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Hellfire Club Inner Circle Base - Marvel - Wolverine and the X-Men HeroClix #WXMT006

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Quick Overview

Hell Fire Club Inner Circle Team Base is piece number T006 in the Marvel Comics Wolverine and the X-Men HeroClix set. This Limited Edition piece costs either 280, 180 or 80 points, is Indomitable, is a Team Base, has a range of 7 and 7, 11 or 16 clicks of life Hell Fire Club Inner Circle has the Hellfire Club keyword.

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Hellfire Club Inner Circle  Base - Marvel - Wolverine and the X-Men HeroClix #WXMT006

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Details

Hellfire Club inner Circle, is lead by Black King and is comprised of the White Queen, the Black Queen and the White King.

Additional Information

SKU WXMT006
Manufacturer HeroClix by WizKids
Universe Marvel
HeroClix Set Wolverine and the X-Men
Point Cost 280
Team Symbols None
Max. Life (in Clicks) 13+
Rank Team Base
Rarity Limited Edition
HeroClix Dial
Power 1 2 3 4 5 6 7 8 9 10
Speed | 11 8 8 8 | 10 8 8 8 | 9 7
Attack | 11 11 11 11 | 10 10 10 10 | 10 10
Defense | 18 17 17 17 | 17 17 17 17 | 17 17
Damage | 5 4 4 4 | 4 4 4 4 | 4 3
Power 11 12 13 14 15 16 17
Speed 7 7 7 7 7 7 KO
Attack 10 9 9 9 9 9 KO
Defense 17 16 16 16 16 16 KO
Damage 3 3 3 3 3 3 KO
Special Powers
  • Queens (Movement) Hellfire Club: Inner Circle can use Mind Control with 3 targets and is not dealt unavoidable damage from it. If they hit a character with the Team attack symbol, they may select a team member attached to the target. The next time that team base uses Solo Adventure, that team member must be the one removed from the team base.
  • Kings (Team Attack) Reduce damage dealt to Hellfire Club: Inner Circle by 1 in addition to other reductions.
  • Black (Defense) When Hellfire Club: Inner Circle takes damage and this power is then revealed, increase their combat values by the amount of damage taken until the end of your next turn..
  • White (Damage) Hellfire Club: Inner Circle can use Leadership. When a friendly character of 30 or more points is KO’d by an opponent’s attack, Hellfire Club: Inner Circle can use Perplex, Outwit, and Probability Control during your next turn.
  • Team Base Abilities.
  • Black KIng (Team Ability) Adjacent opposing characters can’t ignore pushing damage.
  • Black Queen (Team Ability) When Hellfire Club: Inner Circle or any character on a Solo Adventure from them KO’s an opposing character, heal Hellfire Club: Inner Circle and all characters on a Solo Adventure from them of 2 damage..
  • White King (Team Ability) f an action token would be given to Hellfire Club: Inner Circle, instead no action tokens are given. When Excalibur takes damage, after actions resolve, roll a d6 and turn the asset dial that many times to the left.
  • White Queen (Team Ability) Hellfire Club: Inner Circle can’t be the target of Mind Control, Penetrating/Psychic Blast, or an opposing character’s Perplex.
  • Behind the Scenes (Group Ability) Hellfire Club: Inner Circle can use Mastermind and Stealth
  • Team Dials: Characters with the Team symbol are teams. A team base has locations on it where figures from corresponding SwitchClix bases can be placed. Each such character is called a team member.
  • Force Construction: When you add a team to your force, you must pay the cost of the team. For each team member that begins the game attached to the team, increase the point value of the team by 5 points. A team must have a minimum of 3 characters (15 points) attached at any given time unless a game effect says otherwise. Each team member attached to the team must have an asset ability listed on its character card whose icon matches the icon of the asset ability listed on the team’s character card. Team members begin the game attached to the team while their SwitchClix bases may be included in your sideline. Teams and team members can’t be assigned resources, can’t roll to pick up a relic, and can’t become a pilot of a vehicle unless a game effect specifies otherwise. The Team symbol also grants the following combat abilities. None of these abilities can be countered. If this character uses Earthbound/Neutralized, it can still use these abilities.
  • Working Together: Give this character a power action and it may be given one action as a free action for every 100 points or fraction thereof of its point value. These free actions may be used for any action, but you may only give the character up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 ranged combat action. Any number of these free actions may be used to make either a close or ranged combat attack.
  • Practiced Maneuvers: This character can use Improved Movement and ignores elevated terrain and character bases. This character may occupy squares of different elevations.
  • Solo Adventure: Give this character a power action, remove any team member from the team and insert it into its SwitchClix base. The character is placed adjacent to the team on its SwitchClix base turned to the first click with a click number color that matches the team’s current click number color. If removing the team member from the team would mean that the total point value of removed team members exceeds the point value of the team, then the team member can’t be removed. When a removed character has multiple starting lines, its point value and starting line are considered to be the first starting line other than an orange starting line preceding the click it is on when placed on the map.
  • Team Reunited: Give this character a power action when it is adjacent to a character that was a team member earlier this game. Remove the character from its SwitchClix base place it on the team and remove the SwitchClix base from the map.
  • Team Coordination: When counting characters for a themed team do not count the team as a character, instead each team member counts as a character. At the beginning of the game when a team is part of a themed team, choose: Themed Team Probability Control can be used normally or it can’t be used and the team can use Probability Control.
  • The Asset Dial: A team has a second dial called an Asset Dial. This may be a second dial on the team’s figure base or an accompanying dial. The Asset Dial begins the game on the green starting line. The opening will show: (a) asset icons matching to the team members that make up the team, (b) the combat symbol or (c) special powers. When asset icons appear, the team can use the asset abilities referenced by each of those icons so long as the corresponding team member is attached to the team. When the Team icon appears, you may choose any team member attached to the team and use the asset ability granted by that character’s icon. Asset abilities can be countered as if they were a combat ability. At the end of your turn, you may roll a d6 and turn the asset dial that many times to the left. If the icon is showing at the end of your turn, this roll is required.
  • Movement Powers Phasing / Teleport, Special Power
    Attack Powers Penetrating / Psychic Blast, Pulse Wave, Special Power
    Defense Powers Impervious, Invulnerability, Special Power, Toughness
    Damage Powers Enhancement, Perplex, Special Power
    All Available Powers Enhancement, Impervious, Invulnerablility, Leadership, Mastermind, Mind Control, Outwit, Penetrating / Psychic Blast, Perplex, Phasing / Teleport, Probability Control, Pulse Wave, Stealth, Toughness
    Range (in Squares) 7 Sq
    # of Targets 1 Target
    Special Features Has Card, Indomitable, Multiple Starting Lines, SwitchClix
    Official Keywords Hellfire Clube
    Year Released 2013
    HM Sculpt Rating 7.0