording but effectively no change.
  • Telekinesis only affects objects and friendly characters now. No attack options.

DEFENSE

  • Super Senses is unchanged.
  • Toughness is unchanged.
  • Defend is unchanged.
  • Combat Reflexes loses its knockback immunity.
  • Energy Shield/Deflection is unchanged.
  • Barrier gains the minimum range boost to 6 and is no longer limited to clear terrain only.
  • Mastermind is unchanged.
  • Willpower is functionally now a self-Leadership roll, working at the beginning of turn phase.
  • Invincible no longer caps taken damage at 3.
  • Impervious is unchanged.
  • Regeneration is unchanged.
  • Invulnerability is unchanged.

DAMAGE

  • Ranged Combat Expert, no longer a POWER action, loses its modification options and now is a static +1 to attack and damage to any normal damage range attack (including destroy actions).
  • Battle Fury has minor shift in wording that prevents it from being given action tokens by ANY enemy effect, not just Incapacitate.
  • Support is unchanged.
  • Exploit Weakness is no longer a CLOSE but still deals penetrating damage in melee.
  • Enhancement now allows the +1 against terrain/objects
  • Probability Control is unchanged.
  • Shape Change is unchanged.
  • Close Combat Expert no longer a POWER action, loses its modifcation options and now is a static +1 to attack and damage to any normal damage close attack (including destroy actions).
  • Empower now allows the +1 against terrain/objects.
  • Perplex no longer affects damage.
  • Outwit is unchanged.
  • Leadership is unchanged.

ABILITIES

  • Carry no longer penalizes speed.
  • Heavy Objects appear to no longer do extra damage.
  • All the Improved abilities are properly named in their description.
  • Improved Movement: Hindering is gone.
  • Improved Movement: Characters has minor shift in wording but effectively no change.
  • Great Size now also grants 3-6 Willpower.
  • Passenger no longer prevents same-size fliers from being carried.
  • SAFEGUARD replaces the PROTECTED keyphrase, while “Protected: X” still stands for Outwit and Pulse Wave, respectively.
  • Swim can’t be targeted from beyond 4 squares when in water.

OTHER CHANGES

  • Crit miss self-damage is immediate, instead of after resolutions.
  • Knockback places UP TO 3 squares away, so … you might have options to do less. Also no more “direct path” language.
  • Destroyed Barrier no longer leaves debris!
 ….that’s a lot! They seem to be encouraging more melee and team formation (and counters to same) at the expense of big solo strike ability (see the heavy object change, and that Pulse Wave one … whoa.) A future post will further analyze what’s gotten beefed up and nerfed — and how F.U.N. is it all.
 In the meantime, here’s the new 2021 rulebook and Powers & Abilities Card.

I had hoped to contain all commentary on the changes coming to HeroClix rules in one post. But WizKids has really dragged out these revelations, such that I’ve had to split the article up (because a whole new set — the last to use the current ruleset — dropped in the middle of it all).

Here are the changes (and links to WK’s articles) so far:

  1. PUSHING DAMAGE IS GONE. So is Colossal Stamina (mostly). Willpower is now essentially a self-Leadership roll. Great Size grants an improved version of that roll (3-6). There’s also mention of BENCHED POWERS: Not really a rule change, just a new design philosophy.
  2. CHANGED POWERS: Leap/Climb, RCE and CCE each become passive powers; Telekinesis loses attack options; no Perplex on damage.
  3. CHANGED THEME TEAMS: No minimum number of characters, generic and named themed teams are same, initiative roll only gives +3 bonus, Themed Team Probability Control is simple Prob and capped at 3. 
  4. CHANGED … EVERYTHING:  multiple bolts work in melee; hindering terrain only affects line of fire; knockback move a character 3 squares and doesn’t damage.

But enough recap. On to

PART 5

ultra combo

There was a rules article that suggested that a lot more powers will function as “attack improvements” rather than “attack replacements,” allowing for more combinations than are currently legal. But it was so vague, with few concrete examples, that we can’t really comment and so we won’t, other than it sounds like it could be F.U.N.

A later rules article focused on cleaning up language like “FREE” vs. “at no cost” (it appears they’re looking to minimize use/abuse of the latter in future game design) and “place” in the Telekinesis sense of repositioning things on the map versus “place” in the sense of putting a piece from off the map/outside the game onto the map. Going forward, they’re using “generate” for the latter effect, a term already in use for making bystanders.

The biggest F.U.N. news is that while water terrain no longer affects movement, characters with the Swim keyphrase get a big boost: They can’t be targeted from further than 4 squares away when they’re in water terrain. That scores huge on the F.U.N. factor for Utility and Nerdcore (even if it makes the Friendliness factor go down — there could be some nasty teams built around this).

An “Atlantis Attacks” Heroclixin’ article update is gonna be necessary.

The Fish(men) Fight Back!!!

We’re sure there’s still more changes to come. Stay tuned for …

PART 6

156962899_117994480295524_640394964945805655_n
Players got a low-res look at the first page of the new PAC and there are some clear changes to many of the Speed Powers!
  • Flurry, Phasing/Teleport, and Sidestep all have no inherent change (though it remains to be seen if other general rule changes affect them).
  • Leap/Climb we already knew about. And the removal of pushing damage means Earthbound/Neutralized just restricts use of Improved Movement/Targeting abilities.
  • Charge and Running Shot both get a minor change, allowing use of either CLOSE or RANGE (respectively) as FREE instead of “at no cost” like in the 2017 rules. This might make these powers vulnerable again to effects that restrict FREE actions (such as the Golden Age Green Lantern battery or the Modern Spiders Man 013 from Earth X) but should clean up gameplay somewhat.
  • Charge also loses its immunity to knockback!
  • Mind Control‘s RANGE option gains a minimum reach of 6 from the previous 4.
  • Plasticity loses language that forces most enemy figures to stop next to it, instead seemingly only keeping its easy breakaway rolls and forcing hard breakaways against all but Leap/Climb, HSS and Phasing figures.
  • The POWER version of Force Blast loses its d6 roll but gains a minimum range of 6 and a standard 3-square knockback. With at least Charge losing knockback protection, this is a big upgrade.
  • Hypersonic Speed, like Leap/Climb, loses wording for +2 breakaway. But given the new Plasticity wording, maybe there’s a new general rule for breakaway that either retains the bonus or nerfs it.
  • Stealth gets wording that at last allows an adjacent foe to draw line of fire to Stealthers in hindering.
Can’t wait to look at more changes in Part 7!