vehicles
Posted 06/26/2017 at 07:09 by unsung hero
General Game Element Errata & Clarifications
Postby hcrulesteam » Wed Aug 17, 2016 7:55 pm
VEHICLES
[C]The new general vehicle rules supersede all other previous general vehicle rules.
[C]The ;Vehicle; symbol can't be replaced by any game effect.
[E]Vehicles can use ;Improved-M; ;Hindering; , can automatically break away, and can't be assigned resources or resource attachments or have damage transferred to it.
[E]PILOTING: An adjacent friendly character can be given a power action to become the vehicle's one pilot and be placed on this card. Pilots can't possess: ;Duo;, ;Team;, ;Vehicle;, ;Tiny;, ;Giant;, or ;Colossal; symbols and can't be bystanders. A pilot is only a pilot as long as that character is on this card. Vehicles without a pilot can't be given actions. Give the vehicle a power action to place the pilot into an adjacent square. Pilot abilities are traits that are only active when the pilot meets the prerequisites.
[C]While a character is a pilot, if that character is no longer friendly to the vehicle or the character somehow gains a combat symbol that is restricted from being a pilot, that character is immediately ejected from the vehicle and placed in an adjacent square.
[C]If a vehicle with a pilot is removed from the map for any reason other than being KO'd, the pilot is immediately ejected from the vehicle and placed in a square adjacent to any square the vehicle last occupied.
[E]PASSENGERS: Vehicles can use the Carry ability. Whenever they use the Carry ability do not modify their speed value from using it and they can carry up to the number of characters next to the ;Passenger;symbol as passengers, ignoring the speed symbols of passengers.
[E]PILOT ATTACKS: Give the vehicle a free action and until your next turn, replace its attack, damage, and range values with those printed values of the pilot. Give the vehicle a free action and choose a standard attack or damage power the pilot possesses. Until your next turn, the vehicle can use the chosen power but can't use any other attack or damage powers.
[E]WRECKED VEHICLES: Remove the vehicle from the map and place a standard heavy object in one of the squares it occupied. Place the pilot into or adjacent to the square of the placed object and roll a d6. On a result of ;Dice1; - ;Dice3;, deal the pilot 2 unavoidable damage; ;Dice4; - ;Dice6;, deal the pilot 1 unavoidable damage
Postby hcrulesteam » Wed Aug 17, 2016 7:55 pm
VEHICLES
[C]The new general vehicle rules supersede all other previous general vehicle rules.
[C]The ;Vehicle; symbol can't be replaced by any game effect.
[E]Vehicles can use ;Improved-M; ;Hindering; , can automatically break away, and can't be assigned resources or resource attachments or have damage transferred to it.
[E]PILOTING: An adjacent friendly character can be given a power action to become the vehicle's one pilot and be placed on this card. Pilots can't possess: ;Duo;, ;Team;, ;Vehicle;, ;Tiny;, ;Giant;, or ;Colossal; symbols and can't be bystanders. A pilot is only a pilot as long as that character is on this card. Vehicles without a pilot can't be given actions. Give the vehicle a power action to place the pilot into an adjacent square. Pilot abilities are traits that are only active when the pilot meets the prerequisites.
[C]While a character is a pilot, if that character is no longer friendly to the vehicle or the character somehow gains a combat symbol that is restricted from being a pilot, that character is immediately ejected from the vehicle and placed in an adjacent square.
[C]If a vehicle with a pilot is removed from the map for any reason other than being KO'd, the pilot is immediately ejected from the vehicle and placed in a square adjacent to any square the vehicle last occupied.
[E]PASSENGERS: Vehicles can use the Carry ability. Whenever they use the Carry ability do not modify their speed value from using it and they can carry up to the number of characters next to the ;Passenger;symbol as passengers, ignoring the speed symbols of passengers.
[E]PILOT ATTACKS: Give the vehicle a free action and until your next turn, replace its attack, damage, and range values with those printed values of the pilot. Give the vehicle a free action and choose a standard attack or damage power the pilot possesses. Until your next turn, the vehicle can use the chosen power but can't use any other attack or damage powers.
[E]WRECKED VEHICLES: Remove the vehicle from the map and place a standard heavy object in one of the squares it occupied. Place the pilot into or adjacent to the square of the placed object and roll a d6. On a result of ;Dice1; - ;Dice3;, deal the pilot 2 unavoidable damage; ;Dice4; - ;Dice6;, deal the pilot 1 unavoidable damage
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