Feadric
April 1st, 2012, 05:01 PM
IM LOOKING FOR HELP BALANCING THESE UNITS
ANY SUGGESTIONS WOULD BE NICE
Hello, let me explain the title.
A few days ago, A friend of mine brought some papercraft minecraft to our gaming league so I decided that I would make a diorama of a Mine craft scene.... and I didn't. I had several ink and scale issues between different blocks so I said SCREW IT and instead decided to make figurines and had the brilliance to accidentally scale the figures so they where the right size for heroscape. So now I have created STEVE and CREEPERS and have made a rough draft of the rules. and here they are
HeroScape-
Steve
Points:250
Life 5
defense5
Range 1
Attack 3
Move:5
Abilities:
Ø For each successful hit on an enemy, Steve gains a counter, he can use one effect multiple times excluding range modifiers at any time
o Add one point to any of his base stats besides range (2 points per effect)
o Negate # attack die rolled against him BEFORE the dice is rolled
o Heal # life(2 points per effect)
o Increase his range by 9 for one turn (may not stack)
o Increase the defense die rolled # times for one attack
o For 4 points, he can Create a 2 way Nether Portal where he stands, and may put a second portal up to 20 blocks away
§ When traveling through portal, roll a d20
· 1 death and portal EXPLODES
· 2-5, 2 damage
· 6-10, stuck in nether, at the start of each round roll a d20 on a 10+ you get out and instantly move
· 11-20 no ill effects, end movement on other portal exit
Herobrine
Life 0
defense 10
Range 1
Attack 2
Move:0
Abilities:
Ghost: Herobrine starts off the field, on each turn, roll a d20, if the result is 10+ then choose a unit if not then the opponent chooses one of his units, Herobrine is now haunting that target who now has these effects put Herobrine on a adjacent tile to at least 1 base
1. The target loses one point in all of its stats, but may not be reduced below one
2. For every successful attack on a target, Herobrine gets one life, and may attack again equal to the amount of successful attacks on the target (so if I roll one skull and then one skull again, then I can roll 2 dice for my next attak)
3. When the target dies, Herobrine disappears until the next round, and may haunt a new target
4. If Herobrine does not hit at least once on the target, then Herobrine losses a life, and is removed from the board, and must choose a different target next round, if he is reduced below 0 he dies
Legend: All attacking figures may only roll half of their attacks when attacking Herobrine
Creeper
Common squad ( of 3)
Points:50
Life 2
defence 5
Range 1
Attack 0
Move:5
Abilities:
TNT: Instead of attacking, the creeper may roll a d20 the creeper must also do this if killed by an attack and may if it dies of an ability
-on a 1 the creeper implodes killing itself and making the terrain it is on impassible,
-on a 2-5 the creeper explodes on a 1 hex radius doing 3 attacks on everything.
-on a 6-10 the creeper explodes on a 2 hex radius doing 3 hits on every base it touches, it may touch one figure's/unit's base multiple times.
-on a 11-15 the creeper explodes on a 3 hex radius doing 3 hits on the targets.
-on a 16-19 the creeper explodes on a 3 hex radius doing 5 hits on the targets.
-on a 20 the creeper kills everything in a 3 hex radius
SuperCharge- The creeper may take one damage to double the blast radius of all its attacks, the creeper may not attack that turn
Respawn: during movement If the creeper is not seen by any enemy unit and is on grass, it may instantly teleport to any grass tile on the board that is not in sight of the enemy. The creeper is not seen if a tree is in the line of sight.
PlZ keep in mind these are not finished, I need to rework everything and am looking for suggestions on how to change them
ANY SUGGESTIONS WOULD BE NICE
Hello, let me explain the title.
A few days ago, A friend of mine brought some papercraft minecraft to our gaming league so I decided that I would make a diorama of a Mine craft scene.... and I didn't. I had several ink and scale issues between different blocks so I said SCREW IT and instead decided to make figurines and had the brilliance to accidentally scale the figures so they where the right size for heroscape. So now I have created STEVE and CREEPERS and have made a rough draft of the rules. and here they are
HeroScape-
Steve
Points:250
Life 5
defense5
Range 1
Attack 3
Move:5
Abilities:
Ø For each successful hit on an enemy, Steve gains a counter, he can use one effect multiple times excluding range modifiers at any time
o Add one point to any of his base stats besides range (2 points per effect)
o Negate # attack die rolled against him BEFORE the dice is rolled
o Heal # life(2 points per effect)
o Increase his range by 9 for one turn (may not stack)
o Increase the defense die rolled # times for one attack
o For 4 points, he can Create a 2 way Nether Portal where he stands, and may put a second portal up to 20 blocks away
§ When traveling through portal, roll a d20
· 1 death and portal EXPLODES
· 2-5, 2 damage
· 6-10, stuck in nether, at the start of each round roll a d20 on a 10+ you get out and instantly move
· 11-20 no ill effects, end movement on other portal exit
Herobrine
Life 0
defense 10
Range 1
Attack 2
Move:0
Abilities:
Ghost: Herobrine starts off the field, on each turn, roll a d20, if the result is 10+ then choose a unit if not then the opponent chooses one of his units, Herobrine is now haunting that target who now has these effects put Herobrine on a adjacent tile to at least 1 base
1. The target loses one point in all of its stats, but may not be reduced below one
2. For every successful attack on a target, Herobrine gets one life, and may attack again equal to the amount of successful attacks on the target (so if I roll one skull and then one skull again, then I can roll 2 dice for my next attak)
3. When the target dies, Herobrine disappears until the next round, and may haunt a new target
4. If Herobrine does not hit at least once on the target, then Herobrine losses a life, and is removed from the board, and must choose a different target next round, if he is reduced below 0 he dies
Legend: All attacking figures may only roll half of their attacks when attacking Herobrine
Creeper
Common squad ( of 3)
Points:50
Life 2
defence 5
Range 1
Attack 0
Move:5
Abilities:
TNT: Instead of attacking, the creeper may roll a d20 the creeper must also do this if killed by an attack and may if it dies of an ability
-on a 1 the creeper implodes killing itself and making the terrain it is on impassible,
-on a 2-5 the creeper explodes on a 1 hex radius doing 3 attacks on everything.
-on a 6-10 the creeper explodes on a 2 hex radius doing 3 hits on every base it touches, it may touch one figure's/unit's base multiple times.
-on a 11-15 the creeper explodes on a 3 hex radius doing 3 hits on the targets.
-on a 16-19 the creeper explodes on a 3 hex radius doing 5 hits on the targets.
-on a 20 the creeper kills everything in a 3 hex radius
SuperCharge- The creeper may take one damage to double the blast radius of all its attacks, the creeper may not attack that turn
Respawn: during movement If the creeper is not seen by any enemy unit and is on grass, it may instantly teleport to any grass tile on the board that is not in sight of the enemy. The creeper is not seen if a tree is in the line of sight.
PlZ keep in mind these are not finished, I need to rework everything and am looking for suggestions on how to change them