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DP19-001a Batmobile - Eject & become Pilot in same Turn
A question regarding the new #DP19-001a Batmobile.
Alfred, Send The Car To Pick Me Up: Autopilot. Adjacent friendly standard characters with the Batman Family keyword can be given a FREE action instead of a POWER action to become this vehicle's pilot.
Ejector Seat: Charge. Running Shot, but only if Batmobile has a pilot. When it uses Running Shot, after resolutions you may place its pilot adjacent to a target of that attack.
I could have sworn there used to be a rule saying you cannot become a Pilot and Eject, or Eject and become a Pilot in the same Turn.
I've read & re-read the rules and cannot find it.
So I'm presuming that means with the new Batmobile you can;
- use Ejector Seat to Running Shot and Eject the Pilot
- Pilot attacks
- Pilot can use Alfred, Send The Car To Pick Me Up to become the Pilot again.
Is this correct?
Vehicle Rules
Spoiler (Click in box to read)
VEHICLES
Some characters have the symbol as their defense
symbol. These character are vehicles and are not standard
characters. These may represent motorcycles, cars, tanks,
aircraft, or even advanced spacesuits. Vehicles have some
restrictions and some additional abilities compared to
normal characters.
Restrictions/Drawbacks:
• Vehicles can’t use the inherent “object” abilities.
(They can’t use Object Pick Up, or CLOSE or RANGE
object actions.)
• Vehicles can’t be carried.
• Vehicles can’t be chosen by characters using the
Mastermind power.
• Vehicles can’t be assigned resources unless the
resource is part of that Vehicle’s dials and/or card.
• Vehicles can’t be given actions unless they have a
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pilot or have the Autopilot ability (see below).
• Vehicles can’t change size. Any effect that would
replace a Vehicle’s damage symbol is ignored, and
it keep its printed damage symbol.
• When a Vehicle is KO’d (“wrecked”), generate a
standard heavy object in a square it occupied. Place
the pilot in or adjacent to that square and roll a d6.
- : Deal the pilot 2 unavoidable damage.
- : Deal the pilot 1 unavoidable damage.
If a vehicle has a pilot and an effect would cause the
vehicle to be removed from the game (not KO’d), the
pilot is placed in a square the vehicle last occupied. You
do not generate an object or roll the d6.
A vehicle without a pilot normally can’t be given any
actions at all. This includes FREE actions and actions
given “at no cost”.
Abilities/Advantages:
• Vehicles can use .
• Vehicles have “PROTECTED: Mind Control”.
• Vehicles automatically break away.
• Vehicles don’t modify their speed value due to the
Carry ability, and when using they may carry
characters with .
• As long as this vehicle has no pilot, adjacent
friendly standard characters have “POWER: Become
this vehicle’s pilot.” Pilots are removed from the
map and placed on the vehicle’s HeroClix card.
A character is only a pilot as long as it’s on the
vehicle’s card due to an action that made it the
pilot.
• If a Vehicle has a pilot, it has “POWER: Place the
pilot adjacent.”
• If a Vehicle has a pilot, it has “FREE: Replace this
vehicle’s attack, damage, and range values with
those printed values of its pilot until your next
turn.”
• If a Vehicle has a pilot, it has “FREE: Choose a
standard attack or standard damage power its pilot
can use. This vehicle can use the chosen power but
can’t use its displayed attack or damage powers
until your next turn.”
Pilots are “off the map” characters, and as such
can only interact with the game in specified ways.
If the character can use a standard power within a
special power, the vehicle may choose and use
that standard power (without any special bonuses),
but it can’t use any powers in its attack or
damage slot until your next turn.
If a pilot can use a power that says “Outwit, but
only if occupying water terrain” then Outwit can’t
be chosen, as the character off the map can’t use it
(even if the vehicle occupies water terrain, the pilot
does not).
The following keyphrase ability is found only on vehicles:
Autopilot. No Symbol. This vehicle may be given
actions without a pilot. When you do so, immediately
after resolutions deal this vehicle 1 unavoidable damage.
A vehicle with the Autopilot keyphrase is dealt
the 1 unavoidable damage when it is given any type
of action. This includes FREE actions and actions given
“at no cost”.
Vehicles may also have a “Pilot Ability” trait. This trait has
one or more prerequisites involving character names, point
values, keywords, and/or having certain symbols printed
on a base. If the pilot of the vehicle does not meet these
prerequisites, this trait doesn’t exist. If it does meet the
prerequisites, then the vehicle can use the trait normally
I would say you could become the pilot again your next turn. It seems like multiple movements with "eject, attack, become pilot again". I think your opponent should get an attack during their turn. then you can choose to stay and fight or get back into vehicle.