bluekitsune13
March 6th, 2007, 03:02 PM
I got into making some custom flocked terrain with Grishnakh's tutorial, and from it I also discovered The Fantasy Trip's Melee game. This site has all the rules in .pdf formats, so I read up.
http://www.jgimmigration.com/tft/index.htm
Anyway, I was thinking of trying to incorporate more realistic combat rules that melee offers into Heroscape, all the while keeping it similar to the original rules. I wanted also to increase the differences for each time period's figures. I want them to have different rules than the medieval figures. For example, with their high powered guns they can penetrate armor easily, however they only have a limited supply of ammo and little protection against swords. Something like that.
All Heroscape figures are getting a makeover. All figures will now have new stats (of which I'm working on making) I'm trying to find a way to convert Heroscape stats to melee format, but I'm having some difficulty. For now, I'm just winging it. Anyway, here's what I got thus far (this testing only medieval figures like Romans, vikings, knights, etc.)
Stats
There are 4 stats that each figure has to start with-- Strength (ST) Dexterity (DX) Intelligence (IQ) and Movement Allowance (MA). Some stats will be adjusted during battle due to taking wounds or magical abilities. Then the stat will look like this adjDX (adjusted Dexterity). For example, for most attacks you would roll 3 six sided dice (3d6) against your adjusted Dexterity (adjDX). If the number you rolled is less than your adjDX you hit. Also, take notice that (as of now) only 6 sided dice are used.
ST - Determines hit points, how big a weapon that figures can use, and other things relating to physical strength. When rolls are made, make them against their max ST, not their ST reduced because of wounds.
DX - Determines how well you are able to land a blow on your enemy, dodge attacks, and other movement related activities like jumping, etc. When rolling to hit, or any action that requires movement, you'll almost always use your adjDX.
IQ - Determines how well you can cast and resist magic. It also has an effect on strategies and such (which I'm working on for a solitaire game).
MA - Determines how many spaces your character can move. Is decreased by moving through unstable terrain (such as heavy snow or tress).
Rounds and Turns
Combat is played out in rounds and turns. A round consists of an initiative roll, movement phase, then an action phase. Each unit you control gets one turn during the movement phase, and one turn during the action phase. The order of who goes first is carried out like so:
1) Initiative - All players roll initiative (one six sided die, or 1d6) and the high roller wins. Re roll ties. The winner can choose to either move his figures first, or let the opponent move theirs.
2) Movement Phase - A player can move their figures in any order they choose. You can move a figure up to its maxiumum MA.
3) Action Phase - All figures (yours and your opponent's) perform various actions depending on how far they moved, and if they're engaged. Sometimes a figure might not be able to act due to certain circumstances, so they would skip their turn. All figures take actions in order of highest adjDX to the lowest. If there's a tie, roll 1d6 and the high roller goes first. A figure may only take 1 action per turn unless a special skill allows them to do otherwise.
Movement
Movement depends on whether or not a figure is engaged (adjacent to an enemy figure) or free(not adjacent to any enemies).
Free Figures can:
a. Move up to their full MA, and perform no other action.
b. Move up to half their MA (rounded down) and:
--Charge attack with your melee weapon
--Fire a ranged weapon hastily
--Attempt to knock over an enemy
--Weave
c. Use 1 MA and:
--Fire a ranged weapon accurately
Engaged Figures can only:
a. Move half your MA (rounded down) while staying adjacent to all engaged figures and:
--Attack with a melee weapon
--Attempt to knock over an enemy
--Get off one last shot with a ranged weapon
--Defend
--Disengage from an enemy
When moving, you will basically use the same rules as in regular Heroscape. However, it also depends whether or not you're engaged.
If you're free while moving, then use normal Heroscape rules for moving up and down terrain.
If you're engaged at any time while moving, then you might have to make an adjDX check. If you move to a different elevation while engaged (up, or down), you must make an adjDX, and add the number of spaces up you moved. For example, Sgt. Drake (adj DX 12) while engaged to a Roman legionnaire wants to jump up to a hex that is 2 spaces higher. He would have to roll a 10 or lower (because he has to add 2 to his roll to jump up those 2 spaces.
To move through blocking terrain (such as a few trees or a pile of rocks) you must expend more MA to move though it, and you must occupy a free space on the other side. There must be rules beforehand for each terrain on how much MA it costs to move through it. For example, a thicket of trees that occupies 4 hexes might cost 2 MA to move through one of its hexes, while a towering pile of rocks might cost 6 MA. It's up to you to decide beforehand.
Actions
Actions include things like defending or attacking. What actions available, as stated above, depend on how far you moved, and if you're engaged. Here's what each command does.
--Free and moved half your MA:
Charge attack with your melee weapon - If your figure was free at the beginning of its turn in the movement phase, and you moved them up to half their MA to engage an enemy figure, you can charge attack in the action phase. Attack against your adjDX. If you made your adjDX roll, even if you didn't do any damage, you must either move your figure 1 hex away from that enemy into an empty space, or stop your movement. If you miss your adjDX roll however, you must stop your movement in that hex. Succeeding in a charge attack (whether you decide to move away or not) also means the enemy can't counter attack you, but they can still dodge. If they succeed in their dodge, they'll halt your movement as if you failed your adjDX roll. You can only charge attack if you were free at the beginning of your turn.
Figures carrying pole arms (spears, halberds, etc.) have a different kind of charge attack. If the last three hexes they moved were in a straight line, they can attempt to stab an enemy. They roll normally against their adjDX, and if they hit, they score double the damage on their weapon's damage roll and stops their movement in that hex. Just like above, if successful, the enemy can't counter attack you but they can still dodge. If a figure doesn't move the last 3 hexes of its movement in a straight line, then it follows the above rules for charge attacks.
Fire a ranged weapon hastily -- If you run while carrying a ranged weapon your aim will be off. You attack like you would normally, but you must roll 1 more die against your adjDX to hit.
Attempt to knock over an enemy -- Instead of attacking, you can attempt to knock over an enemy (pushing, tripping, shield bash, etc.) First you must make your adjDX roll as if you were attacking. If you succeed, the enemy must make a ST roll, which is modified according to ST and size. Add or subtract dice according to these points below.
1) You and the enemy are the same size (medium 4 vs. medium 5)
a) The enemy has more ST than you - They subtract 1 from their roll
b) The enemy has more height than you - They subtract the difference from their roll (The Venoc Warlord (height 6) would subtract 2 dice from his roll if pushed by a Krav Maga Agent (height 4)).
c) You have more ST than the enemy - They add 1 to their roll
d) You have more height than the enemy - They add the difference to their roll.
2) You and the enemy are different sizes (medium 5 vs. large 7)
small-->medium-->large-->huge
a) The enemy is 1 category larger than you - They subtract 2 from their roll
b) The enemy is 2 categories larger than you - They subtract 4 from their roll
c) The enemy is 3 categories larger than you - They can't be pushed
d) You are 1 category larger than the enemy - You add 1 to your roll
e) You are 2 categories larger than the enemy - You add 2 to your roll
f) You are 3 categories larger than the enemy - You add 3 to your roll
In addition, you must use the height difference and ST too. For example, Krug (ST 25 height 8) wanted to push Marcus (ST 16 height 5), then Marcus would have to add 6 to his roll (Krug has higher ST, (+1), he's 3 higher (+3), and he's 2 categories larger than Marcus (+2)) So when he rolls his 3d6, Marcus must get a 10 or under (because we added 6) to stay grounded.
If a figure is pushed, they must roll 3d6 against their ST. If they succeed, then they stay grounded. If they roll above, then they are knocked down. A figure that is knocked down is easier to attack, so all figures attacking them in melee combat can subtract 4 from their adjDX roll. A figure that is knocked down can't do anything unless it stands back up. The next round during the movement phase, that figure must stand up, and can make no other movements. During the action phase, they automatically go last. If multiple figures were knocked down the previous round, roll a die for each figure, and the high roller will move first.
If a defending figure was lucky enough to roll a 3 on their ST check, or if they successfully dodge, then instead the pushing figure falls down in their own hex instead.
Weave -- You run erratically to avoid ranged fire. Any ranged attacks that target you after you weave must add 1 die to their adjDX roll.
--Free and moved 1 MA:
Fire a ranged weapon accurately -- If you don't move, or move using only 1 MA, then you don't incur any penalties for moving while firing a ranged weapon. You'd roll the normal 3d6 against your adjDX (not counting any other modifiers)
--Engaged, and moved half your MA:
Attack with a melee weapon -- attempt to strike an enemy with a sword, axe, spear, etc. You roll against your adjDX plus any modifiers. If you roll a number below your adjDX, then roll however many dice your weapon takes to inflict damage.
Get off one last shot with a ranged weapon -- You can't fight with a bow in close combat, but you can usually get off one last shot before drawing your secondary weapon. When your turn comes you must add 1 die to your adjDX roll to get off that one last shot. The next turn, you can use your secondary weapon. If your turn comes and you're not engaged anymore, then you can use your ranged weapon again.
For example, a Tagawa Samurai charges at Syvarris. As the samurai draws his blade, Syvarris rolls 4d6 against his adjDX to see if he can get off one last shot. Either way, the next turn Syvarris can draw his short sword and attack with that. If Syvarris kills the samurai, then he can draw his bow again and fire more arrows at enemies deeper into the fray.
Defend -- You forfeit any attacks you make that turn and assume a defensive stance. Anyone that attacks you must add 1 die to their adjDX roll to hit you.
Disengage from an enemy -- You can attempt to break away from combat and run. Roll against your adjDX. If you succeed, then you can move away from the enemy using half your MA. If you fail, you may only use 1 MA to move away from the enemy, and they can take a free attack against you against their own adjDX. This doesn't count against thier action for this round, so they may strike you even if they acted earlier in the round.
Attacking
When you want to attack an enemy, you will use 3 six sided dice plus/minus any modifiers. The object is to roll a number below your adjDX. However, if you roll a 3, then you score a hit with double damage. If you hit them, you can then roll for damage on however many dice your weapon says, then subtract the number of hits the target's armor takes. For example, a broadsword has an attack of 2-1 dice. This means you roll 2 dice, and subtract 1 from the roll. If the enemy was wearing chainmail (which takes 3 hits) and you rolled a 2 and a 6, the damage would be 4 (2 + 6 = 8 (for the actual dice roll), 8 - 1 = 7 (subtracting the 1 from 2-1 dice damage), and 7 - 3 = 4 (subtracting the 3 for the chainmail armor.). If you roll above your adjDX, then you miss and don't roll for any damage.
During combat, injuries can also effect your DX. These include:
--Taking 6 wounds in one round from melee weapons will decrease your adjDX by 2 for the next round only.
--Taking 10 wounds in one round from melee weapons will knock you down in your hex.
--If you are on a hex lower than the enemy, you must add 1 to your adjDX to hit them.
However, you can also take advantage of the opponent's weakness too and exploit them:
--Attacking an opponent who has been knocked down with a melee weapon will subtract 4 from your adjDX roll.
--Attacking an opponent's flank with a melee weapon, you can subtract 4 from your adjDX roll. (For example, let "O" be your team, and "X" be an enemy. O X O If either "O" attacks "X," they will subtract 4 from their adjDX roll because there's an ally on the other side flanking them.)
--If you are on a hex higher than the enemy, you can subtract 1 from your adjDX to hit them with melee weapons.
Using ranged weapons is different than the rules for melee weapons. To hit with a ranged weapon, you must check to make sure your attacking figure has a clear line of sight to the target. To check this, put your head behind the attacker, and if they can see any part of the target's hit zone, then they may attack. Next check for figure and object which are in the way of the target. You must "roll to miss" all of those objects/figures in front (and possibly in back) of your target. You must also take the weapon's range in consideration too. If you are rolling to hit or miss something that is beyond a figure's weapon's range, you must add 1 to their adjDX for every 2 hexes it is beyond their range.
Rolling to miss an object or figure is different for bows and crossbows/guns. For a bow, you must roll for each object or figure that blocks the target in the order they are from the archer. To "miss" something, you must roll below your adjDX. If you fail your "to miss" roll, then roll for your adjDX again. If you succeed on the second roll, then the arrow lands in that hex doing no damage. If you fail, then you must roll for damage for the figure in that hex. If you succeed on your first "to miss" roll, then proceed to roll for the next object, then the next one, and so on until you hit something, or get to your original target figure. When you're rolling for your target figure, you roll to attack normally. If you roll below your adjDX you hit, and roll for damage. However if you miss your roll against the target, then the arrow will fly past them for another 1d6 hexes (which the archer would roll for). Any figures in those hexes would have to be rolled for to be missed too.
For a crossbow or a gun, you must add 1 die to your adjDX roll to hit for every figure and object between you and the target. If you succeed, then roll for damage. If you fail, then you must roll to miss every figure in front of the target. To "miss" something, you must roll below your adjDX. If you fail, then roll for damage for the figure in that hex. If you succeed, roll for the next figure, and so on and so on. If you get to the original target figure, skip them, and roll to miss any figures that are behind them. The bullet will keep traveling for 2d6 hexes (which the shooter will roll) or until it hits a wall.
Counter Attacks and Dodging
These two special actions add another level of strategy to the game. To use one of these actions, you must not have used an action during the round. When an opponent says he is targeting you for an attack, before he rolls to hit you against his adjDX, announce that you wish to dodge or counter attack him. You then both roll against your own adjDX together.
Dodging - You can dodge any attack (melee, missile, or magic). When the opponent announces their attack, tell them you want to try to dodge them. You both roll against your own adjDX. If you succeed on your roll, then you must move your figure away from the opponent who attacked you to an empty space (while remaining engaged to any other figures you may be engaged to). If you fail, and the opponent succeeded on his roll, he would roll for damage normally. Either way, both your figure and the enemy's have used up their actions for the round.
Counter Attacks - You can only counterattack when an opponent is adjacent to you. When they target you for a melee attack, announce that you're counterattacking them. You must first let the opponent roll for their adjDX, and then attack you if they hit. If you survive, you may then roll against your adjDX. If you succeed, then you may roll for damage against them. This uses up your action for the round.
One good reason to use dodges or counter attacks would be to assist a figure with low adjDX. If your figures are always the last to act, you can counter attack an enemy early in the round to possibly do some damage. Another option would be to protect a hero with many wounds. You can focus on making him dodge away from the enemies while his allies move in to protect him.
Anyway, that's all I have thus far. Like I said, I haven't worked out individual figure stats or anything like that. I'm trying to see if I can find a way to compare attack dice in Heroscape to how many dice they get in melee. Anyway I'd like to hear what you guys think so far, and if you can clue me in on anything you don't understand so I can clarify. If I can get it to work, then I'll make it a nice, pretty .pdf with pictures.
http://www.jgimmigration.com/tft/index.htm
Anyway, I was thinking of trying to incorporate more realistic combat rules that melee offers into Heroscape, all the while keeping it similar to the original rules. I wanted also to increase the differences for each time period's figures. I want them to have different rules than the medieval figures. For example, with their high powered guns they can penetrate armor easily, however they only have a limited supply of ammo and little protection against swords. Something like that.
All Heroscape figures are getting a makeover. All figures will now have new stats (of which I'm working on making) I'm trying to find a way to convert Heroscape stats to melee format, but I'm having some difficulty. For now, I'm just winging it. Anyway, here's what I got thus far (this testing only medieval figures like Romans, vikings, knights, etc.)
Stats
There are 4 stats that each figure has to start with-- Strength (ST) Dexterity (DX) Intelligence (IQ) and Movement Allowance (MA). Some stats will be adjusted during battle due to taking wounds or magical abilities. Then the stat will look like this adjDX (adjusted Dexterity). For example, for most attacks you would roll 3 six sided dice (3d6) against your adjusted Dexterity (adjDX). If the number you rolled is less than your adjDX you hit. Also, take notice that (as of now) only 6 sided dice are used.
ST - Determines hit points, how big a weapon that figures can use, and other things relating to physical strength. When rolls are made, make them against their max ST, not their ST reduced because of wounds.
DX - Determines how well you are able to land a blow on your enemy, dodge attacks, and other movement related activities like jumping, etc. When rolling to hit, or any action that requires movement, you'll almost always use your adjDX.
IQ - Determines how well you can cast and resist magic. It also has an effect on strategies and such (which I'm working on for a solitaire game).
MA - Determines how many spaces your character can move. Is decreased by moving through unstable terrain (such as heavy snow or tress).
Rounds and Turns
Combat is played out in rounds and turns. A round consists of an initiative roll, movement phase, then an action phase. Each unit you control gets one turn during the movement phase, and one turn during the action phase. The order of who goes first is carried out like so:
1) Initiative - All players roll initiative (one six sided die, or 1d6) and the high roller wins. Re roll ties. The winner can choose to either move his figures first, or let the opponent move theirs.
2) Movement Phase - A player can move their figures in any order they choose. You can move a figure up to its maxiumum MA.
3) Action Phase - All figures (yours and your opponent's) perform various actions depending on how far they moved, and if they're engaged. Sometimes a figure might not be able to act due to certain circumstances, so they would skip their turn. All figures take actions in order of highest adjDX to the lowest. If there's a tie, roll 1d6 and the high roller goes first. A figure may only take 1 action per turn unless a special skill allows them to do otherwise.
Movement
Movement depends on whether or not a figure is engaged (adjacent to an enemy figure) or free(not adjacent to any enemies).
Free Figures can:
a. Move up to their full MA, and perform no other action.
b. Move up to half their MA (rounded down) and:
--Charge attack with your melee weapon
--Fire a ranged weapon hastily
--Attempt to knock over an enemy
--Weave
c. Use 1 MA and:
--Fire a ranged weapon accurately
Engaged Figures can only:
a. Move half your MA (rounded down) while staying adjacent to all engaged figures and:
--Attack with a melee weapon
--Attempt to knock over an enemy
--Get off one last shot with a ranged weapon
--Defend
--Disengage from an enemy
When moving, you will basically use the same rules as in regular Heroscape. However, it also depends whether or not you're engaged.
If you're free while moving, then use normal Heroscape rules for moving up and down terrain.
If you're engaged at any time while moving, then you might have to make an adjDX check. If you move to a different elevation while engaged (up, or down), you must make an adjDX, and add the number of spaces up you moved. For example, Sgt. Drake (adj DX 12) while engaged to a Roman legionnaire wants to jump up to a hex that is 2 spaces higher. He would have to roll a 10 or lower (because he has to add 2 to his roll to jump up those 2 spaces.
To move through blocking terrain (such as a few trees or a pile of rocks) you must expend more MA to move though it, and you must occupy a free space on the other side. There must be rules beforehand for each terrain on how much MA it costs to move through it. For example, a thicket of trees that occupies 4 hexes might cost 2 MA to move through one of its hexes, while a towering pile of rocks might cost 6 MA. It's up to you to decide beforehand.
Actions
Actions include things like defending or attacking. What actions available, as stated above, depend on how far you moved, and if you're engaged. Here's what each command does.
--Free and moved half your MA:
Charge attack with your melee weapon - If your figure was free at the beginning of its turn in the movement phase, and you moved them up to half their MA to engage an enemy figure, you can charge attack in the action phase. Attack against your adjDX. If you made your adjDX roll, even if you didn't do any damage, you must either move your figure 1 hex away from that enemy into an empty space, or stop your movement. If you miss your adjDX roll however, you must stop your movement in that hex. Succeeding in a charge attack (whether you decide to move away or not) also means the enemy can't counter attack you, but they can still dodge. If they succeed in their dodge, they'll halt your movement as if you failed your adjDX roll. You can only charge attack if you were free at the beginning of your turn.
Figures carrying pole arms (spears, halberds, etc.) have a different kind of charge attack. If the last three hexes they moved were in a straight line, they can attempt to stab an enemy. They roll normally against their adjDX, and if they hit, they score double the damage on their weapon's damage roll and stops their movement in that hex. Just like above, if successful, the enemy can't counter attack you but they can still dodge. If a figure doesn't move the last 3 hexes of its movement in a straight line, then it follows the above rules for charge attacks.
Fire a ranged weapon hastily -- If you run while carrying a ranged weapon your aim will be off. You attack like you would normally, but you must roll 1 more die against your adjDX to hit.
Attempt to knock over an enemy -- Instead of attacking, you can attempt to knock over an enemy (pushing, tripping, shield bash, etc.) First you must make your adjDX roll as if you were attacking. If you succeed, the enemy must make a ST roll, which is modified according to ST and size. Add or subtract dice according to these points below.
1) You and the enemy are the same size (medium 4 vs. medium 5)
a) The enemy has more ST than you - They subtract 1 from their roll
b) The enemy has more height than you - They subtract the difference from their roll (The Venoc Warlord (height 6) would subtract 2 dice from his roll if pushed by a Krav Maga Agent (height 4)).
c) You have more ST than the enemy - They add 1 to their roll
d) You have more height than the enemy - They add the difference to their roll.
2) You and the enemy are different sizes (medium 5 vs. large 7)
small-->medium-->large-->huge
a) The enemy is 1 category larger than you - They subtract 2 from their roll
b) The enemy is 2 categories larger than you - They subtract 4 from their roll
c) The enemy is 3 categories larger than you - They can't be pushed
d) You are 1 category larger than the enemy - You add 1 to your roll
e) You are 2 categories larger than the enemy - You add 2 to your roll
f) You are 3 categories larger than the enemy - You add 3 to your roll
In addition, you must use the height difference and ST too. For example, Krug (ST 25 height 8) wanted to push Marcus (ST 16 height 5), then Marcus would have to add 6 to his roll (Krug has higher ST, (+1), he's 3 higher (+3), and he's 2 categories larger than Marcus (+2)) So when he rolls his 3d6, Marcus must get a 10 or under (because we added 6) to stay grounded.
If a figure is pushed, they must roll 3d6 against their ST. If they succeed, then they stay grounded. If they roll above, then they are knocked down. A figure that is knocked down is easier to attack, so all figures attacking them in melee combat can subtract 4 from their adjDX roll. A figure that is knocked down can't do anything unless it stands back up. The next round during the movement phase, that figure must stand up, and can make no other movements. During the action phase, they automatically go last. If multiple figures were knocked down the previous round, roll a die for each figure, and the high roller will move first.
If a defending figure was lucky enough to roll a 3 on their ST check, or if they successfully dodge, then instead the pushing figure falls down in their own hex instead.
Weave -- You run erratically to avoid ranged fire. Any ranged attacks that target you after you weave must add 1 die to their adjDX roll.
--Free and moved 1 MA:
Fire a ranged weapon accurately -- If you don't move, or move using only 1 MA, then you don't incur any penalties for moving while firing a ranged weapon. You'd roll the normal 3d6 against your adjDX (not counting any other modifiers)
--Engaged, and moved half your MA:
Attack with a melee weapon -- attempt to strike an enemy with a sword, axe, spear, etc. You roll against your adjDX plus any modifiers. If you roll a number below your adjDX, then roll however many dice your weapon takes to inflict damage.
Get off one last shot with a ranged weapon -- You can't fight with a bow in close combat, but you can usually get off one last shot before drawing your secondary weapon. When your turn comes you must add 1 die to your adjDX roll to get off that one last shot. The next turn, you can use your secondary weapon. If your turn comes and you're not engaged anymore, then you can use your ranged weapon again.
For example, a Tagawa Samurai charges at Syvarris. As the samurai draws his blade, Syvarris rolls 4d6 against his adjDX to see if he can get off one last shot. Either way, the next turn Syvarris can draw his short sword and attack with that. If Syvarris kills the samurai, then he can draw his bow again and fire more arrows at enemies deeper into the fray.
Defend -- You forfeit any attacks you make that turn and assume a defensive stance. Anyone that attacks you must add 1 die to their adjDX roll to hit you.
Disengage from an enemy -- You can attempt to break away from combat and run. Roll against your adjDX. If you succeed, then you can move away from the enemy using half your MA. If you fail, you may only use 1 MA to move away from the enemy, and they can take a free attack against you against their own adjDX. This doesn't count against thier action for this round, so they may strike you even if they acted earlier in the round.
Attacking
When you want to attack an enemy, you will use 3 six sided dice plus/minus any modifiers. The object is to roll a number below your adjDX. However, if you roll a 3, then you score a hit with double damage. If you hit them, you can then roll for damage on however many dice your weapon says, then subtract the number of hits the target's armor takes. For example, a broadsword has an attack of 2-1 dice. This means you roll 2 dice, and subtract 1 from the roll. If the enemy was wearing chainmail (which takes 3 hits) and you rolled a 2 and a 6, the damage would be 4 (2 + 6 = 8 (for the actual dice roll), 8 - 1 = 7 (subtracting the 1 from 2-1 dice damage), and 7 - 3 = 4 (subtracting the 3 for the chainmail armor.). If you roll above your adjDX, then you miss and don't roll for any damage.
During combat, injuries can also effect your DX. These include:
--Taking 6 wounds in one round from melee weapons will decrease your adjDX by 2 for the next round only.
--Taking 10 wounds in one round from melee weapons will knock you down in your hex.
--If you are on a hex lower than the enemy, you must add 1 to your adjDX to hit them.
However, you can also take advantage of the opponent's weakness too and exploit them:
--Attacking an opponent who has been knocked down with a melee weapon will subtract 4 from your adjDX roll.
--Attacking an opponent's flank with a melee weapon, you can subtract 4 from your adjDX roll. (For example, let "O" be your team, and "X" be an enemy. O X O If either "O" attacks "X," they will subtract 4 from their adjDX roll because there's an ally on the other side flanking them.)
--If you are on a hex higher than the enemy, you can subtract 1 from your adjDX to hit them with melee weapons.
Using ranged weapons is different than the rules for melee weapons. To hit with a ranged weapon, you must check to make sure your attacking figure has a clear line of sight to the target. To check this, put your head behind the attacker, and if they can see any part of the target's hit zone, then they may attack. Next check for figure and object which are in the way of the target. You must "roll to miss" all of those objects/figures in front (and possibly in back) of your target. You must also take the weapon's range in consideration too. If you are rolling to hit or miss something that is beyond a figure's weapon's range, you must add 1 to their adjDX for every 2 hexes it is beyond their range.
Rolling to miss an object or figure is different for bows and crossbows/guns. For a bow, you must roll for each object or figure that blocks the target in the order they are from the archer. To "miss" something, you must roll below your adjDX. If you fail your "to miss" roll, then roll for your adjDX again. If you succeed on the second roll, then the arrow lands in that hex doing no damage. If you fail, then you must roll for damage for the figure in that hex. If you succeed on your first "to miss" roll, then proceed to roll for the next object, then the next one, and so on until you hit something, or get to your original target figure. When you're rolling for your target figure, you roll to attack normally. If you roll below your adjDX you hit, and roll for damage. However if you miss your roll against the target, then the arrow will fly past them for another 1d6 hexes (which the archer would roll for). Any figures in those hexes would have to be rolled for to be missed too.
For a crossbow or a gun, you must add 1 die to your adjDX roll to hit for every figure and object between you and the target. If you succeed, then roll for damage. If you fail, then you must roll to miss every figure in front of the target. To "miss" something, you must roll below your adjDX. If you fail, then roll for damage for the figure in that hex. If you succeed, roll for the next figure, and so on and so on. If you get to the original target figure, skip them, and roll to miss any figures that are behind them. The bullet will keep traveling for 2d6 hexes (which the shooter will roll) or until it hits a wall.
Counter Attacks and Dodging
These two special actions add another level of strategy to the game. To use one of these actions, you must not have used an action during the round. When an opponent says he is targeting you for an attack, before he rolls to hit you against his adjDX, announce that you wish to dodge or counter attack him. You then both roll against your own adjDX together.
Dodging - You can dodge any attack (melee, missile, or magic). When the opponent announces their attack, tell them you want to try to dodge them. You both roll against your own adjDX. If you succeed on your roll, then you must move your figure away from the opponent who attacked you to an empty space (while remaining engaged to any other figures you may be engaged to). If you fail, and the opponent succeeded on his roll, he would roll for damage normally. Either way, both your figure and the enemy's have used up their actions for the round.
Counter Attacks - You can only counterattack when an opponent is adjacent to you. When they target you for a melee attack, announce that you're counterattacking them. You must first let the opponent roll for their adjDX, and then attack you if they hit. If you survive, you may then roll against your adjDX. If you succeed, then you may roll for damage against them. This uses up your action for the round.
One good reason to use dodges or counter attacks would be to assist a figure with low adjDX. If your figures are always the last to act, you can counter attack an enemy early in the round to possibly do some damage. Another option would be to protect a hero with many wounds. You can focus on making him dodge away from the enemies while his allies move in to protect him.
Anyway, that's all I have thus far. Like I said, I haven't worked out individual figure stats or anything like that. I'm trying to see if I can find a way to compare attack dice in Heroscape to how many dice they get in melee. Anyway I'd like to hear what you guys think so far, and if you can clue me in on anything you don't understand so I can clarify. If I can get it to work, then I'll make it a nice, pretty .pdf with pictures.