This set of rules is necessary to fully enjoy C3G vehicles. It is designed to enhance your superhero battles by allowing figures to ride designated Vehicle Destructible Objects around the battlefield, and allow you to draft them alongside your favorite heroes!
These C3G Vehicle Rules cover the following areas:
• Drafting Destructible Objects
• Entering Destructible Objects
• Occupying Destructible Objects
• Partial and Full Cover
• Moving Vehicles
• Exiting Destructible Objects
• Attacking with Destructible Objects
• Destroying Occupied Destructible Objects
Quote:
EXAMPLE 1: Vehicle Card
Like the Official Destructible Object cards, Vehicle Destructible Object (VDO) cards have a similar appearance but with a few additions.
Uniqueness: Whether a Vehicle is Uncommon, Unique or Event.
Occupancy: The number value indicates the number of figures that can occupy the Vehicle.
Size/Height: The Size and Height indicate the Vehicle’s actual size and height as per the standard Heroscape game mechanics, but also by their inclusion symbolize that this Destructible Object (DO) is compatible with the throwing rules from the C3G Destructible Objects rule set.
Partial Cover/Full Cover: This indicates whether a Vehicle offers Partial Cover or Full Cover for occupying figures.
Move: Because these Destructible Objects are Vehicles, a Move value is included to allow their movement across the battlefield as described in the standard Heroscape rules.
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DRAFTING DESTRUCTIBLE OBJECTS
Points: Some DO cards can be drafted into or included in Armies and thus have associated point costs listed on their Army Cards. There is no limit (except point cost!) to the number of different DOs you can draft, and you can draft any number of the same DOs. However, like figure Army Cards, each player cannot draft more than one of the same Unique or Event DO Army Card.
Figures: Like Army Cards, DOs each have an associated sculpt or figure. At the start of a game, if that DO is in a player's army, they should place its figure in their Start Zone like any other figure they control. DOs without point costs are often included as part of scenarios or map builds and are placed accordingly.
A DO included in a player's army is considered like any other figure in that player's army, with a few key exceptions:
• A DO is not considered under a player's control, unless it is occupied by a figure in your army.
• A DO is never considered engaged with another figure.
• A DO never has Order Markers placed or revealed on its Army Card.
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ENTERING DESTRUCTIBLE OBJECTS
A DO Army Card represents the interior of the object. Each VDO has a designated space for the Driver. When a figure first enters a DO, the player controlling that figure should either place the figure on an unoccupied driver space or anywhere else on the DO card.
A figure that is not a DO may enter a DO by ending its movement on a space adjacent to a DO with an occupancy value if it meets the following criteria:
• Your figure’s size must be smaller than that of the DO. Refer to Example 1 to identify the VDO’s size on its Army Card. NOTE - The size of a figure is located on the left hand side of its Army Card next to its height. The different sizes are ordered from smallest to largest as follows: tiny, small, medium, large, and huge.
• The current occupancy of the DO must be less than the Occupancy number of that DO. The occupancy designation on an Army Card shows the number of figures that may occupy a DO. A figure can only enter a DO if that DO has fewer figures on its Army Card than its Occupancy number (example: If a car has an Occupancy number of 2, but only has one figure occupying it, a second figure can enter that car).
• Some DOs may have specific entrances/exits marked on the figure itself and the figure's Army Card. In this case the VDO can only be entered or exited from empty spaces within one space of that VDO and in the direction that the entrance/exit is directly facing.
OCCUPYING DESTRUCTIBLE OBJECTS
Figures occupying a DO are still considered to be on the battlefield, controlled by the player whose army they are in, and occupying the same space (or spaces) as that DO for the purpose of counting spaces for range and power selection but not for the effects of any special terrain rules for that space.
Figures on a DO card are considered adjacent to all other figures occupying that DO and to the DO itself, but are never considered adjacent to or engaged with figures outside of the DO.
Instead of moving normally, a figure on a VDO Army Card may move into an unoccupied space designated on the card, such as the driver's space, or out of a designated space to the passenger area of the card.
If a figure you control is the only figure occupying a DO or if a figure you control is occupying the designated Driver space in a VDO, you now control that DO.
PARTIAL COVER AND FULL COVER
As denoted in the left box of each DO, a DO can have Partial Cover or Full Cover.
Figures occupying DO with Full Cover are never in clear sight of figures outside of that DO, never have clear sight on figures outside of that DO, and may never attack or be attacked by a figure outside of that DO.
DOs with Partial Cover do allow for clear sight between figures occupying that DO and figures on the outside. Partial Cover DOs are those with windows or other openings that allow for clear sight. These clear sight openings will be marked on Army Cards by the green target points on the DO’s Hit Zone. Clear sight can only be traced through these target points.
When a figure occupying a Partial Cover DO targets a figure outside of that DO, they should use the target point for that DO to trace line of sight and range. When a figure outside of a Partial Cover DO wishes to target a figure occupying that DO, they should use the target points for that DO as the hit zone for that figure.
If a special power targets or chooses a space instead of a figure and the space the DO occupies is chosen, the DO and all figures occupying the DO are affected.
MOVING VEHICLES
Instead of moving normally with all of the figures for an Army Card you control, if one of the figures from that card occupies the Driver space for a VDO, you may move that VDO any number of spaces up to its Move number. You may only move each VDO this way once during each player turn.
When moving the VDO, follow standard movement rules. VDOs are never considered engaged and never make or receive leaving engagement attacks. VDOs with a move of 0 may never have their move increased by rule or special power not on its card.
If a VDO would be moved, any figures occupying it stay in that VDO and are moved with it. If any of the occupants cannot be moved for any reason, that VDO cannot be moved.
EXITING DESTRUCTIBLE OBJECTS
After moving a DO you control on your turn or instead of moving a figure occupying a DO, you may exit with any or all of your figures that occupy that DO.
To exit with a figure that is occupying a DO, place it on an empty space adjacent to the DO (adjacent to the DO's entrance/exit area if it has one). If an exiting figure was engaged with any other figures occupying the DO prior to exiting the DO, it will take any leaving engagement attacks.
If your figure exits a VDO that you do not control and your figure does not have the Super Strength special power, before placing your figure, roll one unblockable attack die against it.
ATTACKING WITH OCCUPIED DESTRUCTIBLE OBJECTS
Some destructible objects may also have Range and Attack values listed on their card or may include Special Attacks on their card. If a destructible object has a normal or special attack, then after moving on the turn of a figure occupying that destructible object, you may attack with that destructible object. If you do attack with a destructible object in this way, you may not attack with any other figures for the rest of that figure turn.
DESTROYING OCCUPIED DESTRUCTIBLE OBJECTS
If a DO receives enough wounds to be destroyed, each figure occupying a space on top of that DO's sculpt or occupying a space on that VDO's Army Card immediately receives X Wounds where X = any excess wounds the DO received beyond what was needed to destroy it.
After removing the destroyed DO from the battlefield, players may, in initiative order, place all of their figures that remain on top of the DO's sculpt on spaces previously occupied by the destroyed DO.
Then players may, in initiative order, place each remaining figure they control that was occupying the DO's Army Card on a space or spaces previously occupied by the destroyed DO. If a figure that was occupying a destroyed DO cannot be placed on a legal space or spaces, that figure is immediately destroyed.
Figures moved when the DO is destroyed never take any leaving engagement attacks but will receive any falling damage that may apply.
Ronin
August 2nd, 2018 10:35 PM
Re: Draftable Vehicles Discussion Thread
Original OP:
Spoiler Alert!
Alright, picking up some recent discussion from the Outer Sanctum Discussion and Index thread, since I don't want the subject to get totally dropped.
The goal of this thread is to host discussion on how to implement draftable vehicles. As I see it, this is gonna be a four-step process:
1. Develop additional rules text for Vehicle DO rules to support drafting vehicles into an army
2. Test Sports Car and Mole Machine to determine appropriate costs and make sure no issues arise with the new rules
3. Update rules text with new rules and vehicle cards with point costs
4. Design awesome new vehicles and vehicle-centric figures to celebrate
I figure this can be a general 'Vehicle Brainstorming Thread' once we've got the system in place. (EDIT: Actually, I see there's an old one of those - don't mind having a fresh, dedicated thread for getting them draftable though)
Current Rules Under Test:
-Link here
-Potential future revisions include:
--Refinement/correction of phrases like 'you control' (no mechanical impact on rules under test, just standardization of wording)
--Implementation tweaked to support draftable DOs that aren't vehicles. Likely written up as a separate Draftable DO Optional Rule and a briefer acknowledgement of that ruleset in the Vehicle Rules. (no mechanical impact on rules under test)
--Increased damage for figures in wounded/destroyed vehicles, if testing proves it necessary. (mechanical impact on rules under test)
Changes proposed for the Destructible Objects – Vehicles rules/Rules proposed for Enclosed Structures:
(Changes in bold)
Changes to Vehicle Destructible Objects Rules:
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These C3G Vehicle Rules cover the following areas: •Drafting Vehicles
• Entering Vehicles
• Occupying Vehicles
•Partial and Full Cover
• Moving Vehicles
• Exiting Vehicles
• Destroying Vehicles
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EXAMPLE 1: Vehicle Card Like the Official Destructible Objects cards, the Vehicle Destructible Objects cards that are affected by this rule set have a similar appearance but with a few inclusions.
Uniqueness: Whether a Vehicle is Unique or Common.
Occupancy: The number value indicates the number of figures that can occupy the Vehicle.
Size/Height: The Size and Height indicate the Vehicle’s actual size and height as per the standard Heroscape game mechanics, but also by their inclusion symbolize that this Destructible Object is compatible with the throwing rules from the C3G Destructible Objects rule set.
Partial Cover/Full Cover: This indicates whether a Vehicle offers Partial Cover or Full Cover for occupying figures.
Move: Because these Destructible Objects are Vehicles, a Move value is included to allow their movement across the battlefield as described in the standard Heroscape rules.
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ENTERING VEHICLES
A figure may enter a Vehicle by ending its movement on a space adjacent to the Vehicle if it meets the following criteria:
• Your figure’s size must be smaller than that of the Vehicle. Refer to Example 1 to identify the Vehicle’s size on its Army Card. NOTE - The size of a figure is located on the left hand side of its Army Card next to its height. The different sizes are ordered from smallest to largest as follows: Tiny, Small, Medium, Large, and Huge.
• The current occupancy of the Vehicle must be less than the Occupancy number of the Vehicle. The occupancy designation on a Vehicle Army Card shows the number of figures that may occupy a Vehicle. A figure can only enter a Vehicle if that Vehicle has fewer figures on its Army Card than its Occupancy number (example: If a car has an Occupancy number of 2, but only has 1 figure placed on its Army Card, a 2nd figure can enter that car).
• There are enough empty spaces to legally place that figure in the Vehicle.
• Some Vehicles may have specific entrances/exits marked on the figure itself. In this case the Vehicle can only be entered or exited from empty spaces within one space in the direction that the entrance/exit is directly facing.
Figures entering Vehicles do not receive any passing swipes from enemy figures occupying that Vehicle. Once a figure Enters a Vehicle, it should be placed on any empty space or spaces on that Vehicle’s Army Card.
DRAFTING VEHICLES
Vehicle Destructible Objects (VDOs) act like figure Army Cards in that they have an associated point cost listed on them. VDOs are drafted the same way as Army Cards. There is no limit (except point cost!) to the number of different VDOs you can draft, and you can draft any number of the same Uncommon VDOs (indicated in the leftbox). However, like figure Army Cards, each player cannot draft more than one of the same Unique VDO Army Card (indicated in the leftbox). Like Army Cards, VDOs each have an associated figure that is placed in the controlling player's start zone at the start of the game and are considered in that player's Army. However, a VDO is not considered under a player's control unless that player has one or more figures occupying that VDO (see more below).
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OCCUPYING VEHICLES
Figures occupying a Vehicle are still consideredon the battlefield, controlled by the Player whose Army they are in, occupying the same space or spaces as that Vehicle for the purpose of counting spaces for range and power selection, but are not affected by any special terrain rules for that space.
Figures inside a Vehicle that is Large or smaller are considered adjacent to each other and the Vehicle itself, but are never considered adjacent to or engaged with figures outside of the Vehicle.
If enemy figures occupy the same Large or smaller Vehicle, they are considered engaged.
Any time a Player could move a figure that is occupying a Large or smaller Vehicle one space or more, they may choose to move that figure to any other empty space inside that Vehicle. Since all spaces inside a Vehicle of this size are considered to be within one space of each other, figures moved this way will not take leaving engagement attacks.
Each Vehicle has a designated space for the Driver. If a figure you control is the only figure occupying a Vehicle or if a figure you control is occupying the designated Driver space in a Vehicle, you now control that Vehicle.
A figure occupying a Vehicle may still have Order Markers placed and revealed on its Army Card. However, Order Markers cannot be placed on the Vehicle’s Army Card.
PARTIAL COVER AND FULL COVER
As denoted in the left box of each Vehicle, Vehicles can be Partial Cover or Full Cover.
Figures occupying Vehicles with Full Cover are never in clear sight of figures outside of that Vehicle and never have clear sight on figures outside of that Vehicle.
Vehicles with Partial Cover do allow for clear sight between figures occupying that Vehicle and figures on the outside. Partial Cover Vehicles are those with windows or other openings that allow for clear sight. These clear sight openings will be marked on Army Cards by the green target points on the Vehicle’s Hit Zone. Clear sight can only be traced through these target points.
When a figure occupying a Partial Cover Vehicle targets a figure outside of that Vehicle, they should use the target point for that Vehicle to trace line of sight and range. When a figure outside of a Partial Cover Vehicle targets a figure occupying that Vehicle, they should use the target points for that Vehicle as the hit zone for any occupying figure.
Unless a special power indicates otherwise, a figure can only target one figure occupying a Vehicle at a time. If, however, a special power targets or chooses a space and the space the Vehicle occupies is chosen, the Vehicle and all figures occupying the Vehicle are affected.¬
MOVING VEHICLES
In addition to the Size, Life, and Defense values contained on destructible object cards, Vehicles have a Movement value.
Instead of moving normally with an Army Card you control, if one of the figures from that card occupies the Driver space for a Vehicle, you may move that Vehicle. You may only move each Vehicle this way once during each player turn.
When moving the Vehicle, follow standard movement rules, with one exception: Vehicles and occupying figures do not make or receive leaving engagement attacks against figures outside of the Vehicle.
If a Vehicle would be moved, any figures occupying it stay in that Vehicle and are moved with it. If any of the occupants cannot be moved for any reason, that Vehicle cannot be moved.
EXITING VEHICLES
After moving a Vehicle you control, you may place a figure you control from the Vehicle’s Army Card on an empty space adjacent to the Vehicle. You may exit with any or all of your figures on the same turn. If that figure was engaged with any other figures occupying the Vehicle prior to moving, it will take any leaving engagement attacks. The figure that moved the Vehicle may now complete its turn. Remember, the figure that moved the Vehicle did so at the expense of its normal movement.
If you wish to have one of your figures exit a Vehicle you do not control, you may have that figure Exit instead of moving normally on its turn. If that figure does not have the Super Strength special power, before exiting with that figure, roll one unblockable attack die against it. When your figure exits a Vehicle, place that figure on any empty space adjacent to the Vehicle.
DESTROYING VEHICLES
If a Vehicle receives enough wounds to be destroyed, each figure on top of the Vehicle or occupying the Vehicle immediately receives X Wounds where X = any excess wounds the Vehicle received beyond what was needed to destroy it. After removing the destroyed Vehicle from the battlefield, players may, in initiative order, place all of their figures that remain on top of the Vehicle on spaces previously occupied by the destroyed Vehicle. Figures moved when the structure is destroyed never take any leaving engagement attacks but will receive any falling damage that may apply.
Then players may, in initiative order, place each remaining figure they control that was occupying the Vehicle on a space or spaces previously occupied by the destroyed Vehicle. If a figure that was occupying a destroyed structure cannot be placed on a legal space or spaces, that figure is immediately destroyed.
Past Version
Spoiler Alert!
Quote:
Originally Posted by tcglkn
(Post 1441873)
Legacy Text:
C3G VEHICLE RULES
DESTRUCTIBLE OBJECTS - VEHICLES
Destructible objects are an official inclusion in the game, as seen with the Fortress Door and the Destructible Wall. C3G rules for destructible objects were established in the C3G Destructible Objects Rules. Vehicles are a type of destructible object that follow all of the rules of other destructible objects, but include a few specific to vehicles.
These C3G Vehicle Rules cover the following areas:
EXAMPLE 1: VEHICLE CARD
(Sample Card here)
A vehicle has three designations in the left box of its Army Card: size, height, and occupancy. The size and height designations (such as Medium 5) are the same as those found on other figures' Army Cards.
ENTERING VEHICLES
A figure may enter a vehicle by ending its movement on a space adjacent to the vehicle if it meets the following criteria:
Your figure's size must be smaller than that of the vehicle. Refer to Example 1 to identify the vehicle's size on its Army Card. NOTE - The size of a figure is located on the left hand side of its Army Card next to its height. The different sizes are ordered from smallest to largest as follows: Tiny, Small, Medium, Large, and Huge.
The current occupancy of the vehicle must be less than the occupancy number of the vehicle. The occupancy designation on a vehicle Army Card shows the number of figures that may occupy a vehicle. A figure can only enter a vehicle if that vehicle has fewer figures on its Army Card than its occupancy number (example: If a car has an occupancy number of 2, but only has 1 figure placed on its Army Card, a 2nd figure can enter that car).
There are no figures controlled by other players occupying the vehicle currently. Refer to Occupying Vehicles for further details.
Quote:
If a figure of the correct size ends its movement adjacent to a vehicle that has not reached its occupancy number, the figure can enter that vehicle.
When a figure enters a vehicle, normal leaving engagement rules apply. Place that figure on that vehicle's Army Card. The figure that entered the vehicle is now occupying that vehicle.
OCCUPYING VEHICLES
Figures occupying a vehicle are not on the battlefield.
A figure occupying a vehicle may still have Order Markers placed and revealed on its Army Card.
If one or more of your figures occupies a vehicle, you now control that vehicle. However, Order Markers cannot be placed on the vehicle's Army Card.
If a vehicle is ever suddenly occupied by figures of different players (e.g.: one of your figures is Mind Controlled by another player), the vehicle is destroyed (see: Destroying Vehicles).
MOVING VEHICLES
In addition to the Size, Life, and Defense values contained on destructible object cards, vehicles have a Movement value.
After revealing an Order Marker on one of your Army Cards, before taking a turn with a figure you control occupying a vehicle, you may move that vehicle. You may only move a vehicle once for each Order Marker you reveal.
When moving the vehicle, follow standard movement rules, with one exception: vehicles do not make or receive leaving engagement attacks.
EXITING VEHICLES
After moving a vehicle you control, you may place a figure from the vehicle's Army Card on an empty space and adjacent to the vehicle. You may exit with any or all of your figures on the same turn. Figures cannot move during a turn in which they exit a vehicle.
DESTROYING VEHICLES
If a vehicle receives enough damage to be destroyed, after removing it from the battlefield, place all figures that occupied the destroyed vehicle on spaces previously occupied by the destroyed vehicle. Roll one attack die. If you roll a skull, each figure that previously occupied the destroyed vehicle receives one wound. If a figure that was occupying a destroyed vehicle cannot be placed on a legal space or spaces, that figure is immediately destroyed.
Spoiler Alert!
That looks good. I can see putting a Hit and Run SA on my generic car's card.
IAmBatman
August 2nd, 2018 10:40 PM
Re: Draftable Vehicles Discussion Thread
Honestly, I don't think we'll have to add much in the way of rules. Check this FAQ question from the OP of the Rules thread:
Q: The Vehicle Rules state that figures that occupy vehicles are no longer on the battlefield. Does that mean that the last figure in an Army can't use vehicles? After all, a player loses if he doesn't have any figures remaining on the battlefield.
A: Under Occupying Vehicles section, the rules state that "you now control that vehicle". This is VERY important to remember as you play the game with special powers that reference opponent's figures (DOs are treated as figures in C3G) and also designing powers. This section also answers your question, because even though your last figure got into a car, the car is now your DO/figure. So the game is not over.
Not a huge change between being in your army once occupied and starting in your army. It's just the whole enemy occupation thing that could get messy.
IAmBatman
August 2nd, 2018 10:46 PM
Re: Draftable Vehicles Discussion Thread
Running questions as I read over the rulebook:
1. Leftbox: In current VDO cards we only have occupancy and size/height in the leftbox. If we make them draftable do we go full, typical leftbox including species, personality, etc.? And if so, where do we put the occupancy?
2. Stats: VDOs have Life, Move, and Defense values right now. If they become draftable, do we give them Attack and Range values? Or only ones that have actual weapons? Or do we just do those things as special attacks.
3. If a VDO is draftable, OMs can be placed and removed on them, right? Which means a VDO is now taking a turn. What does a VDO do on its turn? Can it move? Can it attack? Can it only do these things if occupied?
4. Entering the vehicle. Current VDO rules don't let you enter a vehicle with one or more figures controlled by another Player occupying that vehicle. Basically once that vehicle is occupied, it's under the control of the occupant. Would we continue with that and make it really easy, potentially, to lose control of a VDO you drafted, or would a VDO have to be mind controlled, etc., and actually change hands before a different player could occupy it?
I have some thoughts on all of these but want to hear from others first (spoiler: I favor as little change as possible, which means a bit of risk to drafting these, but I'm OK with that).
Ronin
August 2nd, 2018 10:53 PM
Re: Draftable Vehicles Discussion Thread
I don't think making them draftable means we need to give them attack numbers or let you put OMs on them or anything - Spells don't work that way, for instance.
My personal preference would be that drafting a VDO meant you got to place it in your SZ at the start of the game and from that point, it behaved as normal for a VDO that started on the battlefield.
IAmBatman
August 2nd, 2018 10:54 PM
Re: Draftable Vehicles Discussion Thread
Perfect. :up: You didn't fall for my trap. I agree completely. At most I'd argue that once your placed the VDO in your start zone, its card became a temporary part of that start zone and you could place other figures there as part of the initial placement (up to its occupancy of course).
IAmBatman
August 2nd, 2018 10:55 PM
Re: Draftable Vehicles Discussion Thread
So for 1-3 keep things just the same. For 4, keep them the same because it's really not that big of a deal. You're only opening yourself up to occupancy switches (especially if we go with my start zone idea) if you choose to exit the vehicle. Otherwise only mind control and vehicle destruction can get that figure out of the vehicle.
IAmBatman
August 2nd, 2018 11:07 PM
Re: Draftable Vehicles Discussion Thread
I think draftable VDOs will need two additions to their cards:
1. Point value
2. An indication of uniqueness. A VDO should be "common" or "unique" to indicate how many of that exact model you can draft in one Army. Maybe this isn't necessary, but a distinction between a standard Squad Car and the Batmobile seems reasonable to me here.
As for writing up the rules, I'd crib as much as possible and relevant from the nicely written drafting section of the Spell rules, copied here for workshopping (shout out: Yodaking):
Spoiler Alert!
Spell Cards, like Army Cards have an associated point cost listed on them. Spell Cards are drafted in the same way as Army Cards. There is no limit (except point cost!) to the number of different Spell Cards you can draft, and you can draft any number of the same Common Spell Card (indicated by the grey card border). However, like Army Cards, each player cannot draft more than one of the same Unique Spell Card (indicated by the purple card border).
Unlike Army Cards, Spell Cards do not have a figure that is placed on the battlefield. Instead, at the start of the game, place all of your drafted Spell Cards face-up next to your Army Cards. Note: you may never conceal any of your Spell Cards from other players.
Some Spell Cards may have additional limitations for drafting or casting listed on their cards, such as requiring specific Classes or Personalities on Army Cards in your Army.
Yodaking
August 2nd, 2018 11:10 PM
Re: Draftable Vehicles Discussion Thread
If you are going to go down this route I could see a Tank or something similar one day getting created where it featured mounted weapons the operator could use instead of their normal attack. I actually found a 3-D printer file for a Cobra Fang and printed it out. I figured I would make it a draftable card with pilot already included, but you could also just make it without a pilot and then Baroness or someone would jump in and fly it around until shot down.
IAmBatman
August 2nd, 2018 11:11 PM
Re: Draftable Vehicles Discussion Thread
That's definitely something that needs to happen and could be spelled out in a special attack on that VDO's card, IMO.
The other thing we may need to tackle that's going to be a lot lot harder is greater than 2 hex figure/vehicle movement.
Ronin
August 2nd, 2018 11:15 PM
Re: Draftable Vehicles Discussion Thread
Quote:
Originally Posted by IAmBatman
(Post 2207207)
I think draftable VDOs will need two additions to their cards:
1. Point value
2. An indication of uniqueness. A VDO should be "common" or "unique" to indicate how many of that exact model you can draft in one Army. Maybe this isn't necessary, but a distinction between a standard Squad Car and the Batmobile seems reasonable to me here.
As for writing up the rules, I'd crib as much as possible and relevant from the nicely written drafting section of the Spell rules, copied here for workshopping (shout out: Yodaking):
Spoiler Alert!
Spell Cards, like Army Cards have an associated point cost listed on them. Spell Cards are drafted in the same way as Army Cards. There is no limit (except point cost!) to the number of different Spell Cards you can draft, and you can draft any number of the same Common Spell Card (indicated by the grey card border). However, like Army Cards, each player cannot draft more than one of the same Unique Spell Card (indicated by the purple card border).
Unlike Army Cards, Spell Cards do not have a figure that is placed on the battlefield. Instead, at the start of the game, place all of your drafted Spell Cards face-up next to your Army Cards. Note: you may never conceal any of your Spell Cards from other players.
Some Spell Cards may have additional limitations for drafting or casting listed on their cards, such as requiring specific Classes or Personalities on Army Cards in your Army.
Good point! I think we'll definitely want a Common/Uniqueness distinction.
Letting people start off in vehicles might be okay, but it might make them a little too efficient as figure-deployers? That's a factor that would impact their cost, at least.