Greetings HeroClix Fans!
For today’s preview from the upcoming DC HeroClix: The Joker‘s Wild! set, we check in with a pair of heroes from the Golden Age of comics. As two of the Justice Society of America’s original members, Hourman and Sandman are here to fight crime and uphold the values of a bygone era. First up, let’s take a look at Rex Tyler (aka Hourman)!
With a sculpt that recalls his early appearances with the Justice Society in All-Star Comics, Hourman can be added to your force for 25 points. Hourman has the standard speed, attack and damage symbols and the Indomitable defense symbol, which lets him use Willpower to shrug off pushing damage. Hourman also has the Justice Society team ability, which lets him share his unmodified defense value with an adjacent teammate that has the same team ability. Speaking of the Justice Society team ability, it’s the focus of Hourman’s trait, A Simpler Time, which lets a character use Probability Control when that character uses the team ability to use Hourman’s defense value. However, Probability Control from A Simpler Time can only be used if the attack roll has a 6.
Hourman’s no-frills dial includes Super Strength on all but his last click, which features Regeneration to potentially heal him back to more useful parts of his dial. To supplement his Super Strength, Hourman has a special power called Top Of The Hour which can supply him with a standard light object to hold if he’s given a move action while adjacent to blocking terrain. Hourman is built primarily for close attacks and his range value of 0 reflects that – but newer players should remember that you can throw objects to cause damage regardless of your range value!
Armed with his gas mask, Sleep Gun and keen detective skills, Wesley Dodds (aka Sandman) has a point value of 30 and both the Justice Society team ability and the A Simpler Time trait. Like Hourman, Sandman’s dial is fairly straightforward: Stealth appears on all but his last click and Willpower shows up on his first two clicks. Sandman also has a special power called Sleep Gun which lets him counter an opposing character’s power when he hits that character with an attack. The chosen power remains countered until the opposing character clears action tokens.
Unlike Hourman, Sandman can shoot one target up to five squares away. His speed and damage values are consistent, while his attack and defense numbers change just a bit as you get deeper into his dial.
Both Hourman and Sandman have the Justice Society and Past keywords if you’re looking to include either or both on themed teams. Hourman also has the Scientist keyword while Sandman has All-Star Squadron as an additional option. At only 55 points, both Hourman and Sandman leave plenty of room on a force for other attackers and support characters. With the low point values of the Golden Age line-up of the Justice Society of America, players will be able to field an impressive 9-figure JSA team!
Thanks for reading! Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker's Wild! set!
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