Difference between revisions of "Escape System"
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* In the Active or Reactive Turn, the Escape System activates automatically at the end of any [[Order]] during which the [[TAG]] lost its last [[STR]] point. | * In the Active or Reactive Turn, the Escape System activates automatically at the end of any [[Order]] during which the [[TAG]] lost its last [[STR]] point. | ||
{{effects}} | {{effects}} | ||
+ | {{update | PDF 2.1, July 2023}} | ||
* The activation process of an Escape System has two steps: | * The activation process of an Escape System has two steps: | ||
− | ** At the end of the Order during which the TAG lost its last STR point, place the TAG | + | ** At the end of the Order during which the TAG lost its last STR point, place the TAG {{erratahighlight}}Operator{{erratahighlight-end}} [[Model]] in [[Silhouette contact]] with the TAG Model. |
** Then, remove the TAG Model and replace it with a [[Smoke]] Circular Template. | ** Then, remove the TAG Model and replace it with a [[Smoke]] Circular Template. | ||
− | * If the TAG lost more STR points than it had remaining, the excess points are subtracted from the Pilot's profile. | + | * If the TAG lost more STR points than it had remaining, the excess points are subtracted from the {{erratahighlight}}Operator's{{erratahighlight-end}} profile. |
− | * The activation process must always be completed, even if the Pilot is already [[Unconscious]] or [[Dead]], and even if the TAG is Immobilized (due to Hacking, Ammunition Effects or any other reason). | + | * The activation process must always be completed, even if the {{erratahighlight}}Operator{{erratahighlight-end}} is already [[Unconscious]] or [[Dead]], and even if the TAG is Immobilized (due to Hacking, Ammunition Effects or any other reason). |
− | * A TAG equipped with an Escape System provides its Order to the player who fielded it until its Pilot enters a [[Null]] State (Unconscious, Dead, [[Sepsitorized]]...). | + | * A TAG equipped with an Escape System provides its Order to the player who fielded it until its {{erratahighlight}}Operator{{erratahighlight-end}} enters a [[Null]] State (Unconscious, Dead, [[Sepsitorized]]...). |
− | * If the Pilot would be vulnerable to [[Hacking]] or [[E/M Ammunition]], he cannot be Hacked, or affected by E/M, while its Model is not on the game table. | + | * If the {{erratahighlight}}Operator{{erratahighlight-end}} would be vulnerable to [[Hacking]] or [[E/M Ammunition]], he cannot be Hacked, or affected by E/M, while its Model is not on the game table. |
+ | {{update-end}} | ||
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+ | {{original}} | ||
+ | * The activation process of an Escape System has two steps: | ||
+ | ** At the end of the Order during which the TAG lost its last STR point, place the TAG {{originalhighlight}}Pilot{{originalhighlight-end}} [[Model]] in [[Silhouette contact]] with the TAG Model. | ||
+ | ** Then, remove the TAG Model and replace it with a [[Smoke]] Circular Template. | ||
+ | * If the TAG lost more STR points than it had remaining, the excess points are subtracted from the {{originalhighlight}}Pilot's{{originalhighlight-end}} profile. | ||
+ | * The activation process must always be completed, even if the {{originalhighlight}}Pilot{{originalhighlight-end}} is already [[Unconscious]] or [[Dead]], and even if the TAG is Immobilized (due to Hacking, Ammunition Effects or any other reason). | ||
+ | * A TAG equipped with an Escape System provides its Order to the player who fielded it until its {{originalhighlight}}Pilot{{originalhighlight-end}} enters a [[Null]] State (Unconscious, Dead, [[Sepsitorized]]...). | ||
+ | * If the {{originalhighlight}}Pilot{{originalhighlight-end}} would be vulnerable to [[Hacking]] or [[E/M Ammunition]], he cannot be Hacked, or affected by E/M, while its Model is not on the game table. | ||
+ | {{original-end}} | ||
Revision as of 13:27, 16 August 2023
360º Visor | AI Motorcycle | Albedo | Baggage | Biometric Visor | Cube | Dazer | Deactivator | Deployable Repeater | ECM | Escape System | FastPanda | Firewall | GizmoKit | Hacking Device | HoloMask & HoloMask State | Holoprojector & Holoecho State | MediKit | Motorcycle | Multispectral Visor | Nanoscreen | Repeater | SymbioMate | TinBot | X-Visor
This N4 rule is not used in CodeOne.
This piece of Equipment encompasses all systems designed to prolong the life of TAG and Vehicle Pilots by evacuating them in case of mortal danger.
ESCAPE SYSTEM | AUTOMATIC EQUIPMENT |
Obligatory |
- In the Active or Reactive Turn, the Escape System activates automatically at the end of any Order during which the TAG lost its last STR point.
Update PDF 2.1, July 2023
- The activation process of an Escape System has two steps:
- At the end of the Order during which the TAG lost its last STR point, place the TAG Operator Model in Silhouette contact with the TAG Model.
- Then, remove the TAG Model and replace it with a Smoke Circular Template.
- If the TAG lost more STR points than it had remaining, the excess points are subtracted from the Operator's profile.
- The activation process must always be completed, even if the Operator is already Unconscious or Dead, and even if the TAG is Immobilized (due to Hacking, Ammunition Effects or any other reason).
- A TAG equipped with an Escape System provides its Order to the player who fielded it until its Operator enters a Null State (Unconscious, Dead, Sepsitorized...).
- If the Operator would be vulnerable to Hacking or E/M Ammunition, he cannot be Hacked, or affected by E/M, while its Model is not on the game table.
Show original text.
Original
- The activation process of an Escape System has two steps:
- At the end of the Order during which the TAG lost its last STR point, place the TAG Pilot Model in Silhouette contact with the TAG Model.
- Then, remove the TAG Model and replace it with a Smoke Circular Template.
- If the TAG lost more STR points than it had remaining, the excess points are subtracted from the Pilot's profile.
- The activation process must always be completed, even if the Pilot is already Unconscious or Dead, and even if the TAG is Immobilized (due to Hacking, Ammunition Effects or any other reason).
- A TAG equipped with an Escape System provides its Order to the player who fielded it until its Pilot enters a Null State (Unconscious, Dead, Sepsitorized...).
- If the Pilot would be vulnerable to Hacking or E/M Ammunition, he cannot be Hacked, or affected by E/M, while its Model is not on the game table.
The ARM and BTS values of the TAG are always used to make Saving Rolls, until the Pilot Model is placed on the game table.
Activating the Escape System does not require the expenditure of any Orders, and therefore Enemies cannot react in any way to the ejection of the Pilot.
Always place the Smoke Circular Template, even if the Pilot lost all his Wounds and was ejected Dead.
FAQs & Errata
Q: How does the Possessed State interact with Pilots, Dismounting, and Escape Systems?
A: When a TAG is in Possessed State, its Pilot cannot Mount or Dismount. If a TAG's Escape System takes effect while the TAG is in Possessed State, the operator profile will not be in Possessed State.
Related Pages: Escape System, General Movement Rules, Pilot, Possessed State
Q: How do Iguana and Anaconda Operators interact with Army Points, Victory Points, and Dominating ZOs?
A: If the Operator profile is on the game table:
- They are worth the Victory Points of their TAG profile.
- In scenarios with the Killing rule, the unit does not count as Killed until the Operator profile is Killed.