Pfr_Fate
03/06/2004, 09:12
From FATE:
Errata for the Baxter Building. 2/1/04
-- STARTING POSITIONS
Another way to start is for each player to be assigned their own floor, putting them as far away as possible. It makes for a longer game, but it allows the players to make full use of the entire terrain offered in the building.
-- THE SOLENOID KEY
Phasing/Teleport does not open the terrain as a Solenoid Key, it just allows the powered figure to pass through it.
Wildcard teams do NOT copy the FF team ability for the use of the Solenoid Key. All other usage of the wildcard team ability is normal.
-- OUTSIDE THE BUILDING
As per the normal Telekinesis rules (see Wizkids FAQs), a figure cannot be pushed off a building with Telekinesis. This goes for throwing a figure off the Baxter Building or throwing them out a hole in a wall.
Blowing a hole in a wall places a rubble counter (Hindering Terrain) adjacent to the wall, but only ONE counter is placed inside the building.
-- BREAKING FLOORS AND RULES FOR THEM
A figure may target a ceiling (i.e. a floor on the level above), providing they can reach it as it is equivalent to two squares above them. Remeber the Roof requires 4 hits of damage to break.
You may target a floor under a figure (friendly or enemy). It will not cause the figure to fall, but will turn the sqaure into a rubble counter (hindering terrain).
You may Range attack a figure through a hole in a floor. If you are firing up, the target must be on the hole through which you are firing. If the target is below, the attacker must be on the hole through which you are firing and the target is considered to be at half range with all other rules for Line-of-fire applied.
A figure with Flying, Leap/Climb, Phasing/Teleport or Plasticity may move through a hole in the floor. Remeber it is a cost of 2 movement points to move up or down to a new level and you are either entering or leacing a rubble counter (Hindering terrain).
-- DOORS AND RULES FOR THEM
Doors may be destroyed as well, just as regular terrain destruction. Afterwards, a new door may not be placed there.
-- ELEVATORS
Correction: a destroyed elevator shaft makes the elevator car into Hindering Terrain NOT Blocking Terrain.
Errata for the Baxter Building. 2/1/04
-- STARTING POSITIONS
Another way to start is for each player to be assigned their own floor, putting them as far away as possible. It makes for a longer game, but it allows the players to make full use of the entire terrain offered in the building.
-- THE SOLENOID KEY
Phasing/Teleport does not open the terrain as a Solenoid Key, it just allows the powered figure to pass through it.
Wildcard teams do NOT copy the FF team ability for the use of the Solenoid Key. All other usage of the wildcard team ability is normal.
-- OUTSIDE THE BUILDING
As per the normal Telekinesis rules (see Wizkids FAQs), a figure cannot be pushed off a building with Telekinesis. This goes for throwing a figure off the Baxter Building or throwing them out a hole in a wall.
Blowing a hole in a wall places a rubble counter (Hindering Terrain) adjacent to the wall, but only ONE counter is placed inside the building.
-- BREAKING FLOORS AND RULES FOR THEM
A figure may target a ceiling (i.e. a floor on the level above), providing they can reach it as it is equivalent to two squares above them. Remeber the Roof requires 4 hits of damage to break.
You may target a floor under a figure (friendly or enemy). It will not cause the figure to fall, but will turn the sqaure into a rubble counter (hindering terrain).
You may Range attack a figure through a hole in a floor. If you are firing up, the target must be on the hole through which you are firing. If the target is below, the attacker must be on the hole through which you are firing and the target is considered to be at half range with all other rules for Line-of-fire applied.
A figure with Flying, Leap/Climb, Phasing/Teleport or Plasticity may move through a hole in the floor. Remeber it is a cost of 2 movement points to move up or down to a new level and you are either entering or leacing a rubble counter (Hindering terrain).
-- DOORS AND RULES FOR THEM
Doors may be destroyed as well, just as regular terrain destruction. Afterwards, a new door may not be placed there.
-- ELEVATORS
Correction: a destroyed elevator shaft makes the elevator car into Hindering Terrain NOT Blocking Terrain.