Star Wars Heroscape Rules
I have developed some rules for a Heroscape Star Wars Basic Game. The rules are really a combination of the Heroscape Basic Game, the Star Wars Miniature Game, and a few of my own tweaks.
Combat is resolved using the Heroscape combat system with the attack and defense dice. The stats for number of attack and defense dice are derived from the SW Minis game stats.
Attack dice are determined by first taking the SWM attack dividing by 4 and then rounding down (i.e. 0-3 = 0 dice, 4-7 = 1 die, 8-11 = 3 dice, etc.), and then add to that number the Damage stats divided by 10. So someone with an attack of +4 and damage of 20 would use 2 dice (1 + 1) when attacking.
Defense dice are determined by first taking the SWM Defense stat subtract 7 and then divide by 3 (rounding to the nearest integer), and then add in the Hit Points divided by 25 (rounded to the nearest integer). So someone with a defense of 20 and hit points of 80 would use 7 dice (3 + 4) when defending.
All characters have a Life of 1.
A stat that I introduce is Weapon Type. There are three weapon types: Lightsaber, Blaster, and Melee (other than Lightsaber). The importance of this stat will be seen below.
Range is unlimited for anyone with a Blaster weapon type. Lightsaber and Melee weapon types can only attack adjacent characters.
Everyone has a move of 6.
Since this is a variation of the Heroscape Basic Game there are no special abilities, except for one. All characters with a Lightsaber weapon type can reflect blaster fire. If a Lightsaber wielder is attacked by a blaster wielder and the blaster rolls no skulls when attacking then the Lightsaber wielder can attempt to deflect the blaster bolt. The reflection is an extra attack that can immediately be made against the original attacker. Each character uses their normal attack and defense dice to resolve the reflection.
For example, a battle droid (1A 2D) attacks Obi-Wan Kenobi (5A 8D). The battle droid rolls 0 skulls. Kenobi can reflect that blaster bolt. He rolls his attack and gets 3 skulls. The battle droid is defeated. This reflection attack does not count as an activation for Kenobi.
The cost of each character is determined by a formula using its attack and defense dice. For each attack die add 6 if that character has a Lightsaber weapon type, 3 if that character has a Blaster weapon type and 1 if that character has a Melee weapon type. Then add 2 point for each defense die.
To show the relative costs of units here are a few of them.
Battle Droids (1A 2D) cost 7
Super Battle Droids (2A 3D) cost 12
Stormtroopers (2A 4D) cost 14
Clone Troopers (3A 3D) cost 15
Han Solo and Chewbacca (4A 8D) cost 28
Jedi, Dark Jedi, and Sith characters start in the mid-30s and go to the mid-60s.
The round mechanics are a combination of HS and SWM. There are no squads. Each character is activated every round. After initiative is rolled then the sides take turns activating one character until all are activated. During an activation the character moves first and then attacks.
For HS terrain effects characters pay the penalties to move up levels and must stop in water, but they donít get road bonuses or any attack or defense bonuses for height.
Thatís the basics of the system. As my kids get older then I plan to add more advanced HS rules (multiple Life, more special abilities, etc.) to eventually evolve it into a system similar to the Heroscape Master Game.
Comments? Critiques? Questions?