Psychozerglin
August 6th, 2006, 01:31 PM
I've always thought tanks would add an interesting dimension to Heroscape, so I've been drafting some rules for them. In addition I've been working with figures from Wizkids Mechwarrior game as well as sniper and machine gun units, so here's the rules and abilities I've been playing with.
Sniper Unit
Carlos Hathcock
Size: 5
Life: 3
Range: 12
Move: 4
Attack: 3
Defense: 4
Points: 110
Jandar
Hero
Sniper
Precise
New Sniper Abilities
Ability: One shot, one kill
This unit may automatically eliminate any squad unit within range and line of sight instead of attacking. Against Hero figures, roll a D20. On a 1-12 no effect. On a 13-16, place one wound. On a 17-19 place three wounds. On a 20, eliminate the hero figure.
Ability: Stalk
Instead of being deployed at the start of the battle this unit may remain off the board. Place a starting marker to indicate the initial location of this unit. The first activation of this unit roll D20 and place this unit according to the following: On a 1 place the unit at its starting location. On a 2-10 place this unit up to 8 spaces away from its starting location. On an 11-19 place this unit up to 12 spaces away from its starting location. On a 20 place this unit on any legal space on the board.
Set-up: This unit may not make ranged attacks on the same turn it has moved.
Mechwarrior unit abilities
Ability: Flamethrower
This unit may make attacks against any enemy unit adjacent to its target as normal.
Ability: Jump Packs
This unit may treat elevated terrain spaces up to its movement value as 1 space for movement purposes.
Ability: Infiltrate
During the first turn this unit may move (for free) up to 10 spaces away from its starting location. This does not require an activation.
Ability: Armor piercing shell
This unit ignores one shield rolled by defending units against ranged attacks.
Ability: Electric Shock
Any unit that takes a wound from this attack has its movement value halved (rounded up) for the next turn
Ability: Concussion grenade
The targeted unit may not be given an activation during the next turn if affected by this attack.
Ability: Command Unit
Before moving this unit, a common squad unit may be given a free activation.
Ability: Energy Shielding
This unit rolls an extra defense dice against ranged combat attacks.
Machine gun abilities
Ability: Covering fire
If an enemy unit ends it movement inside this units range and line of sight, this unit may make a free attack if able.
Ability: Forced fire
This unit may roll a D20 and use the following results. 1-12 add 3 attack die, this unit may not attack next turn. 13-17 add 5 attack die, this unit may not attack next turn. 18-19 add 8 attack die, this unit may not attack next turn. 20 add 10 attack die, this unit may not attack next turn.
Ability: Two inch tap
This unit may use any number of its total attack dice to attack enemy units that are adjacent to each other as long as it has attack dice remaining.
Tank rules
Movement Rules (EX: Panzer Mk IV): This unit’s movement points are used differently than normal. This unit has a front facing for movement only. This unit moves in the direction of the front facing, up to 10 hexes. In order to change direction, a movement point is used to align the front facing with the intended direction of travel. A tank can move forward 8 times, changing direction twice, and have used all it’s move points.
Disengage: This unit provokes no attacks when leaving engagement, or moving past enemy units.
Crushing vehicle: This unit may move through enemy small and medium units. Any unit moved over must roll against a single wound with their standard defense value.
Tanks may not make attacks on adjacent units, but may make attacks against non-adjacent units while engaged.
Tanks must use all their movement points to leave water terrain
Tanks double elevation for movement purposes
Tanks
Panzer Mk. IV
Size: 7
Life: 6
Range: 8
Move: 10*
Attack: 4
Defense: 5
Points: 160
King Tiger
Size: 9
Life: 7
Range: 10
Move: 8*
Attack: 5
Defense: 6
Points: 210
When I get some sculpts ready I'll post them on the cards. Feedback is appreciated!
Sniper Unit
Carlos Hathcock
Size: 5
Life: 3
Range: 12
Move: 4
Attack: 3
Defense: 4
Points: 110
Jandar
Hero
Sniper
Precise
New Sniper Abilities
Ability: One shot, one kill
This unit may automatically eliminate any squad unit within range and line of sight instead of attacking. Against Hero figures, roll a D20. On a 1-12 no effect. On a 13-16, place one wound. On a 17-19 place three wounds. On a 20, eliminate the hero figure.
Ability: Stalk
Instead of being deployed at the start of the battle this unit may remain off the board. Place a starting marker to indicate the initial location of this unit. The first activation of this unit roll D20 and place this unit according to the following: On a 1 place the unit at its starting location. On a 2-10 place this unit up to 8 spaces away from its starting location. On an 11-19 place this unit up to 12 spaces away from its starting location. On a 20 place this unit on any legal space on the board.
Set-up: This unit may not make ranged attacks on the same turn it has moved.
Mechwarrior unit abilities
Ability: Flamethrower
This unit may make attacks against any enemy unit adjacent to its target as normal.
Ability: Jump Packs
This unit may treat elevated terrain spaces up to its movement value as 1 space for movement purposes.
Ability: Infiltrate
During the first turn this unit may move (for free) up to 10 spaces away from its starting location. This does not require an activation.
Ability: Armor piercing shell
This unit ignores one shield rolled by defending units against ranged attacks.
Ability: Electric Shock
Any unit that takes a wound from this attack has its movement value halved (rounded up) for the next turn
Ability: Concussion grenade
The targeted unit may not be given an activation during the next turn if affected by this attack.
Ability: Command Unit
Before moving this unit, a common squad unit may be given a free activation.
Ability: Energy Shielding
This unit rolls an extra defense dice against ranged combat attacks.
Machine gun abilities
Ability: Covering fire
If an enemy unit ends it movement inside this units range and line of sight, this unit may make a free attack if able.
Ability: Forced fire
This unit may roll a D20 and use the following results. 1-12 add 3 attack die, this unit may not attack next turn. 13-17 add 5 attack die, this unit may not attack next turn. 18-19 add 8 attack die, this unit may not attack next turn. 20 add 10 attack die, this unit may not attack next turn.
Ability: Two inch tap
This unit may use any number of its total attack dice to attack enemy units that are adjacent to each other as long as it has attack dice remaining.
Tank rules
Movement Rules (EX: Panzer Mk IV): This unit’s movement points are used differently than normal. This unit has a front facing for movement only. This unit moves in the direction of the front facing, up to 10 hexes. In order to change direction, a movement point is used to align the front facing with the intended direction of travel. A tank can move forward 8 times, changing direction twice, and have used all it’s move points.
Disengage: This unit provokes no attacks when leaving engagement, or moving past enemy units.
Crushing vehicle: This unit may move through enemy small and medium units. Any unit moved over must roll against a single wound with their standard defense value.
Tanks may not make attacks on adjacent units, but may make attacks against non-adjacent units while engaged.
Tanks must use all their movement points to leave water terrain
Tanks double elevation for movement purposes
Tanks
Panzer Mk. IV
Size: 7
Life: 6
Range: 8
Move: 10*
Attack: 4
Defense: 5
Points: 160
King Tiger
Size: 9
Life: 7
Range: 10
Move: 8*
Attack: 5
Defense: 6
Points: 210
When I get some sculpts ready I'll post them on the cards. Feedback is appreciated!