Covenant Banshee HeroClix Adaption Rules
#V03 Banshee
Team: No Affiliation
Range: 10
Points: 225
Keywords: Covenant, Vehicle
Combat Dial: Begins game at green line (1 health). See scenario rules. (Banshee can use Hypersonic Speed. When using Hypersonic Speed, the Banshee may activate the Strafe special power, and use Ram as described in the Strafe special power. It may also be given a Ranged Combat Action instead of a Ranged Combat Attack during movement. )
● Strafe: See scenario rules. (Banshee can use Ram, but only to target characters without the Flight ability. When it uses Ram and it passes through a square occupied by an opposing character without the Flight ability, immediately place that character in a square within 1 square and line of fire of its current square, then complete Banshee's movement. Each character can only be placed once per turn in this way. Banshee's damage value when using Ram is 4 and locked. Banshee is not dealt the 1 unavoidable damage for each 100 points of characters dealt damage during the movement.)
● Missile: When this unit successfully shoots a figure, also deal 1 damage to each figure adjacent to the target and roll a d6 for each of those adjacent figures. On a result of 4-6, knock back the adjacent figure 1 square directly away from the target. After knock back for all adjacent figures has been resolved, knock back the target 1 square. (This character can use Force Blast and Energy Explosion.)
● Multi-Attack: When this unit is given an action that allows it to shoot, it can shoot twice. (Give this character a ranged combat action. After the ranged combat attack resolves, it may make a second ranged combat attack as a free action. The first attack doesn’t activate the Damage Depletion Modifier.)
● Vehicle Armor: When this unit is dealt damage, reduce the damage dealt by 1. (Treat as Toughness.)
Raid Dial
Raid Dial: See scenario rules. (As the Banshee moves, once it moves two squares, if a square it moves into is not in a direct line with the last two squares it occupied or passed through, turn the Raid Dial one click. If the Banshee has changed orientation as a result of movement, turn the Raid Dial one additional click after the action resolves. Do not turn the Raid Dial past click 9. Apply any modifiers to attack, defense, and damage showing on the Raid Dial. Turn the Raid Dial back to the green start line at the beginning of your turn.)
Stability Check: Roll 2d6. If the result exceeds this unit's current speed value, this unit can't shoot this turn. (When this power is revealed, roll 2d6. If the result exceeds the Banshee's current speed value, this unit can't be given a Ranged Combat Action or Attack this turn.)
Combat Symbols
The M12 Warthog LRV possesses , , , . It has a passenger capacity of 0.
Special Pilot Rules
The Banshee is considered to be a Piloted Vehicle, however the vehicle is not considered to be a part of any player's team when it doesn't have a pilot. A character can be given a free action to become a pilot of a Banshee if it's neutral to that character.
Additional Rules
If the Banshee starts the turn with two action tokens, it can be given a move action as a free action this turn.
Lines of fire to and from a piloted Banshee are not blocked by outdoor blocking terrain adjacent to the Banshee, and the Banshee can use Great Size.
The Banshee is considered an Ultra Heavy Object when not occupied by any pilots. If the Banshee becomes piloted while another character is occupying the same square as the Banshee, place that character into a square of the controller's choosing that's adjacent to the Banshee.
The all-black click on the combat dial indicates 'KO'.
Pilot Ability: Standard Covenant Aerial Vehicle: Prerequisites: Covenant team ability and name does not contain "Elite"; or name is "Spartan". When a character with this prerequisite becomes a pilot, heal the Banshee of 1 damage. It may heal past its starting line as a result of this healing. If this pilot ejects, deal the Banshee 1 unavoidable damage if it is above its starting line (indicated by U1, U2, and U3 on the Combat Dial). This combat ability combines with Advanced Vehicle Training.
Pilot Ability: Advanced Vehicle Training: Prerequisites: Name contains "Arbiter"; name contains "Master Chief"; or possesses Covenant team ability and name contains "Elite". When a character with this prerequisite becomes a pilot, heal the Banshee of 2 damage. It may heal past its starting line as a result of this healing. If this pilot ejects, deal the Banshee 2 unavoidable damage if it is above its starting line (indicated by U1, U2, and U3 on the Combat Dial). This combat ability combines with Standard Covenant Aerial Vehicle.
Team: No Affiliation
Range: 10
Points: 225
Keywords: Covenant, Vehicle
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Combat Dial: Begins game at green line (1 health). See scenario rules. (Banshee can use Hypersonic Speed. When using Hypersonic Speed, the Banshee may activate the Strafe special power, and use Ram as described in the Strafe special power. It may also be given a Ranged Combat Action instead of a Ranged Combat Attack during movement. )
● Strafe: See scenario rules. (Banshee can use Ram, but only to target characters without the Flight ability. When it uses Ram and it passes through a square occupied by an opposing character without the Flight ability, immediately place that character in a square within 1 square and line of fire of its current square, then complete Banshee's movement. Each character can only be placed once per turn in this way. Banshee's damage value when using Ram is 4 and locked. Banshee is not dealt the 1 unavoidable damage for each 100 points of characters dealt damage during the movement.)
● Missile: When this unit successfully shoots a figure, also deal 1 damage to each figure adjacent to the target and roll a d6 for each of those adjacent figures. On a result of 4-6, knock back the adjacent figure 1 square directly away from the target. After knock back for all adjacent figures has been resolved, knock back the target 1 square. (This character can use Force Blast and Energy Explosion.)
● Multi-Attack: When this unit is given an action that allows it to shoot, it can shoot twice. (Give this character a ranged combat action. After the ranged combat attack resolves, it may make a second ranged combat attack as a free action. The first attack doesn’t activate the Damage Depletion Modifier.)
● Vehicle Armor: When this unit is dealt damage, reduce the damage dealt by 1. (Treat as Toughness.)
Raid Dial
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Stability Check: Roll 2d6. If the result exceeds this unit's current speed value, this unit can't shoot this turn. (When this power is revealed, roll 2d6. If the result exceeds the Banshee's current speed value, this unit can't be given a Ranged Combat Action or Attack this turn.)
Combat Symbols
The M12 Warthog LRV possesses , , , . It has a passenger capacity of 0.
Special Pilot Rules
The Banshee is considered to be a Piloted Vehicle, however the vehicle is not considered to be a part of any player's team when it doesn't have a pilot. A character can be given a free action to become a pilot of a Banshee if it's neutral to that character.
Additional Rules
If the Banshee starts the turn with two action tokens, it can be given a move action as a free action this turn.
Lines of fire to and from a piloted Banshee are not blocked by outdoor blocking terrain adjacent to the Banshee, and the Banshee can use Great Size.
The Banshee is considered an Ultra Heavy Object when not occupied by any pilots. If the Banshee becomes piloted while another character is occupying the same square as the Banshee, place that character into a square of the controller's choosing that's adjacent to the Banshee.
The all-black click on the combat dial indicates 'KO'.
Pilot Ability: Standard Covenant Aerial Vehicle: Prerequisites: Covenant team ability and name does not contain "Elite"; or name is "Spartan". When a character with this prerequisite becomes a pilot, heal the Banshee of 1 damage. It may heal past its starting line as a result of this healing. If this pilot ejects, deal the Banshee 1 unavoidable damage if it is above its starting line (indicated by U1, U2, and U3 on the Combat Dial). This combat ability combines with Advanced Vehicle Training.
Pilot Ability: Advanced Vehicle Training: Prerequisites: Name contains "Arbiter"; name contains "Master Chief"; or possesses Covenant team ability and name contains "Elite". When a character with this prerequisite becomes a pilot, heal the Banshee of 2 damage. It may heal past its starting line as a result of this healing. If this pilot ejects, deal the Banshee 2 unavoidable damage if it is above its starting line (indicated by U1, U2, and U3 on the Combat Dial). This combat ability combines with Standard Covenant Aerial Vehicle.
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