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So, I just want to know. It says on vehicle's cards that once per trip, the Vehicle may replace its values with that of the pilot's and then next turn the pilot will be dealt 1 unavoidable damage. My question is, does that use of this stat replacement last for the duration of the entire trip, or just the turn it is used?
The fourth sentence of the fifth paragraph of the Vehicle rules
reads: "Once per trip, the vehicle may be given a free action to
replace its combat values with any or all of the combat values of
its pilot until the beginning of your next turn."
player a has a piloted vehicle and a character with mind control.
player a ejects their pilot
game play continues until player a has a position so that player b has a figure adjacent to their unpiloted vehicle .
player a mind controls player b to pilot player a's vehicle. - at the end of the action player b is in the vehicle as a pilot, but since it's not their vehicle, they can't eject their character - removing it from the game.
as far as i can tell this is a legitimate tactic, though hard to pull off. correct?
Well that rule needs to be changed. Perhaps say only friendly characters can become a pilot, the player who owns the pilot controls the vehicle. Otherwise the vehicles are all haunted and eat their pilots... I can see this mechanic was well thought out.
How does someone keep a vehicle from spinning a resource? I saw a thread where a batmobile had charge and flurry, and they didn't have to spin the dial?
How does someone keep a vehicle from spinning a resource? I saw a thread where a batmobile had charge and flurry, and they didn't have to spin the dial?
That's most likely a misunderstanding of the rules. If the vehicle is the one that has the resource it must spin the resource dial at the end of its turn. But if another character that has a resource becomes the pilot of a vehicle then that character does not spin the resource dial.
player a has a piloted vehicle and a character with mind control.
player a ejects their pilot
game play continues until player a has a position so that player b has a figure adjacent to their unpiloted vehicle .
player a mind controls player b to pilot player a's vehicle. - at the end of the action player b is in the vehicle as a pilot, but since it's not their vehicle, they can't eject their character - removing it from the game.
as far as i can tell this is a legitimate tactic, though hard to pull off. correct?
Hard to pull off, but sooooooooo fun!
Quote : Originally Posted by Widowmaker03
Well that rule needs to be changed. Perhaps say only friendly characters can become a pilot, the player who owns the pilot controls the vehicle. Otherwise the vehicles are all haunted and eat their pilots... I can see this mechanic was well thought out.
How does someone keep a vehicle from spinning a resource? I saw a thread where a batmobile had charge and flurry, and they didn't have to spin the dial?
When you MC an opponents figure the ARE friendly to you until the free action you give them is over. If you give them an action to be a pilot, its not over until they are ejected.
As for spinning the dial if you r figure is a pilot, they do not spin it. They are off the map while being a pilot. When a figure is off the map they do not have to spin the gauntlet or belt.
Quote : Originally Posted by Harpua
red king is spot on with this statement.
Quote : Originally Posted by dairoka
listen to Red King.
Quote : Originally Posted by YouWaShock
At the risk of going OT, I need to point out that it appears red king is talking to himself.
When you MC an opponents figure the ARE friendly to you until the free action you give them is over. If you give them an action to be a pilot, its not over until they are ejected.
I'm going to have to argue this. The action actually ends after you remove the character from the board and place them on the card. Otherwise, if the action didn't end until the character was ejected you would never be able to move on in the game, as you were still in the middle of a Free Action.
The character would be opposing to you after making them the pilot.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
I'm going to have to argue this. The action actually ends after you remove the character from the board and place them on the card. Otherwise, if the action didn't end until the character was ejected you would never be able to move on in the game, as you were still in the middle of a Free Action.
The character would be opposing to you after making them the pilot.
You are correct. I miss(typed/spoke?). He is opposing to you, but can not be given an action by your opponent because he is off the board in your vehicle.
Thanks ID.
Quote : Originally Posted by Harpua
red king is spot on with this statement.
Quote : Originally Posted by dairoka
listen to Red King.
Quote : Originally Posted by YouWaShock
At the risk of going OT, I need to point out that it appears red king is talking to himself.
try the tactic i used last week. WoS Nightcrawler. Now anyone can be adjacent to your vehicle.
Nightcrawler is OK, but now you are adding more attack rolls into the equation. Dusk is a good source for moving Multi-Based characters.
Or if you are DC only you can use Maxwell Lord. He can Mind Control and give two actions (one of which must be a move action) which you can use to walk up and the other action to become the pilot.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.