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Reload this Page The Vehicles of DC HeroClix: Batman – G.C.P.D. Cruiser!
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Old 09/29/2012, 01:16
    #31
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Quote : Originally Posted by DPfanatic View Post
Cant wait to have Cosmo drive it, dogs driving cars!!!!
COS~mo the Driving DOG

The Dog who could Drive a CAR~!

He drives around,

all over the town

…COS~mo the Driving DOG~!!!
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Old 09/29/2012, 06:12
    #32
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Vehicles offer quite a lot for quite a little investment. I get that they're a big target, don't have the raw stats and damage reduction most character clix have and may be difficult to maneuver on certain maps, but the trade off in special powers, length of dial and protection for the rest of your team for the point cost of the average vehicle seems like a dealer's discount bargain. It'll be interesting to see how they change the game in the long term (if at all).

When the next updated PAC comes out, I'd like to see some changes to a few basic powers in how they affect vehicles. Here are some ideas:

*Energy Explosion: When a vehicle is KOed due to damage taken from an Energy Explosion attack, the player controlling the vehicle rolls 1 d6. All adjacent characters to the KOed vehicle are knocked back a number of squares equal to the dice roll in addition to the normal effects of Energy Explosion. (Nothing lights up an action movie like exploding vehicles, and many a stuntman makes their living pretending to be blown through the air from the blast of the explosion.)

*Pulse Wave/Quake: When a vehicle is damaged by a Pulse Wave or Quake attack, knock the vehicle back a number of squares equal to the damage taken. If any characters are in the knock-back path of the vehicle, deal those characters 1 damage for each square the vehicle is knocked back. The player controlling the characters hit in this way then place them in an adjacent square to the vehicle after the action resolves. (This represents how vehicles are often the overlooked victims in the superhero movies where they are knocked around like Pinatas and usually threaten to slam into bystanders loitering near by.)

*Penetrating/Psychic Blast: When a vehicle is targeted by any ranged attack using a power that specifies that it deals penetrating damage and the roll is a critical hit, the vehicle is instantly KOed and any adjacent characters take 1 penetrating damage. (Given how common it is in Hollywood shoot-outs for haphazard gunfire to blow the fuel tanks or ammo in vehicles setting them off like a Roman candle, I thought something as rare as a critical hit with a penetrating shot should at least do something similar.)

*Steal Energy: When a vehicle is the target of a Steal Energy attack and the attacker successfully heals up as a result of the attack, the vehicle may only move up to half of its printed speed on it's very next turn. (Hey, gas prices are high. Why stop at the local Chevron when you can siphon some go-juice off the Invisible Jet?)

*Blades/Claws/Fangs: When a vehicle is damaged by a B/C/F attack, the vehicle possesses Battle Fury if it doesn't already. (You know, for scratching up the enamel!)

Ok, well, while these are kind of tongue and cheek, I really think that if vehicles are going to become a mainstay in the future of the game, I'd like to see some basic powers on normal clix do something a little extra to the rolling armada they might end up facing. (Kind of like how a normal thrown crate might not do too much damage to your average police car, but if it was a crate-o'-donuts, it should at least add a token or something.)
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Old 09/29/2012, 08:37
    #33
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Anyone else disappointed that this thing didn't get the capture ability? Of anything out there that deserved the ability more than a Sentinel, this was it.
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Old 09/29/2012, 09:37
    #34
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Yeah, vehicles was a stupid idea.
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Old 09/29/2012, 14:38
    #35
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Quote : Originally Posted by Yondu77 View Post
How ticked will you be when you open up your super booster and there is a cop car instead of a Batmobile or WW Jet?
Considering that the GCPD Cruiser comes with a Military Tank, and I want 2-3 of each? Not ticked at all! I'd be ticked to pull anything but!

Quote : Originally Posted by Red and Blue Rocks View Post
I find the vehicles a good addition so far but I don't like the traits to this one. You can't phase through a car? -And Spider-man jumps through them all the time.

Everything else looks fine but this needs some rewording to make the power stop character from auto breakaway at the beginning of movement. My 2 cents...
You can jump through them fine. Nothing is changed about ignoring them on movement. It's only for breakaway that anything is changed.

Oops! Don't listen to this part!

Quote : Originally Posted by Puuka View Post
Anyone else disappointed that this thing didn't get the capture ability? Of anything out there that deserved the ability more than a Sentinel, this was it.
Extremely! I love Capture so much!

Quote : Originally Posted by Rocket Ranger View Post
Vehicles offer quite a lot for quite a little investment. I get that they're a big target, don't have the raw stats and damage reduction most character clix have and may be difficult to maneuver on certain maps, but the trade off in special powers, length of dial and protection for the rest of your team for the point cost of the average vehicle seems like a dealer's discount bargain. It'll be interesting to see how they change the game in the long term (if at all).

When the next updated PAC comes out, I'd like to see some changes to a few basic powers in how they affect vehicles. Here are some ideas:

*Energy Explosion: When a vehicle is KOed due to damage taken from an Energy Explosion attack, the player controlling the vehicle rolls 1 d6. All adjacent characters to the KOed vehicle are knocked back a number of squares equal to the dice roll in addition to the normal effects of Energy Explosion. (Nothing lights up an action movie like exploding vehicles, and many a stuntman makes their living pretending to be blown through the air from the blast of the explosion.)

*Pulse Wave/Quake: When a vehicle is damaged by a Pulse Wave or Quake attack, knock the vehicle back a number of squares equal to the damage taken. If any characters are in the knock-back path of the vehicle, deal those characters 1 damage for each square the vehicle is knocked back. The player controlling the characters hit in this way then place them in an adjacent square to the vehicle after the action resolves. (This represents how vehicles are often the overlooked victims in the superhero movies where they are knocked around like Pinatas and usually threaten to slam into bystanders loitering near by.)

*Penetrating/Psychic Blast: When a vehicle is targeted by any ranged attack using a power that specifies that it deals penetrating damage and the roll is a critical hit, the vehicle is instantly KOed and any adjacent characters take 1 penetrating damage. (Given how common it is in Hollywood shoot-outs for haphazard gunfire to blow the fuel tanks or ammo in vehicles setting them off like a Roman candle, I thought something as rare as a critical hit with a penetrating shot should at least do something similar.)

*Steal Energy: When a vehicle is the target of a Steal Energy attack and the attacker successfully heals up as a result of the attack, the vehicle may only move up to half of its printed speed on it's very next turn. (Hey, gas prices are high. Why stop at the local Chevron when you can siphon some go-juice off the Invisible Jet?)

*Blades/Claws/Fangs: When a vehicle is damaged by a B/C/F attack, the vehicle possesses Battle Fury if it doesn't already. (You know, for scratching up the enamel!)

Ok, well, while these are kind of tongue and cheek, I really think that if vehicles are going to become a mainstay in the future of the game, I'd like to see some basic powers on normal clix do something a little extra to the rolling armada they might end up facing. (Kind of like how a normal thrown crate might not do too much damage to your average police car, but if it was a crate-o'-donuts, it should at least add a token or something.)
I like these. Might steal them for "Demolition Derby" scenario!
Last edited by rorschachparadox; 09/29/2012 at 14:43. Reason: Editing out mis-info :nervous:
Quote : Originally Posted by Jarimy123 View Post
The amount of people attempting to sound really smart in this thread, and failing horribly, is astounding.

I should copy and paste the above into every thread on this site.
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Old 09/29/2012, 15:54
    #36
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I want a bunch of these so I can extend the starting area a ton, then get attacks in on the first turn.

Also- how is this not a transporter?
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Old 09/29/2012, 15:57
    #37
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Quote : Originally Posted by dariusq View Post
Yeah, vehicles was a stupid idea.
That's WERE to you!
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Old 09/30/2012, 19:03
    #38
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UGH.

Vehicles are as bad an idea as the old doublebase transporters.

But they'll be great for Superhero RPGs.
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Old 09/30/2012, 21:35
    #39
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I just read the Wiz Kids write up and I'm disappointed that the cop car does not have the Capture ability.
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Old 09/30/2012, 21:53
    #40
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Quote : Originally Posted by JAKECOBB10 View Post
one quick question. can figs with telekinesis use it on the vehicles? if not, they're really pointless.
TK doesn't work on multibased characters or ultra heavy objects. Vehicles are both.

Quote : Originally Posted by turdburglar47 View Post
Still, NO WAR WHEEL.
Or Immortal Man in Darkness. If you gonna do vehicles, DO VEHICLES. The ones that are actual superheroes/villains or iconically associated with them.
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Old 10/02/2012, 09:57
    #41
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Quote : Originally Posted by RocketR123 View Post
I want a bunch of these so I can extend the starting area a ton, then get attacks in on the first turn.

Also- how is this not a transporter?
You and your opponent have first turn immunity to attacks, so that doesn't actually work. Also for those who are complaining about the possibility of getting this in their super booster, I will trade ANY other vehicle for this one or the Haunted Tank. I preordered a case of Batman and I will be sorely pissed if I don't at least get this cop car. Luckily I don't think I'll have much of a problem trading for them with the people in my area if I get stuck with the Invisible Jet or Batplane.
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Old 10/02/2012, 12:12
    #42
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Quote : Originally Posted by RocketR123 View Post
I want a bunch of these so I can extend the starting area a ton, then get attacks in on the first turn.

Also- how is this not a transporter?
It's better than a Transporter. It already has the Carry ability, and has two major boosts: no -2 to movement penalty, and no symbol limits on what single-based figure can be carried. And with a pilot, it can damage without having to roll!

Transporters suck, more often than not, especially since they screwed over Move-and-Attack last rules change.
Quote : Originally Posted by Jarimy123 View Post
The amount of people attempting to sound really smart in this thread, and failing horribly, is astounding.

I should copy and paste the above into every thread on this site.
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Old 10/02/2012, 17:46
    #43
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I think I just had a stoke. My heart literally skipped a beat, This is everything that I want in a police vehicle, from points, to abilities. I want this more than a new girlfriend
We can do this the easy way or the hard way...Oh I love the hard way
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Old 10/04/2012, 23:44
    #44
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These look nice I'm pumped for the vehicles
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