HeroScape - House Rules

Started by Bix Conners, June 01, 2012, 12:53:03 PM

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Bix Conners

House Rules For HeroScape

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
HeroScape Map Thread
HeroScape Scenarios
Roster of HeroScape Army Builds
Accelerated HeroScape Army Draft Costs
Bixby's House Rules for HeroScape

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.
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