View Full Version : Custom Ice Rule
Dragonslayer
July 17th, 2006, 06:28 PM
I'm not happy with the rules as written for ice. Here's what I've come up. Works well and gives an unpredictable element to the movement: as soon as a figure moves onto any ice tile, throw the d20: on odd numbers, the figure slips and thus pays a second movement point. On even numbers, the ice is not slippery.
A flyer landing on Ice allways pays two points.
Other ideas?
Malechi
July 17th, 2006, 06:55 PM
Sorry, just visualizing the MacDirk Warriors moving over an ice field utilizing those rules ... each of the 4 figures having moved 5 spaces ... that's up to 20 die rolls for one round's movement. That would be a very long game indeed!
allskulls
July 17th, 2006, 07:01 PM
I think he may mean 1 die roll counts for rest of movement. So entering an ice space, you roll then the effects of the roll lasts for rest of turn.
I like the idea of thin ice. Others (can't remember who) had the idea that the bigger figures would roll for damage on ice. Something like 2 attack dice for huge figs and 1 for large.
Malechi
July 17th, 2006, 07:14 PM
Dragonslayer used the term "any Ice space*", to me that means each time a unit enters an Ice space.
I remember the Thin Ice rules being discussed also, don't remember them all that well ... Damn the loss of .net and HQ posts!!!
* Okay so I substituted 'space' for 'tile', shoot me.
allskulls
July 17th, 2006, 07:17 PM
Yeah, he did say "any". I just assumed he didn't mean that literally.
He also said "throw the d20" instead of "roll". :wink:
K/H_Addict
July 17th, 2006, 07:41 PM
what i dont get is why flying figs would always have to pay 2 points....?
Satyr
July 17th, 2006, 08:15 PM
Alastair MacDirk's rules used during NorCal Gameday 1:
When a figure moves into an ice hex it rolls d20. On a roll less than the figure’s height the ice breaks. If the ice breaks, that figures movement stops, it can not attack, and it must also roll a d20 for damage. On a roll of 1 or 2 the figure receives 1 wound. Flying figures roll upon landing on an ice hex. Remember, like water hex, ice hex do not add height.
and yes Mal it was a bunch of rolling ... and that was just for a single orc
Malechi
July 17th, 2006, 08:26 PM
I never got to play the Ice Map on GameDay ... :evil:
Dragonslayer
July 18th, 2006, 02:42 AM
Malechi got it right, I meant you roll on every tile (and throw the dice at your opponent if you rolled and odd number :twisted: ). I see that the rule is not useful for large icefields.
allskulls idea of just rolling on the first tile and staying with this result for the rest of the adjacent tiles sounds good to me. Very good, indeed.
Flyers allways pay +1 on movement if they land on ice (double or singlespaced figs).
Thoughts?
jcb231
July 18th, 2006, 02:48 PM
I think he may mean 1 die roll counts for rest of movement. So entering an ice space, you roll then the effects of the roll lasts for rest of turn.
I like the idea of thin ice. Others (can't remember who) had the idea that the bigger figures would roll for damage on ice. Something like 2 attack dice for huge figs and 1 for large.
That was me.
Here are my house rules for snow and ice:
SNOW:
-Movement Costs 2 per space.
-Falling damage for falling into snow is reduced as follows: normal falls receive no damage, high falls roll only 1 attack die, and extreme falls only destroy the figure on a roll of 1-8.
ICE:
-Movement Costs 2 per space.
-At the end of a move phase on ice, roll the d20. 1-5 destroy the figure. Subtract 3 from your d20 roll if the figure is large, and 5 if it is huge.
For those that are interested, I also have the following minor house terrain rules:
MOLTEN LAVA:
-Same as in official rules, but figures do not receive any falling damage for falling into it. This allows Obsidians or Brunak to leap off cliffs into lava, making for some exciting moments.
DEEP WATER:
-Use the solid water tiles as deep water.
-Similar to RTTFF scenario. All normal water rules apply plus the player must roll the d20 for all non-Soulborg figures that don't have some ability to run/swim across the surface (ie Microcorp or Vipers). If the player rolls a 1, destroy the figure. If they roll a 2-4, place one wound marker.
allskulls
July 18th, 2006, 03:00 PM
I like all of your terrain rules, jcb.
For ice how about adding broken ice when a figure is destroyed. Could just replace with water and make some ice water rule. Something like water/lava field so you must stop and roll for damage (even water movers).
jcb231
July 18th, 2006, 03:35 PM
Nah, because then it's like a land mine. It can only do it's damage once.
We imagine that the ice re-freezes around the corpse of the figure that fell through. :-P
LilNewbie
July 18th, 2006, 03:40 PM
...
MOLTEN LAVA:
-Same as in official rules, but figures do not receive any falling damage for falling into it. This allows Obsidians or Brunak to leap off cliffs into lava, making for some exciting moments.
I like your house rules but Molten Lava is treated like water with the addition of the Molten Lava Damage. I've always assumed you could fall into lava without taking falling damage (Molten Lava damage does apply to the figures not immune.)
From the Heroscape website:
Rules for the Master Game: Treat molten lava spaces like water spaces except for the following:
When a figure moves onto a molten lava space, you must roll for molten lava damage.
Double-spaced figures: When a double-space figure stops in one or two molten lava spaces, it must roll only once for molten lava damage.
Rolling for molten lava damage: Roll the 20-sided die. If you roll a 20, your figure has miraculously survived. If you roll a 1-19, your figure is destroyed.
Flying: Figures with the special power Flying may fly over molten lava without rolling for molten lava damage.
Emphasis mine.
Newb.
netherspirit
July 18th, 2006, 03:59 PM
I like your house rules but Molten Lava is treated like water with the addition of the Molten Lava Damage. I've always assumed you could fall into lava without taking falling damage (Molten Lava damage does apply to the figures not immune.)
I would have to agree with that analysis. I have always thought you didn't take falling damage in lava.
jcb231
July 18th, 2006, 04:40 PM
It's not explicity stated as such, and I know some folks play that you do take falling damage into lava.
LilNewbie
July 18th, 2006, 04:43 PM
It's not explicity stated as such, and I know some folks play that you do take falling damage into lava.
But it is stated...by equating Lava to Water with additional rules. But no biggie if you feel it needs to be clarified.
Newb.
jcb231
July 18th, 2006, 04:48 PM
Oh I don't feel that it does, I think the intention to play with no falling damage is there, but because it is not EXPLICITLY spelled out, there are a lot of folks that don't play with it. I was just mentioning that my group does, as a formal rule.
LilNewbie
July 18th, 2006, 04:57 PM
It's all good! Didn't mean to :hijacked: !
Newb.
Agent Minivann
July 19th, 2006, 06:11 AM
Malechi got it right, I meant you roll on every tile (and throw the dice at your opponent if you rolled and odd number :twisted: ). I see that the rule is not useful for large icefields.
...
Thoughts?
Marro Drones and a large ice field.
:evil:
Dragonslayer
July 19th, 2006, 12:59 PM
Yep, as I said, it's not useful for large fields of ice...
I came up with that rule when I created the Valley of frozen Fire. On this map, the ice fields have just a size of two to three tiles. Check it out, the rule makes sense on a map like this.
Agent Minivann
July 20th, 2006, 04:34 AM
I probably should have said this the first time: I like the rules.
Dragonslayer
July 20th, 2006, 01:52 PM
Cool :D
D-Dyzzle
August 8th, 2006, 08:18 PM
i have thought of an addition to the snow rules.
On all snow and ice (slippery and heavy or not) the cold tempature slows down any figures (except soulborg) on these spaces and role one less deffense and one less attack on normal attacks. Their attack and deffense may not go below 1.
What yall think
deadeyedan42
October 23rd, 2006, 05:44 PM
:odb: ....Turkey,butterball,cramberry sauce, I'VE GOT IT!!! :up: DANNNNCING!!! :banana: :hump: :banana: or not, :down:
johnny139
October 23rd, 2006, 05:57 PM
I give it a "Break-Ice Rule". Just like Molten Lava, but instead of dying 95% of the time, you roll the D20 and a 15 or higher puts you in a grave.
thehandofzarquon
October 23rd, 2006, 10:00 PM
I give it a "Break-Ice Rule". Just like Molten Lava, but instead of dying 95% of the time, you roll the D20 and a 15 or higher puts you in a grave.This is alright, I suppose, but conceptually it would be better if it was 1-6 rolled you die. Same odds, but it fits in better with Heroscape's current d20 result charts.
imppious
October 30th, 2006, 05:19 AM
In my group we play a "falling through thin ice rule" that only comes into effect if a figure ends its movement on an ice tile. If this happens our ice only does one wound when rolling a 1 on a d20. We only wanted a small element of risk, we didn't want it to have a major impact on the result of a game.
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