Building for the Event Dial [part 6]: Time Bomb

E006 TIME BOMB

THE SETUP: Up to four time bombs can be played in this game. Beginning with the second player and continuing around the table, each player places one time bomb event dial in any square of clear or hindering terrain that is also 4 or more squares from all starting areas and other time bombs. If there is no square in which a time bomb can legally be placed, it can’t be played.
WHAT IT MEANS: This is the only dial so far that can be used in multiples, and, as such, is a tad more collectible than the rest.
MORE SETUP: A square occupied by a Time Bomb is considered to be hindering terrain. A Time Bomb can’t be moved or destroyed.
WHAT IT MEANS: You can’t do this. :)
It also means more squares for Stealthy figs to hide on! But note that occupying does not equal adjacency, so this character would not be able to defuse the Bomb (or, weirdly, even be affected by its detonation).
TURN THE DIAL: At the end of each turn, roll 2d6 and subtract from the result the number of other Time Bombs on the battlefield. Turn this Time Bomb if the result is 6 or more.
WHAT IT MEANS: The clock is ticking, but not at a predictable rate.
EXTRA WIN CONDITIONS: 30 additional victory points for each Time Bomb defused to the team whose character defused it.
WHAT IT MEANS: It’s another way to win. But since you may well spend many more points trying to defuse Time Bombs, it may not be worth it. You decide.
CAN’T SMASH…WHICH WIRE TO CUT? (red, slots A-H): A character adjacent to this Time Bomb can be given a power action to make a close combat attack roll. If the attack roll is 14, this Time Bomb is defused and removed from the game. If the result is 11-13 or 15-17, turn back this Time Bomb once.
WHAT IT MEANS: You may want to field pieces with mediocre Attack Values. This is because, statistically, 7 is the median roll and you’re aiming for an exact result of 14. These characters should be cheap and devoted solely to your “bomb squad.” Also note that even most failing rolls will help keep the Bomb from reaching the next condition, DETONATION!
DETONATION! (yellow, slots D-H): At the beginning of each players turn, that player rolls a d6. On a result of 1 or 2, this Time Bomb immediately makes an attack using Pulse Wave as if it had an attack of 10, a range of 8, and a damage value of 3. after the attack is resolved, remove this Time Bomb from the game.
WHAT IT MEANS: You’ll still want to field a defuser or two. Although the latest HeroClix rules prevent adjacent characters from making ranged attacks, the Time Bomb is not a character and would thus still be able to Pulse Wave. In this worst-case-scenario, having at least one defuser there would minimize the damage to other characters (or at least only sacrifice itself if the only piece in range).
SUMMING IT UP: Time Bomb is a simple, mostly unobtrusive event dial. More than any of the others, Time Bomb is like playing a Battlefield Condition.
That wraps up all the e-dials one could pull in Mutations and Monsters boosters. Next is the grandest one of all, the first Limited Edition dial: PLANET HULK! Be there!

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