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Catwoman and Belt end of turn spin - Change this Ruling!
In case you haven't heard, there is a tactic going around. Take a HSSer with the belt and turn to a +2 stats click. Carry Catwoman so Catwoman is off the map and you get +2 to stats during the HSS action. When the HSS action ends you put Catwoman back on the map. At the end of the turn Catwoman makes you ignore the end of turn roll for the belt and you stay on the +2 stats click.
Instead, it should be ruled that the end of turn spin of the belt is not a "use" by the character wearing the belt and therefore still happens with Catwoman in range of the character wearing the belt.
Consider this a petition. Add a reply if you would like this rule changed and hopefully we can make it happen!
In case you haven't heard, there is a tactic going around. Take a HSSer with the belt and turn to a +2 stats click. Carry Catwoman so Catwoman is off the map and you get +2 to stats during the HSS action. When the HSS action ends you put Catwoman back on the map. At the end of the turn Catwoman makes you ignore the end of turn roll for the belt and you stay on the +2 stats click.
Instead, it should be ruled that the end of turn spin of the belt is not a "use" by the character wearing the belt and therefore still happens with Catwoman in range of the character wearing the belt.
Consider this a petition. Add a reply if you would like this rule changed and hopefully we can make it happen!
But while you aren't forced to turn the dial, you do not get the +2 bonus outside the HSS. I can see this being very powerful, but not broken. You can still hit the character (or Catwoman) at their 'normal' defense, so you nerf half of your own resource use.
I'd say any indomitable character with charge using prep time to get to the +2 Flurry click and then being carted by a vehicle is a little slower but much more powerful.
For 150 pts, you could use SoG 047 Batman with the Utility Belt and three slots (granting willpower) and the Batcycle to Charge, Flurry, move back to the Batcycle, become the pilot, then replace values, then Running Shot with the Batcycle. So that combo lets you hit up to three characters for at least 5 damage each at 13 attack in one turn. Not to mention that rolling for the Utility Belt after still gives you an excellent chance to land on the +1 power still, even if Batman has to take an unavoidable damage for replacing values.