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Immobile: Give a character adjacent to this object a power action
and choose another friendly character that is not within 8 squares of
this object. Place the chosen character adjacent to this character
and this object.
Played a larger point game the other day and can't seem to find any answers for the question we had.
How many times per turn are you allowed to use the Bat Signal.
Could you essentially, in a 600 point game, have 3 heavy hitters out in the field, have them attack, then have 3 scrubs gathered around the Bat Signal to call back your heavy hitters in 1 turn?
Is there a usage limit on Bat Signal per turn or can you essentially bring all your team back in 1 turn if each person around the bat signal uses it?
Unless there is an old ruling I'm unaware of, as long as the object and characters are placed in such a way that all the characters can be adjacent to the one calling them back and the Signal, you could use it three times.
Also please note: the Bat Signal is a heavy, not an immobile (that was a misprint or transcribing error at one point). Which makes this all the more ridiculous.
"I think it is very important to consider your venue a community and not a commodity." - tyroclix
Now if your a jerk like me, place it next to the starting area when running a team of capture figs. Catch your guy then yank them back so they can release them next turn
Now if your a jerk like me, place it next to the starting area when running a team of capture figs. Catch your guy then yank them back so they can release them next turn
It's still a special, so you have to place it 5 squares away from a starting area.
I mean, a quick trip from a character with super strength will still get you where you need to be, but since we're in the rules forum...
"I think it is very important to consider your venue a community and not a commodity." - tyroclix
My favorite item in the game. And I agree, there's no reason why it can't be used more than once per turn. That and the Fuel Tank are my favorite heavies of all time.
Yes, it's a heavy - as discussed, someone with Super Strength can put it "where you need it" in two move actions (one to pick up, one to put down).
Or you could TK it.
Or your TW SR Batman can pick "Super Strength" for one turn and run out, pick it up, and bring it back. Next turn, pick a different Attack power, lose Super Strength, and it's dropped without needing to "waste" a move action to put it down.
It's brutal for that - he picks TK, launched Superman, who goes out, hits, and then a bystander power actions to pull Supes back. Extreme yo-yo potential.
And if your opponent has a Gamma Bomb, you don't put this down until the bomb is disarmed or goes off - you just "carry" it to protect it from the damn bomb.
Yeah, The Bat Signal is still my favourite object all-time, even beating the Pym Particles and Symbiote! I have surprised many people by TK-ing the object from it's initial deployment square to adjacent to move it adjacent to a figure, who then Summons a Friendly from across the board!