View Full Version : Gotham City Water Tower
IAmBatman
July 20th, 2007, 01:21 AM
Since there's no real place for custom DC terrain and I figured this would generate more interest here than in the regular terrain custom, I thought I'd share a few pictures of the (admittedly pretty lame) custom Gotham Water Tower I made out of an old can of mixed nuts and some other stuff and mounted on a castle pillar.
Eventually I'd like to make a card for it to make it destructible. I also want to figure out a way to get non flying units from where the ladder ends on the pillar to the top of the water basin.
Oh, and sorry for the picture quality ... I got my digital camera in about 2000 and don't use it enough to ever have justified getting a new one.
http://i148.photobucket.com/albums/s31/IBeBats/PICT0002.jpg
http://i148.photobucket.com/albums/s31/IBeBats/PICT0003.jpg
http://i148.photobucket.com/albums/s31/IBeBats/PICT0004.jpg
http://i148.photobucket.com/albums/s31/IBeBats/PICT0005.jpg
http://i148.photobucket.com/albums/s31/IBeBats/PICT0009.jpg
rdhight
July 20th, 2007, 02:03 AM
You could mount it on three castle pillars instead. That would give you a path for one long ladder running up the side of one pillar and up the side of the tank itself as well... slap 7 hex tiles on top... oh yeah.
IAmBatman
July 20th, 2007, 02:06 AM
Not a bad idea, I might try that. Not sure how well I can get tiles on top without sacrificing some to glue, and even then they might not work real well since the surface is slanted. I might just draw in a hex pattern there instead.
Any ideas for using this as a destructible object? It'd be a little bit different from the Castle Door since you'd basically be destroying something containing many, many gallons of water.
rdhight
July 20th, 2007, 02:30 AM
Maybe when it's "destroyed," it's just the water crashing down. The tank could stay there, untargetable and useless. How about a 3-stage process: first, anyone under the tank takes minor d20 damage (subject to size restrictions etc.) and then gets moved out from underneath by all those gallons of water. Second, roll for everyone on top of the tank; they are in danger of damage and/or falling through or off. Third, discard the tank's card; it is no longer a destructible object, but remains on the board.
IAmBatman
July 20th, 2007, 02:34 AM
That sounds cool. I can actually take the water basin off of the pillar as well, so I might do that when it's destroyed, since theoretically the basin would be blown apart and reduced to minute scraps of metal strewn all over the area.
I think that it would make sense to place a water tile on every space adjacent to the base of the pillar as well.
Yeah, I like the figures at the base getting pushed away by water and rolling the D20 for damage (what should the numbers be on this, you think?) and then placing any figures on top of the tank when it's destroyed on any free spaces adjacent to the base (which are now covered in water) and rolling for water damage anyway (since they hit at the same time as the water and aren't really protected by it).
Jonathan
July 20th, 2007, 09:02 AM
I was going to say the water idea as well, although maybe rolling the d20 to see how many water tiles get put down would be a cool idea, too.
I'd love to see that thing blow and suddenly the map is filled with water - makes destroying it a much more strategic move.
hi1hi1hi1hi1
July 20th, 2007, 10:07 AM
I like the idea of the water hexs filling the area around where the water tower broke, but also the idea of figure taking water damage and getting washed out is cool too.
Maybe make it four part thing.
When the water tower is destroyed a figures beneath it recieve 1 unblokable attack dice, they are moved back two spaces, and all spaces within 2 spaces of the water tower become water. Any figure on top of the water tower rolls falling damage and is placed directly below their position on top of the water tower.
Yea that wording is not great, but my brother wants to play now. I'll be back to fix it up later.
rdhight
July 21st, 2007, 02:33 AM
How about this: while the tank is getting destroyed, the water isn't in the form of tiles-- it's a crashing force of destruction that hasn't appeared on the static board yet. That frees us from saying "There's water there but it doesn't help." So:
1. Water starts cascading out of the tank. Everyone under the tank takes one unblockable damage die, D20 roll of 9-13+, or what-have-you. Starting with the player who destroyed the tank, everyone who controls a survivor underneath must move it by a shortest path to any tile not underneath. No disengagement strikes; cyberclaw does not apply. (Respect the water tower!)
2. The tank itself collapses. Remove it from the game. Figures on top of it now fall through (possibly even landing atop the pillar) and take their normal falling damage (or not, if super-strong). No disengagement strikes.
3. The excess water settles around the base of the tank. Place a water tile on each of those 6 spaces, if not already present there.
IAmBatman
July 21st, 2007, 10:52 AM
Lots of great ideas, guys! I'll be putting together a card in the next few days, using a lot of these. :D
IAmBatman
July 22nd, 2007, 03:02 PM
So, before I put a card up, here's what I'm thinking (though if it doesn't all fit, as I fear it won't, I'll lose the Strong Defense and up the defense number).
GOTHAM WATER TOWER
STRONG DEFENSE
When rolling defense dice against a normal attack from small or medium figures, add 1 automatic shield to whatever is rolled.
WATER TOWER DESTRUCTION
When the Water Tower is destroyed, roll one attack die for each figure on a space directly below the Water Tank, with each skull counting as an unblockable hit on the affected figure. Affected figures that survive should be moved by their controlling players, by the shortest possible path, to any unoccupied tile not underneath the Water Tank. Remove the Water Tank from the game. Figures that were previously placed on the Water Tank should be placed on the closest corresponding space below their previous placement and immediately roll for any falling damage. Figures moved by the destruction of the Water Tower do not take any leaving engagement attacks. Place a water tile over any space that was previously below the now destroyed Water Tank.
6 Life
Defense 4
hi1hi1hi1hi1
July 22nd, 2007, 03:13 PM
Some little tweaks on the wording, in bold. I assumed "Water Tank" was just the top part, while the "Water Tower" was the whole sructure including the castle peice.
WATER TOWER DESTRUCTION
When the Water Tower is destroyed, roll one unblockableattack die for each figure on a space directly below the Water Tank. Affected figures must be moved, in the shortest path possible, to any unoccupied space not underneath the Water Tank. Figures on the Water Tank must be placed on the corresponding space below the Water Tank and must immeadiately roll for any falling damage. Remove the Water Tank from the board. Figures moved by the destruction of the Water Tank do not take any leaving engagement attacks. Place a water tile over any space that was previously below the now destroyed Water Tank.
IAmBatman
July 22nd, 2007, 03:16 PM
Your assumption would be correct. I debated over changing Tower to Tank where you did in that last bit as well, but I was indecisive due to the power's name and the fact that it's "the destruction of the Water Tower" that results in all of this happening.
I'm glad you could easily understand the difference between the Water Tank and the Water Tower, though. Like you assumed, the pillar will never be destroyed, only the Water Tank on top.
hi1hi1hi1hi1
July 22nd, 2007, 03:24 PM
Ok then I have my questions now...
1-What do figures target for attacking the Water Tower? Ranged would target the actual Tank while Melee would hit what? If the could get to the top I assume they could attack the Tank below them, or they could climb the ladder on the castle piece and attack the Tank above them. For figures that could not get to the top could they attack the tower that supports the Tank?
2-You should include a ladder on the Castle up to the Tank so Melee can possibly attack it. Figures on the ladder would be pushed off too, but then another sentence would have to be added about them taking or NOT taking falling damage on top of the unblockable attack dice.
3-The tank has seven spaces on top of it. What if someone is in the middle space when the tower breaks, would they be placed on top of the castle piece? Would they still take falling damage?
4-Does the top of the Castle Piece have a water tile placed on it when the Tank is destroyed?
It's really not this confusing, I just try to come up with everything possible to reduce questions later.
IAmBatman
July 22nd, 2007, 03:33 PM
hmmm ... I can answer all these questions, but rewording the card text is going to be a bit trickier.
1) I'll fix this by making a hitzone (Water Tank only, not the pillar). That way melee figures on it can hit it and ranged figures can always hit it. Only melee figures adjacent to the Water Tank could attack it that way, which makes sense, as only the Water Tank portion would be destroyed anyway.
2) Your bit about the ladder here has me tempted *not* to put a ladder up the back and only let flying figures/thrown figures/leaping or batlining or swinglining figures get to the top just so I don't have to worry about that extra wording. But you're right about if I do put a ladder there, having to work in something for figures there being hurt/pushed away.
3) Yes, they would be placed on top of the castle piece. Would they take falling damage? Good question. The Water Tank is as tall as the second tallest tree (tallest single based tree). I forget what the height on that is, though, but that should help clear up this question.
4) The top of the Castle Piece would not have a water tile placed on it, no. But, again, the extra wording on that promises to be a pain. :P
GreyOwl
July 22nd, 2007, 03:49 PM
When you get it all done, are you going to make one of these for all of us? :) This is so cool!
IAmBatman
July 22nd, 2007, 03:52 PM
I'll make a card and post it and give detailed instructions with how I made it, anyway. :P
It's not like it was terribly hard to make and it will cost you $0 if you happen to have a castle set, an empty mixed nuts container, and top end of a CD tower, some paint (I used water colors I've had since Middle school, so the bar's not too high here - or you could just use colored paper), some paper, and some tape.
IAmBatman
July 24th, 2007, 02:10 AM
hmm ... I can't recall the height of the trees and I can't find my rulebook anywhere or this information online. Can anyone help me with this query?
IAmBatman
July 24th, 2007, 02:22 AM
Here's my next stab at this - I'll do a hitzone for the card to take care of other questions. If there's anything else that might be a problem, please chime in before I make the card.
GOTHAM WATER TOWER
STRONG DEFENSE
When rolling defense dice against a normal attack from small or medium figures, add 1 automatic shield to whatever is rolled.
WATER TOWER DESTRUCTION
When the Water Tower is destroyed, roll one unblockable attack die for each figure on a space directly below the Water Tank or on a ladder on the Water Tank. Affected figures must be moved, in the shortest path possible, to any unoccupied space not underneath the Water Tank and roll immediately for any falling damage. Figures on the Water Tank must be placed on the corresponding space below the Water Tank, including the space at the top of the pillar, and must immediately roll for any falling damage. Remove the Water Tank from the board. Figures moved by the destruction of the Water Tank do not take any leaving engagement attacks. Place a water tile over any space that was previously below the now destroyed Water Tank, except the space at the top of the pillar.
6 Life
Defense 4
rdhight
July 24th, 2007, 03:02 AM
hmm ... I can't recall the height of the trees and I can't find my rulebook anywhere or this information online. Can anyone help me with this query?
10, 11, 11, 12, 15.
IAmBatman
July 24th, 2007, 03:04 AM
Sweet, thanks so much. The official height of the Water Tank is 12, then. The height of the Water Tower as a whole is variable, b/c it depends on how many pillars you want to put under it. They're each 10 height, right?
Anyway, since it's 12 high, most figures would be rolling for falling damage even if they only fall from the tank to pillar.
rdhight
July 24th, 2007, 03:07 AM
A pillar itself is 10.
IAmBatman
July 24th, 2007, 03:44 AM
http://i148.photobucket.com/albums/s31/IBeBats/Destructible%20Objects/DOWaterTower.jpg
rdhight
July 24th, 2007, 03:56 AM
Height 22 is cool for Sgt. Drake purposes.
But I thought destructible objects weren't supposed to have a size?
IAmBatman
July 24th, 2007, 03:58 AM
They aren't, but I put one on for the sake of clarifications since this is a custom and doesn't have any rulebooks with it. The height is important here for falling damage concerns since you can place figures on top.
If we end up with a page description or something in the TNT Codex Custom Terrain section, I'll remove the height for the card there.
hi1hi1hi1hi1
July 24th, 2007, 10:20 AM
Water Tower looks good. :thumbsup: You just need a better digital camera. :wink:
GreyOwl
July 24th, 2007, 11:37 AM
Personally, I think the height should stay on the card. I don't think it hurts anything and it keeps people from having to look up in a rule book how tall something is. I have to do this all the time with trees, glaciers, ruins, battlements, etc.
IAmBatman
July 24th, 2007, 12:48 PM
Yes, my camera stinks. What can I say, though? I spend all my money on Heroscape.
And I'm willing to keep the height on. I agree that it makes for a good reference point. Plus, since it's designated as Huge, it doesn't really trigger many powers. So Denrick gets a couple more dice to attack it with. That doesn't bother me any.
hi1hi1hi1hi1
July 24th, 2007, 01:06 PM
Yes, my camera stinks. What can I say, though? I spend all my money on Heroscape.
And I'm willing to keep the height on. I agree that it makes for a good reference point. Plus, since it's designated as Huge, it doesn't really trigger many powers. So Denrick gets a couple more dice to attack it with. That doesn't bother me any.Agreed, keep the height on the card.
You didn't address ladders on the card. That is my only concern at this point. I know it will be a pain in the butt to add the rules for a figure on a ladder as well.
EDIT: I guess the specific reference to a ladder doesn't need to be in the card. The way it is worded they would just be moved out and take falling damage if applicable. NIce job fitting that it IAmBatman :)
IAmBatman
July 24th, 2007, 02:04 PM
I already stuck the word "ladder" in there once, just for you. Do you see it? :D
hi1hi1hi1hi1
July 24th, 2007, 02:48 PM
Uhh it may be this computer, but I am only seeing a Red X now. can't find the word "ladder" :wink:
EDIT: Found it when the picture magicaly reappeared once I hit the submit button. Weird huh.
IAmBatman
July 24th, 2007, 02:52 PM
hmm ... yes ... weird indeed.
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