| Home | Forums | Gallery | Downloads | Blogs | Events Calendar | Register | |||||||
|
|||||||||||||
| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||||||||
![]() |
|
|
Thread Tools | Display Modes |
|
#1
|
||||
|
||||
|
HALO-Scape Everything you need to try it out :D
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Okay here are some of the rules for HALO Scape as well as some of the units I've typed up. The rest is still in paper/pencil form and I will add more this weekend, just thought I'd see if I could get some thoughts, A few of the things I am trying to clean up are the Re-Spawn mechanic, Grenades, and the Bubble Shield ability on Spartan - B08. Any help or thoughts would be greatly appreciated. The Un-Official Halo-Scape Rule Set HALO-Scape is intented for use along side the Heroscape Advanced Rules with a few exceptions. Re-Spawn Placement Before Drafting begins and after the map is set up, choose 6 tiles on the map to dedicate as spawn points. Place 1 numbered Spawn Glyph on each of the 6 chosen tiles. (art to come) Drafting Each player recieves 200 points to draft from. Before drafting each player rolls a D20. The Player with the Highest roll chooses a unit from the draft pool first. The Player with the next highest roll chooses second, etc, etc. Rounds Each round consists of two turns per player. Order Markers Each Player will only use order marker's 1&2. Order Markers are placed before Initiative is determined at the beginning of each round. Start Up At the beginning of Round 1 after order markers have been placed and Initiative has been determined each Player rolls a D6 to determine placement for their units. After the D6 is rolled place 1 unit you control on a clear tile adjacent to the Spawn Glyph matching the result of the dice roll. If that Spawn Glyph has an enemy unit adjacent to it, you may choose to roll the D6 1 more time. The act of Respawning When a unit is destroyed it is not removed from the game, instead that unit is placed on it's card until the beginning of the next round, before Order Markers are placed. At the beginning of each round roll a D6 for each destroyed unit. Place that unit on a clear tile adjacent to the Spawn Glyph matching the result of the dice roll. If that Spawn Glyph has an enemy unit adjacent to it, you may choose to roll the D6 1 more time. How to win Each player will have a Kill Chart and 1 Chart Marker. The first Player to reach 10 kills or the player with the most kills at the end of 10 rounds becomes the winner for that game. Grenades Each player in addition to a Kill Chart will have a Grenade chart as well. Each Grenade chart has two open slots, 1 for a Frag and 1 for a Spike/Plasma. At the beginning of each round all grenade charts are reset so that each player has 1 of each grenade. Grenades may be used by any Knight, or King Class unit. When a Grenade is used, the marker for that grenade is removed from the Grenade Chart until the next round. Figure Movement, Attack, Defense, and LOS are to be treated the same as the classic Heroscape Advanced rules. Pawn Class will include 100 point squads (Grunts, Soldiers) to come Knight Class will include 100 point heroes (Spartans, Elites) King Class will include 200 point special Heroes (ie, the Chosen, Master Chief) to come Rook Class will include 200 point Large Heroes (Hunter, Brute) to come 100 Point units - Knight Class Spartan - H85 Life 1 Move 5 Range 5 Attack 3 Defense 1 Sniper Rifle Special Attack Attack 1 Range 7. Choose a non-adjacent figure to attack. The chosen figure cannot roll defense dice when attacked by Spartan - H85's Sniper Rifle Special Attack. Spartan - H85 may not use Sniper Rifle Special Attack if he moved this turn. Shield Armor 16 When an enemy unit attacks Spartan - H85 you may roll the D20. On a roll of 1-15 nothing happens and defense is rolled normally. On a roll of 16-20 add +2 to the defense of this unit. Spartan - P13 Life 1 Move 5 Range 5 Attack 3 Defense 3 Spikers If Spartan - P13 rolled at least 1 skull during his attack this turn, he may attack 1 aditional time. Shield Armor 16 When an enemy unit attacks Spartan - P13 you may roll the D20. On a roll of 1-15 nothing happens and defense is rolled normally. On a roll of 16-20 add +2 to the defense of this unit. Spartan - S77 Life 1 Move 5 Range 3 Attack 4 Defense 3 Shotgun Melee Special Attack If Spartan - S77 attacked a unit this turn and that unit was not destroyed you may roll a D20. On a roll of 1-10 nothing happens. On a roll of 11-20 that unit receives 1 wound.. Shield Armor 16 When an enemy unit attacks Spartan - S77 you may roll the D20. On a roll of 1-15 nothing happens and defense is rolled normally. On a roll of 16-20 add +2 to the defense of this unit. Spartan - B08 Life 1 Move 5 Range 5 Attack 2 Defense 1 Bubble Shield Start the game with 3 brown Bubble Markers on this card. If a friendly unit adjacent to Spartan - B08 would be destroyed you may roll the D20. On a roll of 1-7 nothing happens. On a roll of 8-19 remove 1 Bubble marker from this card and that unit is not destroyed. On a roll of 20 that unit is not destroyed. Over Shields When an enemy unit attacks Spartan - B08 you may roll the D20. On a roll of 1-7 nothing happens and defense is rolled normally. On a roll of 16-20 add +6 to the defense of this unit. Elite - X Life 1 Move 5 Range 5 Attack 3 Deffense 3 Brute Shot Special Attack Range 7 Attack 2. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Brute Shot Special Attack. Elite - X only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Elite - X can be affected by his own Brute Shot Special Attack. Shield Armor 16 When an enemy unit attacks Elite - X you may roll the D20. On a roll of 1-15 nothing happens and defense is rolled normally. On a roll of 16-20 add +2 to the defense of this unit. Elite - Y Life 1 Move 5 Range 5 Attack 3 Defense 1 Sword Charge Elite - Y receives 3 additional attack dice when attacking any figure that was at least 4 clear sight spaces away from Elite - Y at the start of his turn. Shield Armor 16 When an enemy unit attacks Elite - Y you may roll the D20. On a roll of 1-15 nothing happens and defense is rolled normally. On a roll of 16-20 add +2 to the defense of this unit. Elite - Z Life 1 Move 5 Range 5 Attack 2 Defense 3 Dual Wield Before attacking you may roll the D20. On a roll of 1-11 attack normally. On a roll of 12-20 the normal attack of this unit becomes 4 for this turn. Shield Armor 16 When an enemy unit attacks Elite - Z you may roll the D20. On a roll of 1-15 nothing happens and defense is rolled normally. On a roll of 16-20 add +2 to the defense of this unit. The Outcast Life 1 Move 5 Range 4 Attack 3 Defense 5 Revenge Start the game with 3 Purple Revenge Markers on this card. When a unit attacks The Outcast you may place 1 Revenge Marker on that unit's card. When The Outcast attacks a unit with a Revenge Marker on it's card add +2 to the attack of this card. In addition, The Outcast gains Counter Strike against any unit with a Revenge Marker on it's card My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
|
#2
|
|||
|
|||
|
If even remotely liked or was impressed by the Halo series, this would be SUPER cool. Very awesome work, as always, CupidsArt.
|
|
#3
|
|||
|
|||
Sorry, I couldn't resist... The only difference between genius and stupidity is that genius has its limits. - Sig returned for certain members to take to heart. |
|
#4
|
||||
|
||||
|
Quote:
As it sets there are 28 units for this, so pics will be up over time. The cards will use a similar background image as Marvel HS, Humans being Green and Covenant being Purple. Pawn Class 4 units Knight Class 12 units Rook Class 4 units King Class 8 units Destructable Objects 3 units My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
|
#5
|
||||
|
||||
|
I'm not a big Halo fanatic by any means, but I did play the campaign games in Halo 1 and 2 and some multi-player with friends.
I like the re-spawning rules. The D6 mechanic is handy and I take it the re-spawn glyph will look like Malechi's directional glyph with 1 -6 printed on it to let you know which glyph to place the figure on. I guess, to me, the one thing that seems to be missing is the weapon swapping. I think the Wizkids game intends to feature this with different scultps of the Spartans with various weapons. Have you thought about making glyphs/equipment cards for the weapons, so figures can pick them up and discard their old weapons like in the game (being able to keep two equipment cards in play to swap back and forth between them)? |
|
#6
|
||||
|
||||
|
Quote:
I just wasn't certain how to approach it. I want to avoid getting too technical, because this could get way, difficult real quick. I want to make sure I avoid ammunition and and too many grenades. I want to make sure that it doesn't take each player 10 minutes just to sort through all of there stuff, just to make one turn. This is really only a rough draft at this point. As for the Spawn Glyph art, I haven't seen Mal's stuff, but I'm guessing it's the same concept. Each will be numbered and in a hex shape sized to fit on glyphs. My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
|
#7
|
||||
|
||||
|
Quote:
Quote:
Either way, the HS card approach will limit the weapon availability, which is one of the key things about Halo. It is not like Doom where the character can carry one of every single weapon he finds! :P Quote:
The ammunition count has to go out the window (despite the fact that in the video game that leads to some tense and heroic moments) and the way you simplified the grenade amounts and access should help. I suspect the Wizkids rules won't be too simple, because they have ground and flying vehicles to deal with, etc. When they get the rules up, I'm sure you'll be able to use some of their concepts to refine what you are working on. |
|
#8
|
||||
|
||||
|
That's the idea, I don't want to completely thief stuff from both Heroscape and from Halo Clix, but it is my goal to maybe combine the two into a faster paced game.
I'm not sure I want to do figure swaps, because I really want to customize each individual figure. I may just create a generalized Spartan set of rules for each Spartan/Elite card and focus most of the swap on the weapons themselves. Like, Spartan - B08 chooses to use 1 Sniper Rifle, 1 Shotgun, and Elite - X 1 Assault Rifle (rules to come) and 1 Battle Rifle. These cards would have the attack as well as the range on them instead of the unit card having them. This may help create more room on the card for abilities and info. I want them to be the style of the Marvel Cards, but I won't be using te Classic card shape. Below is a concept of the Card (without any art added yet). You could add weapons to the designated areas at the bottom of the card. The final size will be around 5w x 4h, I'm trying to make it easier to place cards while still having a fun shape. I'll have to create an ability on the card where a Spartan without weapons can still attack with Melee and use it the same as a special attack (I'll probably have to rename special attack if they have no base attack) like: Melee Normal Attack Attack 2. Range 1. Spartan - 00 may only use Melee Normal Attack in place of a Special Attack or if he has no weapons on this card. ![]() My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
|
#9
|
|||
|
|||
|
This sounds like it would be a lot of fun to play. Even with some normal HS figures.
Nicely done! |
|
#10
|
||||
|
||||
|
Quote:
Nocturnal Industry: ![]() Charnel Box: ![]() Enviro-Mental: ![]() Just because you're offended, it doesn't make you right.
|
|
#11
|
||||
|
||||
|
You're right Malechi, the intention was to have them individually numbered 1-6. That is some sweet stuff there though,
My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
|
#12
|
|||
|
|||
|
Wow, the concept of this must be something pretty big to tackle, I have one question.
What are the spaces for weapon info for? Will they be short descriptions, or will the figure be able to attack normally with either weapon? I personally would like to see the latter used. FINISH HIM!
|
![]() |
|
|||||||
| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||