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It's a simple of limiting the "sling shot" effect.
Got it in one.
Used to be that you had to be adjacent to the target you wanted to TK, so TK yo-yos, while doable, were pretty tricky to set up properly.
However, once TK was changed with the FF starter to allow your TK-er to now target characters up to 8 squares distant, suddenly TK yo-yos would be extremely simple to set up. So, characters with TK can't use it to TK others after they themselves had been TK'd was added to balance it out.
And, just in case the OP thinks this is new with the Blackest Night PAC (where that line is in the TK description), nope. This rule has been in place since the initial change to TK back in FF... it was just in the TK rules section of the rule book rather than the PAC (check page 14 of the old FF rules if you like).
And, just in case the OP thinks this is new with the Blackest Night PAC (where that line is in the TK description), nope. This rule has been in place since the initial change to TK back in FF... it was just in the TK rules section of the rule book rather than the PAC (check page 14 of the old FF rules if you like).
I just want to point out that there was a slight change added in the BN version.
On the (original) FF PAC you were limited to not being able to use TK option 2 after being moved with TK. You could still chuck an object at someone or move an opposing character.
In the BN PAC it was tightened further (most likely for simplicity) to restrict all uses of TK after being TKed.