Resources

Resources

Postby JoePanc » Wed Mar 29, 2023 10:36 pm

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General Rules
[C]If a resource includes a dial and an event has been triggered by which the dial is to be turned, then the dial will be turned at the appropriate time even if it the resource would otherwise be ignored or prevented from being used.

[C]The restriction against including special objects on your force applies at the time you construct your force. Game effects which would bring a special object onto the force during the game may be used.

[C]Some resources will also allow you to include items that can be attached to the resource. These items are called resource attachments and may also be classified as other items such as special objects or relics. A resource attachment is a non-character game element that a resource adds to the game that may be attached to a resource via being placed in a specific slot or location on that resource. It is possible for some resource attachments to be attached or assigned to characters.


Infinity Gauntlet
#R101 Infinity Gauntlet

[E]This object is numbered R101, not S101.

[E]The last sentence of Beyond Mortal Limits reads: “Character can use the effects of that gem until the beginning of your next turn as long as this power is showing.”

[E]The last sentence of Setup reads: “You can’t add special objects to your force if Infinity Gauntlet is part of it.”

[C]The combat symbols displayed on standard powers are representative only and do not change those of the character to which this resource is assigned.

[C]The character to which this resource is assigned must remain constant throughout an event.

[C]When used in a tournament, the same gems must be used during each round.

No Man's Land
#R100 Utility Belt

[E]The +1 on click 19 is a 1.

[E]Turning the Dial: At the end of your turn, if the assigned character was given a non-free action or made an attack, roll a d6 that can't be rerolled and turn the Utility Belt to the right that many times. If a special power is revealed while turning the dial, immediately stop turning the dial.

[C]Prep Time – when activating this power, the click selected can’t have a power on it (not just a special power).

#R102 Sonic Transmitter
[E]Character can be given a double power action and each friendly Flock of Bats may be given a move action and a close combat action, each as a free action.

#R103 Grapnel Gun
[E]Give this character a move action; it can use Improved Movement: ;Elevated; and the Carry ability for this action. If the square the character ends its movement in is of a higher elevation than the square it began the movement, it may be given a close combat action as a free action after actions resolve.

#D-R101 Shark Repellant Spray
[E]Give this character a power action to use Force Blast. If this character has the Animal keyword or can use the Swim ability. Knock back generated by this ignores game effects that prevent the character from being knocked back if the knocked back character has the Animal keyword or can use the Swim ability.

#R200 Batcave
[E]Game Play: Batcave Computer and Alfred Pennyworth are each considered to occupy all of the squares occupied by The Batcave. Each can be given actions during your turn; they are separate characters. Each character can attack or be attacked from any square occupied by The Batcave. Victory Points for The Batcave (all points added to your force as per Force Construction) are scored only after Batcave Computer and Alfred Pennyworth (if he is on your force) are defeated. When The Batcave Computer is defeated, remove the resource from the game.

[C]The Batcave Computer and Alfred are considered to be 0 points for all game effects.

Fear Itself
#R100 Book of the Skull

[E]Equipping a Character: At the beginning of each of your turns, you may remove a Hammer from the Book of the Skull and place it in the square of a friendly character that is at least 5 squares from any starting area. Also, once per turn you may give a character a power action and remove a Hammer from The Book of the Skull and place it in a friendly character’s square that is at least 5 squares from any starting area. Whenever a Hammer is placed in a character’s square, that character may immediately use Quake as a free action. If the friendly character makes a relic roll to place that Hammer on its character card this turn, the roll automatically succeeds and the Hammer is considered “equipped” to that character and that character can use its abilities as listed on the Hammer’s card. Unless specified otherwise, a character may only be equipped with one Hammer. If the friendly character does not place the relic on its card this turn, then for the remainder of the game, it is a relic as described on its card.
JoePanc
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