House Rules For HeroScape
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Feel free to post your house rules here as well.
Directory of HeroScape Threads/Resources on SaskGames.
Information about the game of HeroScape and its Expansions (http://sask.games/index.php?topic=180.0)
HeroScape Map Thread (http://sask.games/index.php?topic=1841.0)
HeroScape Scenarios (http://sask.games/index.php?topic=1846.0)
Roster of HeroScape Army Builds (http://sask.games/index.php?topic=1829.0)
Accelerated HeroScape Army Draft Costs (http://sask.games/index.php?topic=1857.0)
Bixby's House Rules for HeroScape (http://sask.games/index.php?topic=1830.0)
Bull Rush
Before the attack dice are rolled, the attacker can elect to do a bull rush maneuver instead of an attack to push the opponent back one or more hexes and move ahead into the opponent's vacated hex. Perhaps you wish to push an opponent off of a glyph or maybe over a cliff. Here is how it works:
• The attacking unit must have some movement left over from his move. It is important to know how much movement is left over as it will limit the distance of the bull rush.
• The opponent must be on the same level or adjacent lower terrain.
• A Bull Rush does not directly damage an opponent and the maneuver is easier to accomplish than an attack. Hence, the attacker gets one additional attack die
• If there is a difference in size classes, the larger unit gets one extra dice per size class of difference.
o Small - Medium – Large - Huge
• The defender must defend against all of the skulls or get pushed back. The attacker can push the opponent back one hex for each extra skull he has rolled over the number of shields rolled. Note that the attacking figure must have the movement left over to move into each hex the opponent is pushed out of.
• The opponent is pushed directly back from the attacking unit, if that is on a higher level or not a legal move then the defender chooses one of the other two hexes away from the attacker. This maneuver cannot be attempted if there are no legal open hexes for the defender to move into.
• The unit that was target of the bull rush suffers no disengagement attacks as a result of this maneuver however, falling damage or lava damage occurs if applicable.
Kamikaze Leap
A unit may make a glorious suicidal leap onto an opponent to try to take the opponent out. It is a committed attack and a spectacle to behold; the stuff of legends. Here are the specifics:
• The elevation difference must be high enough that the units are NOT considered adjacent.
• The attacker gains a bonus of 2 attack dice in addition to the current attack dice.
• After the defender rolls defense and resolves the effect on his unit, the defender rolls two attack dice for falling damage to see if the leap of faith is also the leap of doom for the attacker.
• If by miracle, neither the attacker nor defender perishes in this maneuver, the defender chooses which adjacent hex the attacker is placed on. If there is no legal place for the attacker to reside, then it dies in the assault and is removed from the board.
Jump
A figure may jump over an adjacent hex of equal or less height to a hex of equal or less height. The hex the fig lands on must be adjacent to the hex jumped over.
Jumping costs 4 move points. (This includes 1 for lifting off, 2 for the glorious leap, and 1 for a nice landing).
• Before you jump, declare your landing hex, roll the D20, on a 6+ your jump is successful. (There is a 25% chance of failure).
• If you fail, you land on the hex you were trying to jump over. Follow any rules you'd have to if you had just walked onto that hex, then, if rules allow, you may use any remaining movement.
Careful Jump:
• You may spend 6 move points instead of 4 and have a better chance of success. Roll the D20, on a 2+ your jump is successful. (There is a 5% chance of failure).
Flanking
When a unit has two or more enemy units adjacent to it, it is considered to be "Flanked". Flanked units are vulnerable because all of their attackers gain a bonus on the attacks. Beware of flanking maneuvers.
• Any attacks against a unit that is flanked, gain 1 attack die. This occurs even if the attacking unit is not adjacent to the unit it is attacking.
Cover
It is in the defender's best interest to use the natural cover of the terrain, ruins, intervening units, or trees to his advantage. Here is how the benefits of cover affect range attacks.
• If the defender has at least 50% of the red hit zone obscured from the attacker's line of site, the defender gets one additional defense die.
• If it is unclear whether or not it is 50% cover because it is close to 50%, the defender always gets the benefit of the doubt.
HeroScape M/A/MA Order Marker Rules (Move/Attack/Move-Attack)
Most of our games involve large maps and large armies and multiple players. The following rules are in place to create more options for movement and attack. This has the benefit of allowing units to close quicker and also encouraging more units to be involved in the game play. Each player takes four regular order markers: 1, 2, 3, X. On each round, you'll place these on your army card(s) to show the order in which your figures will MOVE & ATTACK. In addition to the regular order markers, each player takes a set of markers (1, 2, 3, X) with the white dot. These are your "MOVE ONLY" markers. These markers are used for extra movement. The units with these markers only get to move and do not get an action (i.e. attack). Also, each player takes a set of markers (1, 2, 3, X) with the red dot. These are your "ATTACK ONLY" markers. These markers are used for extra attacks. The units with these markers only get to attack and do not get a movement. During the round initiation, when players are placing their order markers, the only rule is that they cannot place more than three markers on one card. On a turn, you'll perform moves and/or attacks with the figures on one or more army cards. Decide now which army cards you'll use on which turn, then place an order marker on those cards (1 for the first, 2 for the second turn, 3 for the third turn, and X for the decoy). Players place their markers at the same time. Place your markers facing you, so your opponents can't see the numbers on them. (Teammates can look at each other's markers.) The "X" order marker is a decoy: you can place them on any army card, just to keep your opponent guessing.
During play, when you flip over your turn markers, you resolve the movement and attacks as follows:
a) the unit(s) with an order marker with the white dot get to MOVE only
b) the unit(s) with an order marker with the red dot get to ATTACK only
c) the unit(s) with an order marker without any dots gets their regular MOVE & ATTACK
NOTE: The unit(s) with the WHITE dot cannot use any of the special abilities on their card that are not related to movement. The unit(s) with the RED dot cannot use any of the special abilities on their card that are not related to attack or damage. Consult the table at the end of this document that indicates which special abilities are usable with the WHITE markers and which are usable with the RED markers. The main philosophy in deciding what specials apply to the MOVE only, ATTACK only, or both is based on the following:
...If the special is primarily focused on Movement, it only gets to be used when an order marker is used for movement.
...If the special is primarily focused on Attack or Damage, it only gets to be used when an order marker is used for attack.
...If the special is defensive in nature or completely unrelated to movement / attack, it gets to be used with any order marker.
With the rule that you can only place 3 order markers on any one Army Card, there will be a time that you have more markers than you are able to use for your cards. With 3 sets of markers in play for each player, there are 12 order markers for each player. When a player gets down to 3 cards, it makes sense that they would probably want to eliminate using the decoy markers to bring them down to 9 markers, (3 cards with 3 markers max = 9 markers). When a player gets down to 1 or two army cards in play, the choices get tougher and somewhat more strategic. The player must choose which markers out of the 9 they will use for each round. Some time it is best to play with a choice that allows more movement, other times you will want to favor more attacks and aggression.
Special Ability Matrix
MOVE ATTACK MV/AT ABILITY
Yes Yes Yes A Coward's Reward
Yes Yes Yes Adjacent Tough 1
No Yes Yes Arrow Volley Special Attack
Yes Yes Yes Attack Aura
Yes Yes Yes Attack Aura 1
No Yes Yes Attack The Wild 2
No Yes Yes Autoload Special Attack
No Yes Yes Bayonet Attack 1
No Yes Yes Beast Bonding
Yes No Yes Berserker Charge
Yes Yes Yes Berserker Charge Enhancement
No Yes Yes Blind Rage Special Attack
No Yes Yes Blood Hungry Special Attack
Yes Yes Yes Bloodlust
Yes No Yes Carry
Yes Yes Yes Chalice Of Fortitude
No No Yes Charging Assault
No Yes Yes Chilling Touch
No Yes Yes Chomp
Yes No Yes Climb X2
Yes No Yes Climb X3
No Yes Yes Coil Crush
Yes Yes Yes Concentrated Will
No Yes Yes Cosmic Force Blast Special Attack
Yes Yes Yes Counter Strike
No Yes Yes Cover Fire
No Yes Yes Crippling Gaze 15
Yes Yes Yes Cyberclaw
No Yes Yes Darklord Bonding
No Yes Yes Deadly Shot
No Yes Yes Deadly Strike
Yes Yes Yes Defensive Agility
Yes Yes Yes Defensive Aura
Yes Yes Yes Defensive Aura 1
Yes Yes Yes Devourer Attack Enhancement
Yes Yes Yes Disappearing Ninja
Yes Yes Yes Disciplined Army Defense Bonus
Yes Yes Yes Disciplined Influence
Yes Yes Yes Disengage
Yes Yes Yes Dishonorable Attack
Yes Yes Yes Dismiss The Rabble
No Yes Yes Double Attack
No Yes Yes Dragon Healing
No Yes Yes Dragon Swoop
No Yes Yes Dust Of Death
No Yes Yes Einar Warlord Bonding
Yes No Yes Elven Summoning Spell
No Yes Yes Encircle Special Attack
Yes Yes Yes Engagement Strike 13
Yes Yes Yes Engagement Strike 15
No Yes Yes Entangling Web
Yes Yes Yes Eternal Hatred
Yes Yes Yes Eternal Heartbreak
Yes Yes Yes Eternal Strength
Yes Yes Yes Evasive 8
Yes Yes Yes Evil Eye Defense
No Yes Yes Evisceraxe Special Attack
No Yes Yes Explosion Special Attack
Yes Yes Yes Extended Defensive Aura
No Yes Yes Fire Line Special Attack
No Yes Yes Fire Strike Special Attack
No Yes Yes First Assault 3
Yes No Yes Flying
Yes Yes Yes Frenzy
Yes Yes Yes Frenzy Enhancement
No Yes Yes Galloping Charge
Yes No Yes Ghost Walk
No Yes Yes Giant Killer
Yes Yes Yes Gift Of The Empress Aura
Yes Yes Yes Glacier Camouflage
Yes No Yes Glacier Traverse
Yes Yes Yes Gladiator Inspiration
Yes No Yes Gladiatron Movement Bonding
Yes No Yes Gorillinator Movement Bonding
Yes No Yes Grapple Arm
Yes No Yes Grapple Gun 25
No Yes Yes Grenade Special Attack
Yes Yes Yes Grok Training
Yes Yes Yes Guard Leadership
No Yes Yes Healing Touch
No Yes Yes Helm Of Mitonsoul
Yes Yes Yes Heroic Defense Aura
No Yes Yes Highland Fury
No Yes Yes Hive Mind
Yes Yes Yes Hive Supremacy
Yes No Yes Hive Swarm
No Yes Yes Hivelord Life Bonding
No Yes Yes Homing Device
Yes Yes Yes Horde Movement
No Yes Yes Human Champion Bonding
No No Yes Hyper Speed 5
No Yes Yes Ice Shard Breath Special Attack
Yes Yes Yes Improved Cyberclaw
Yes Yes Yes Iskra's Summoning
Yes No Yes Jandar's Dispatch
Yes Yes Yes Kato Katsuro's Command
Yes Yes Yes Knight And Sentinel Enhancement
No Yes Yes Knight's Courage
Yes Yes Yes Lava Resistant
Yes Yes Yes Lava Throw
Yes Yes Yes Leaf of the Home Tree Aura
No Yes Yes Lethal Sting
No Yes Yes Life Drain
No Yes Yes Machine Pistol Special Attack
No Yes Yes Majestic Fires Special Attack
No Yes Yes Mark Of The Warlord
No Yes Yes Marro Plague *Changed*
No Yes Yes Marro Rebirth
No Yes Yes Marro Warlord Bonding
Yes Yes Yes Master Manipulator
No Yes Yes Master's Assault
Yes No Yes Master's Influence
No Yes Yes Maul
Yes Yes Yes Melee Defense 1
No Yes Yes Mind Exchange 17
Yes Yes Yes Mind Link
No Yes Yes Mind Shackle 19
No Yes Yes Mind Shackle 20
No Yes Yes Net Trip 14
Yes Yes Yes One Shield Defense
Yes Yes Yes Orc Archer Enhancement
Yes Yes Yes Orc Battle Cry Aura
No Yes Yes Orc Champion Bonding
Yes Yes Yes Orc Defensive Aura 1
Yes Yes Yes Orc Warrior Enhancement
Yes Yes Yes OverExtend Attack
No Yes Yes Paralyzing Stare 16
Yes No Yes Phantom Walk
No Yes Yes Pistol Fire Special Attack
No Yes Yes Poison Sting Special Attack
No Yes Yes Poisonous Acid Breath
No Yes Yes Pounce Special Attack
No Yes Yes Predator Bonding
No Yes Yes Queglix Gun Special Attack
No Yes Yes Quick Release Special Attack
No Yes Yes Rage Smash 5
No Yes Yes Rain Of Flame Special Attack
Yes Yes Yes Range Enhancement
No Yes Yes Rapid Fire Special Attack
No Yes Yes Red Flag Of Fury Aura
Yes Yes Yes Rejected By Death
Yes Yes Yes Relentless Assault
No Yes Yes Righteous Smite
Yes Yes Yes Road Strength
No Yes Yes Rod Of Negation
No Yes Yes Saber Storm Special Attack
Yes Yes Yes Sacred Band Defy Death 15
Yes Yes Yes Scatter
Yes Yes Yes Scout Leadership
No Yes Yes Self-Destruct
No Yes Yes Shaolin Assault
No Yes Yes Sharpshooter
No Yes Yes Shield Throw Special Attack
Yes Yes Yes Shield Wall
Yes Yes Yes Shields Of Valor
No Yes Yes Shotgun Blast Special Attack
No Yes Yes Shuriken Special Attack
No Yes Yes Sighting
Yes No Yes Slither
Yes Yes Yes Smoke Powder 13
Yes No Yes Snow And Ice Enhanced Movement
Yes Yes Yes Snow Strength
Yes Yes Yes Soldier Attack Enhancement
Yes Yes Yes Soldier Leadership
No Yes Yes Soul Devour
Yes No Yes Spear Of Summoning
Yes Yes Yes Spidey Sense 11
Yes Yes Yes Spidey Sense 14
Yes Yes Yes Stab In The Back
Yes Yes Yes Staff Of Lerkintin
No Yes Yes Stare Of Stone
Yes Yes Yes Stealth Armor 15
Yes Yes Yes Stealth Dodge
Yes No Yes Stealth Flying
Yes No Yes Stealth Leap
Yes No Yes Stealth Leap 25
No Yes Yes Stinger Drain
No Yes Yes Stomp Special Attack
Yes Yes Yes Strength Of Oak Aura 1
No Yes Yes Summon The Rechets Of Bogdan
Yes No Yes Super Leap
Yes Yes Yes Swamp Water Strength
Yes No Yes Swamp Water Tunnel
Yes No Yes Swing Line 4
No Yes Yes Sword Of Reckoning 4
Yes Yes Yes Tactical Disengagement 7
Yes Yes Yes Tactician
No Yes Yes Tetsubo Special Attack
Yes Yes Yes The Drop
Yes Yes Yes Thorian Speed
No Yes Yes Throw 14
Yes Yes Yes Tough
No Yes Yes Toxic Skin
Yes No Yes Trample Stomp
Yes No Yes Tricky Speed 4
No Yes Yes Ullar Enhanced Rifle Special Attack
No Yes Yes Ullar Warlord Bonding
Yes Yes Yes Ullar's Amulet
Yes No Yes Unleashed Fury
Yes Yes Yes Unleashed Fury Enhancement
Yes Yes Yes Utgar's Orders
Yes Yes Yes Valiant Army Defense Bonus
Yes Yes Yes Vanish 9
Yes Yes Yes Vydar's Range Enhancement Aura
No Yes* Yes Wait Then Fire
No Yes Yes Warlord Bonding
Yes Yes Yes Warrior's Armor Spirit 1
Yes Yes Yes Warrior's Attack Spirit 1
Yes Yes Yes Warrior's Swiftness Spirit
No Yes Yes Water Clone
Yes No Yes Water Suits
Yes Yes Yes Water Weakness
No Yes Yes Web Special Attack
No Yes Yes Whip 12
No Yes Yes Whirlwind Assault
Yes No Yes Wild Pack Movement
No Yes Yes Wild Swing Special Attack
No Yes Yes Wounded Smash
No Yes Yes Wrist Rocket Special Attack
No Yes Yes Zettian Targeting
No Yes Yes Zombie Onslaught Special Attack
No Yes Yes Zombies Rise Again
Victory Points Used for HeroScape Games
Decide which of these is in use before the scenario is published.
PTS...How To Get Points (Condition)
025...First Blood (Combat only)
025...First Kill - Squad Member (Combat only)
100...First Kill - Entire Squad (Combat only)
100...First Kill - Hero (Combat only)
100...Kill a General
200...Eliminate a Player
050...At the end of each round, if you are on an enemy start base you get 50 pts.
When a unit is killed you get the value of that unit as determined by the full value of the card / # of units on the card, (Round up). At the end of the game each player scores points for units remaining in play. The value per unit is determined by the full value of the card / # of units on the card, (Round up).
Instant Victory Conditions (Must be decided prior to the game).
• Eliminate all other players.
If a player is eliminated by another player, they are out and their points are forfeit. If the player is eliminated by another means, i.e. zombies, then their points are frozen and they still may be a victor at game end depending on their points. A player may not inflict damage on themselves to qualify for this, if a player is eliminated based on their own actions, then their points are also forfeit.
Optional Rule: Player may cash in 150 points in chips for a random glyph pull.