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Other Customization & HS Additions Everything from new ways to play to modded figures


 
 
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Old February 2nd, 2008, 11:25 PM
Sev_ Sev_ is offline
 
Join Date: November 11, 2006
Location: Barstow - Yeah, middle of nowhere
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1. INTRODUCTION
Work in progress.

2. PLAYING THE GAME
Zombies can be controlled by another player or the automated rule set. If controlled by a playing character, the player must follow the guidelines during the Zombie turns. If players decide that no one wants to control the Zombies, we have created an automated rule set that the Zombies will be following. These rules may need to be tweaked for each session, but will remain fairly universal.

Building Your Team
Before you can play, you must create a team of four/five figures. Once you have chosen, you will then equip and train your team before going on your first mission.

3. WHAT YOU NEED
Figures
ZombieScape uses HeroScape miniatures that come with the Master Sets or Expansion Sets. For this game it is recommended you will need:
Rise of the Valkyrie Master Set: Airborne Elite and Krav Maga Agents
Wave 3 expansion: MicroCorp Agents
Wave 5 expansion: Nakita Agents
Wave 6 expansion: Zombies of Moridan
You can also use other miniatures from different companies, it really doesn’t matter. The only reason we recommend these miniatures is because we as the creators of the ZombieScape mod play HeroScape and have access to these as well as the others from www.heroscapers.com

Dice
You will be using the dice found in the HeroScape Master Set, Rise of the Valkyrie. There are different dice depending on which edition you buy. Either will do fine, but I recommend using the Red and Blue dice.

Markers
There are is an assortment of markers that come with the HeroScape Master Set as well as the Expansion sets. You will be using the purple markers mostly, any other kind of marker will do fine too.

4. TURNS
Human
Human players will always act first, unless ambushed. When performing an adjacent or non-adjacent attack, roll however many dice are listed on the weapons attack score. If you are defending, roll however many dice are listed on the equipment defense score.

Zombie
Player Zombies use the same Action Point system as the Human players. However, there are rules that Zombies must follow. Zombies will never disengage from combat unless the target is destroyed or the Zombie is destroyed.

Zombie Ruleset
Stage One Zombies: Zombies will only advance towards targets they can see.
Stage Two Zombies: Zombies will advance towards any targets they can see and will pursue until dead or if there are any loud noises made, such as gun fire.
Stage Three Zombies: Zombies will seek out non-Zombie figures.

5. ACTION POINTS
Actions
The Action Point system is very simple. You have an allotted amount of Action Points at the beginning of the turn and you may use these points to move, attack or interact with other players or objects. You may not save Action Points, if you do not spend them before the end of your turn, they are wasted. All actions must be completed within your turn.

Moving
In this game moving your characters works with Action Points, AP. Your character every turn has a certain amount of AP, which means he is limited to what he can do each turn. At the start of a new turn you regain all of your AP.
Move 1 space: 1AP
Jump/Climb: 3AP
Hide/Cover: 1AP
Stand up from hiding: 1AP
Move over obstacle: 2AP

Interaction
There is more to this game then just moving. There are certain interactions your character can do. It costs AP just like moving.
Open door: 1AP
Break door: 2AP
Pick up/Give item: 1AP
Change weapon: 2AP
Clear jam: 2AP (you may not use a jammed weapon until it is cleared.)
Move light object: 1AP
Move heavy object: 3AP

Firearms
Firearms are an essential part of a game with zombies. You can fire, reload, and pick up
firearms. It costs AP just like everything else.
Shoot/Fire weapon: Per weapon
Aim: 1AP

Other Combat
Attacking without firearms can benefit in many ways. Using grenades is a great tactic also.
Melee: 1AP
Shove: 2AP (if successful, make one free attack using 1 attack die.)
Pull grenade: 1AP
Throw grenade: 2AP

6. MOVEMENT
When moving one space, it will cost 1AP. Any number of turns and/or direction changes can be made in the same turn. Direction changes do not count as movement and are free.

Your team may not move through a Zombie, but can move through a friendly figure, but may not occupy the same space as that friendly figure.

7. RANGE COMBAT
The Attack score listed on each weapon represents how many attack dice you are able to roll against an enemy. You may not distribute attack dice among enemies unless stated otherwise.

Weapon Jam
Firearms will jam if you roll all blanks during your attack. If a weapon jams, put a purple marker on it with the minus sign on the Weapon Card, this weapon may not be fired again until the jam is cleared, which costs 2AP.

Aiming
Aiming is vital when facing Zombies. For every Action Point spent, you may add 1 attack die to your roll. Aiming only works on one weapon and does not carry over when you are dual wielding.

Dual Wielding
You may only dual wield certain weapons. When dual wielding, you spend Action Point cost equal to that weapon to fire both at the same time. For example, the Magnum has an Action Point cost of 1 to fire the weapon using 2 attack dice, if you are dual wielding the Magnum, then you are still spending 1 Action Point but you get to roll 2 attack dice, twice. With the other Magnum, you are able to target another Zombie.

Knock Back
Zombies affected by Knock Back are placed 1 space back. If there is another Zombie behind the knocked back Zombie, that Zombie is also knocked back 1 space and continues until there are no figures left to Knock Back, if the last figure is against an obstacle or at the end of the map. Knock Backs can be attained by successfully hitting a Zombie.

Headshot
Enemies affected by Headshot are removed from the board immediately. Headshots can be attained by rolling all skulls on your attack dice, Zombies do not get to roll defense dice.

8. CLOSE COMBAT
Close combat occurs when another figure is adjacent to another figure. When in close combat a Human player may try to attack or break from combat, no other action is allowed.

Firing in close combat
When a Zombie is adjacent to a Human player, that player rolls 1 less attack dice.

Disengagement
You may move around a Zombie that you’re engaged with; but as soon as you move away from it the Zombie may make a passing swipe. Passing swipes are unblockable hits, to do this, roll one attack die. If a skull is rolled, add a Wound Marker on your figure’s card.

Wounds
For every unblocked skull, add a Wound Marker to your figure’s card.

Infection
Should a Zombie kill a Human player, that player replaces the figure with a stage one Zombie. The player is either out of the game.


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