Alright, I dropped the cost of the Assault Rifle to
![1 [1]](https://lotrtcgdb.com/forums/Smileys/classic/1.png)
and the Rocket Launcher to
![2 [2]](https://lotrtcgdb.com/forums/Smileys/classic/2.png)
, dropping
sniper (which I think I'll save for our
Halo 2 sets

). Thanks for the many reviews, guys...the

will fly!

Alright, as much as you might be able to tank the Chief out, chances are you do NOT want him doing this all on his own. So who you gonna call? No, not the Ecto 1 full of Ghostbusters. How about a Warthog full of marines, instead?
Hurrah!
M12 LRV Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 8
Crew: Driver, Gunner, Passenger.Bearers must be [UNSC] companions.
Gunner is strength +3 and
damage +1.
Skirmish: Exert driver to wound a non-sniper minion.
"The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEG armed forces."1C?
Ah, the Warthog...probably the second biggest star of the
Halo series. What better way to introduce vehicles in Halo TCG?
Alright, here's how this works. Vehicles replace mounts, though it's not usually QUITE that simple, of course. You see, several vehicles can bear more than one character...the Warthog being probably the most common example. It can bear, just as in the video game, a driver, a passenger, and a gunner.
The driver obviously drives, and is the only person required for the vehicle to be used...hence the reason it's in
italics. On vehicle cards in Halo TCG, only characters in italics are required for that vehicle to be used; the rest are optional. The driver gets a nifty little ability in this ctase (which bascially represents running over minions, one of my favorite things about it in the game

), but that is not always (or even
usually) the case. In fact, drivers usually get the shaft, in that they cannot attack. They can be assigned to skirmishes, yes, but they bascially only defend. If they "win" a skirmish by having higher strength than minion(S) skirmishing them, the minions take NO wounds, since the driver isn't shooting...he's busy driving! If the minion(S) wins, however, then the driver still takes his lumps. Stinks, but that's obviously not why one would knowingly stuff their characters into vehicles.
See, the REAL benefit of using a multi-character vehicle is usually what it does for your
gunner. In this case, of course, the benefits are obvious: strength +3 AND a
damage bonus.
That's what I'm talking about!

Your poor passenger normally doesn't get any real benefits from riding along, though there ARE exceptions (as we'll see below in a minute).
So bascially, a vehicle is a mount that can be borne by more than one companion at once. In the actual card game, I would envision the companions being stacked underneath the vehicle rather than the other way around, looking like the vehicle is bearing
them, but I guess that would be up to players.
Anyway, only two more items of note. First off, notice that the card type doesn't end with "Possession • Vehicle", but goes one further to include "Warthog". This is the vehicle's "class"...sort of like its race, if they had such things. The other thing to point out is the armor number. This will appear on nearly every vehicle, and basically respresents the vehicle's vitality. Since a vehicle normally doesn't directly take "wounds", though, this is normally affected by the characters bearing it. For example, if a driver, gunner, or passenger in that vehicle takes a wound, the armor of the vehicle is also reduced by 1. So if all three took a wound on a particular turn, the vehicle's armor would be reduced by a total of 3. This does NOT work in reverse, though...if a character bearing a vehicle heals, that has no affect on the vehicle. There ARE ways to repair vehicles, but
not through such methods. Healing ain't repairing.
If you have any questions or complaints, log them here or via PM. Otherwise, let's get to some folks you can jam into our new toy.

![2 [2]](https://lotrtcgdb.com/forums/Smileys/classic/2.png)
•
Pvt. Riley, Over-anxious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.Each time Riley wins a skirmish, you may remove
![1 [1]](https://lotrtcgdb.com/forums/Smileys/classic/1.png)
.
"‘Aren't so tough now, ya #$&*@! monster!'"1C?
Well, alright, he doesn't really have anything to do with vehicles. But I wanted to toss in more than just the two guys below, so sue me.

![2 [2]](https://lotrtcgdb.com/forums/Smileys/classic/2.png)
•
Chips Dubbo, ‘Hog Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Marine.While bearing a Warthog, Chips Dubbo is strength +2.
While you can spot a Spartan II, Chips Dubbo may not take wounds (except during skirmishes).
"‘Mate, nice ‘n' smooth now. Give me an angle.'"1U?
Odd name, I know, but blame Bungie--the makers of the
Halo games--not me. This is the Aussie marine, by the way, and he IS your gunner at a couple different points throughout
Halo CE. Best part about his text: his strength bonus isn't limited to him being a gunner. He is strength +1 even while a passenger, giving you a little more incentive to not leave that extra Warthog seat empty.
![2 [2]](https://lotrtcgdb.com/forums/Smileys/classic/2.png)
•
Pfc. Fitzgerald, Brave Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine. To play, spot 2 [UNSC] companions.
While you can spot Master Chief, Fitzgerald gains
the Master Chief signet.
Fitzgerald is strength +1 for each [Covenant] minion in his skirmish.
While Fitzgerald is a gunner, he is
defender +1.
"‘Sergeant Johnson said you could use a gunner....I'm your man, Chief! Let's roll.'"1R?
And this guy obviously makes an ideal gunner, especially against [Covenant] minions. As a gunner, he can take on two at a time, and he's strength +1 for each in addition to whatever benefits he gets from
being a gunner. Not bad, eh?