Yodaking
June 24th, 2014, 10:12 PM
The Holocron of Wampa Cavern
Adventure Pack 1: The Battle of Hoth
A HoSS Competitive Map
Original design by THIS
https://i.imgur.com/b7uXTOM.png
PDF (http://www.heroscapers.com/community/downloads.php?do=file&id=4203)
Required sets and items: 2 BftU, 2 TT, 1 Glyph of Brandar, 2 Wampa Uncommon Heroes
______________________________________________________________
Map Bio - Hoth was not entirely unknown to the galaxy at large, it was occasionally visited by pirates and smugglers who took advantage of its remote location. These hideouts were often eventually discovered and attacked by rival criminal groups or the Galactic Empire itself.
During the Galactic Civil War the Rebel Alliance established two bases on Hoth, first came Gamma Base and then later Echo Base. Both times the bases were discovered by the Empire and a resulting battle ensued. In the aftermath of these conflicts, not everyone was able to escape the planet's surface and instead were forced to flee into the icy plains of Hoth, to seek shelter in underground caverns.
Unfortunately for these survivors, the caverns they discovered were not always uninhabited. Those seeking shelter, as well as those in pursuit, would be wise to fear the Wampas, whose space they have inadvertently invaded.
______________________________________________________________
-Set Up-
• Place a Wampa figure on each of the Green Start Zone spaces. Wampas placed on the Green Start Zone spaces are not in any army. At the beginning of the game, Wampas are hidden and cannot be attacked or targeted for any special power. Any figure adjacent to a hidden Wampa is not engaged with that Wampa. Hidden Wampas never make leaving engagement attacks.
• Place a Glyph of Brandar power side up on the glyph location at the center of the map. At the end of your turn, if you control the Glyph of Brandar, you may take temporary control of one Wampa figure and take a turn with that figure. At the end of that turn, you no longer control that Wampa.
• Once a turn has been taken with a Wampa, that Wampa becomes active. Active Wampas can be attacked or targeted for special powers. Active Wampas always make leaving engagement attacks. If a Wampa is destroyed, it is removed from the battlefield.
-Special rules and Clarifications-
Due to the low ceiling being covered in icy stalactites and the generally confined space available in the Wampa Cavern, the following rules apply:
• If an army contains a huge figure, that figure may not leave the Start Zone.
• Figures may not use special powers which cause them to leave the ground such as Flying, Stealth Flying, Stealth Leap, Force Leap, Grapple Gun, Grapple Arm, etc.
______________________________________________________________
-Strategy, Tactics and Tips-
• TBA
-Heroscapers Community Contributions-
• First playtest: Yodaking Test 1, Test 2
• Second playtest: Porkins Tests 1 & Test 2
Adventure Pack 1: The Battle of Hoth
A HoSS Competitive Map
Original design by THIS
https://i.imgur.com/b7uXTOM.png
PDF (http://www.heroscapers.com/community/downloads.php?do=file&id=4203)
Required sets and items: 2 BftU, 2 TT, 1 Glyph of Brandar, 2 Wampa Uncommon Heroes
______________________________________________________________
Map Bio - Hoth was not entirely unknown to the galaxy at large, it was occasionally visited by pirates and smugglers who took advantage of its remote location. These hideouts were often eventually discovered and attacked by rival criminal groups or the Galactic Empire itself.
During the Galactic Civil War the Rebel Alliance established two bases on Hoth, first came Gamma Base and then later Echo Base. Both times the bases were discovered by the Empire and a resulting battle ensued. In the aftermath of these conflicts, not everyone was able to escape the planet's surface and instead were forced to flee into the icy plains of Hoth, to seek shelter in underground caverns.
Unfortunately for these survivors, the caverns they discovered were not always uninhabited. Those seeking shelter, as well as those in pursuit, would be wise to fear the Wampas, whose space they have inadvertently invaded.
______________________________________________________________
-Set Up-
• Place a Wampa figure on each of the Green Start Zone spaces. Wampas placed on the Green Start Zone spaces are not in any army. At the beginning of the game, Wampas are hidden and cannot be attacked or targeted for any special power. Any figure adjacent to a hidden Wampa is not engaged with that Wampa. Hidden Wampas never make leaving engagement attacks.
• Place a Glyph of Brandar power side up on the glyph location at the center of the map. At the end of your turn, if you control the Glyph of Brandar, you may take temporary control of one Wampa figure and take a turn with that figure. At the end of that turn, you no longer control that Wampa.
• Once a turn has been taken with a Wampa, that Wampa becomes active. Active Wampas can be attacked or targeted for special powers. Active Wampas always make leaving engagement attacks. If a Wampa is destroyed, it is removed from the battlefield.
-Special rules and Clarifications-
Due to the low ceiling being covered in icy stalactites and the generally confined space available in the Wampa Cavern, the following rules apply:
• If an army contains a huge figure, that figure may not leave the Start Zone.
• Figures may not use special powers which cause them to leave the ground such as Flying, Stealth Flying, Stealth Leap, Force Leap, Grapple Gun, Grapple Arm, etc.
______________________________________________________________
-Strategy, Tactics and Tips-
• TBA
-Heroscapers Community Contributions-
• First playtest: Yodaking Test 1, Test 2
• Second playtest: Porkins Tests 1 & Test 2