#4
Uru Forge [Fear Itself Mighty Scenario Pack]
It’s one of the pricier relics on the list, but look at what 10 points buys:

  • A choice of a permanent +3 to speed or range, or
  • A permanent +1 increase to either AV, DV or damage, or
  • swap in a completely different relic into the existing game.

All for an easy-as-pie 3-6 roll. It could’ve been number one if it gave you the new relic outright instead of forcing ANOTHER pickup try.

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#3
Wonder Girl’s Lasso
At the very reasonable cost of just 5 points, this relic granting Steal Energy even from range is well worth fielding for any team. Only the somewhat slim 33% chance of grabbing it keeps it from being a top pick.

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The Sonic Transmitter [Batman] is a 7-point waste on even the one force it benefits, one with Flock of Bats characters on it. Rarely are those characters going to be fielded without either a Batman [Batman 053a] or a Caped Crusader [Batman 053b] figure to interact with them, and as with the #5 worst relic, this one will also be used more effectively as a resource-based item. It’s just all kinds of useless for all but a handful of figures and forces that it’s nearly the worst relic one could ever field.

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Be back next week for the best and worst relics of all.

#6
Palantir [The Two Towers]
The most expensive relic on the top 10 list by far at 15 points, it’s here because it grants use of a pricey power — Mind Control — from behind walls, with an efficient 3-6 roll. For those teams you need to fill points on without just adding dead weight, this relic is the way to go. Better for long range than short, of course.

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#5
Mjolnir [Hammer of Thor]
The first relic is still one of the very best, even though it requires a daunting 6 roll for just a 15% shot at being worthy of the hammer of Thor. Granting a hefty +2 AV and damage along with Quake, Flight and Energy Explosion, gaining this relic can be a game-winner. It costs 0 points, too, so there’s no reason not to add this relic to a Golden Age force.

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In the middle of the five-worst list at #3 is the Globe of Ultimate Knowledge [Incredible Hulk]. Like Mjolnir on the good list, it requires a difficult roll of 6 to obtain. Unlike the above hammer, it’s going to cost your force 10 points, pass or fail. And the benefit of gaining it? Outwit. That’s all. It’s just not worth it. Ever.

 

#8
Disintegration Beam [Invincible Iron Man]
For 8 points and a 50% roll, you get one of the game’s few anti-relic/resource elements. But lest it be completely worthless in those matches not facing those dreaded “R” factors, it’s also a method for cutting through enemies’ armor if they’re not over 150 in cost. It’d be higher on the list if it didn’t depend so much on hot dice and strong attack ability to be useful after pickup.

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#7
Scorpio Key [Captain America] and Flame Blast [Invincible Iron Man] [tie]
Only 4 points buys the Scorpio Key, an outside source of Penetrating/Psychic Blast AND + 2 range. Needing only a 33% 5-6 roll, it’s a great points filler. For double the cost but with an easier 50% roll, the Flame Blast also grants PPB with a minimum 4 range — so it’s better for those 0 range pieces — and Energy Explosion when only targeting one foe. They balance out to a tie.

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Getting Super Senses as the Lothlorien Cloak [Fellowship of the Ring] offers isn’t so bad until one notes the 10-point cost and the 50% chance it won’t fit and the fact that the doggone thing only functions IN hindering terrain, not just when lines of fire cross it. It’s overpriced by at least double and thus ranks as the fourth-worst relic.

#10
Nul’s Hammer and Angrir’s Hammer [tie]
These are the two hammer relics actually worth running AS relics somtimes. For 8 points, each grants a bunch of abilities to improve a piece’s effectiveness:

  • Angrir’s: Charge, Steal Energy, Regen AND + 2 AV.
  • Nul’s: The same +2 with Willpower and Running Shot at 4 range minimum.

When a simple 5-6 roll gets all of that, it’s no wonder they make the list, especially over their equal-priced but less loaded fellow hammers. But they’re at the bottom because both are overshadowed by the fact that the Book of the Skull makes them each automatic for just one point more.

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#9
Fragment – Cyclops
One of the most recent additions to the relics roster, this 5-6 roll relic grants Poison, Ranged Combat Expert and Flight for 10 points. It flame-claws a place on the list for being useful for 0 range pieces and shooters alike, making it easier for the former to maneuver in close with Flight, giving the latter better accuracy and firepower with RCE and helping both with the offensive and deterrent factor of Poison.

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The fifth worst relic has got to be the Rebreather [No Man’s Land]. Despite a fair 50% roll and a semi-modest cost of 6 points, what good is Willpower in water, really — especially since relics can’t be placed in water terrain to immediately get the bonus? Immunity to Poison isn’t great shakes, either, when simple Toughness does the job about as well.  Completely sunk by its way cheaper yet overpowered twin on the Utility Belt (wait, a mini-Aqualung can give me super speed if I start by swimming?), this relic chokes every time.

It’s the holiday season, when many are out trying to obtain stuff. So it’s a good time to look at a HeroClix mechanic revolving around trying to obtain stuff: RELICS.

indiana-jones-idol-swipe

Relics. They’re a weird thing in HeroClix. They cost extra points on the force but seem riddled with drawbacks:

  • Limited to just one per force.
  • No guarantee of use.
  • Mean one less object for the Super Strong and the Telekinetics.

But on the other hand, it’s not all bad news where relics are concerned:

  • Indestructible hindering terrain for the Stealthy.
  • Some neat game effects.

Is it worth losing one of the three objects? Naturally, this matters more for Super Strength teams than others. But it’s also an issue for other teams because running a relic means they MUST run one light and one heavy object. So is the relic worth the risk of a SStrong foe getting more weapons?

 Whether a Relic works with a Resource will NOT be considered. Many of them change drastically in how they are acquired and how they function and, in any case, are simply a subset of their Resources instead. [In fact, Heroclixin’ goes on record as decrying Resources for essentially making Relics completely pointless. Don’t know why WizKids even continues making Relics, really.]

This week, Heroclixin’ looks at the top ten relics in the game — the ones giving the best bang for the most figures for the best price and ease of use…and five of the very worst.

Here’s an HONORABLE MENTION to start it off:

Batman Cowl [No Man’s Land]
A 5-point, 50% shot at getting Batman Ally TA and extra-sneakfulness for existing Batman teamsters is best saved for Bat-teams, which can use it even on failed rolls as an extra patch of hindering terrain. Other figures, while they’d surely welcome the Stealth, won’t get as much bonus mileage from it, pass or fail.

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Tune in tomorrow for the beginning of the list in earnest!