Greetings HeroClix fans!
The quintessential ride for the discerning Caped Crusader on the go, the Batmobile releases in stores everywhere today along with the DC HeroClix: Batman Classic TV gravity feed display. It can be played on Autopilot for 75 points, Piloted for 145. Both versions can be played on theme teams using the Batman Family, Gotham City, and Vehicle keywords. First, we will look at the Autopilot version.
The Batmobile has a trait called Voice Controlled Batmobile Relay Unit, which states that the Batmobile is not dealt unavoidable damage from an action that includes an attack if a friendly character named Batman is on the map without any action tokens. On the front half of its dial, the Batmobile can provide cover for friendly figures, or slow down opposing figures, with a couple clicks of Smoke Cloud. After this, Penetrating / Psychic Blast will allow it to use its 4 range to deal damage to all but the most Invincible of foes. From there, these two powers will alternate on the dial for a while. Defensively, a few clicks of Energy Shield / Deflection will make the Batmobile more difficult to hit from range. After this, it will switch into a string of Toughness to absorb some damage.
The next section of the dial is well equipped for close combat as it can make two attacks with Flurry. Combat Reflexes will make it harder to hit Batmobile in close combat. The final click sees the return of both Penetrating / Psychic Blast and Toughness to the dial, as well as Outwit. The Batmobile can use the Carry ability to move 2 passengers around the map.
Next up, we take a look at the 145 point Piloted version of the Batmobile.
The Batmobile begins with a long run of Running Shot, to maneuver into position while making attacks and the printed 6 range will give it some decent reach. The Carry ability will allow you to take 1 passenger with you as you move. As with the Autopilot version, the Piloted Batmobile starts with Smoke Cloud before switching to Penetrating / Psychic Blast, though for a shorter time on this dial. Now, Energy Explosion is thrown into the mix, and will swap around on the attack slot for the length of the dial. Also similar to the Autopilot version, Energy Shield / Deflection will provide protection from range combat attacks, before switching to Toughness.
On the back half of the dial, the Batmobile again has a good run of Flurry to make two close combat attacks, while Combat Reflexes will make it harder to hit against the same. Also in this section are Penetrating / Psychic Blast and Energy Explosion, which work well with a vehicles ability to make range attacks out of adjacency. At the end of its dial, Smoke Cloud and Energy Shield/ Deflection are both back on the dial. Also at this point, the Piloted Batmobile gets its only special power, Calling Police Chief O’Hara. This special power allows the Batmobile to be given a power action to give all friendly figures with the Police keyword a move action at half their speed value as a free action.
The Batmobile has two pilot abilities; the first is called Mobile Tracking Scope, and has the prerequisite of requiring the pilot to have the Batman Family keyword. When Batmobile replaces its combat values with the combat values of its pilot, modify any replaced combat value by +1. The second is called Batcomputer, and has the prerequisite of the pilot being named Batman or Robin. This Pilot Ability lets you roll a d6 at the beginning of your turn, and on a roll of 3-6, the Batmobile can use Outwit.
Thanks for joining us for our latest DC HeroClix: Batman Classic TV preview! Be sure to join us next week as we kick off an all-new series of previews from the darker side of Gotham City! Until then, tune in for more exciting HeroClix content!