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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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Savage Creatures
So, I'm not sure if this is a new idea or not, but I've never heard it proposed.
What if there were BEASTS and MONSTERS on your battlefield, that were too wild and savage to be tamed by ANY side. Creatures that simply wander the board, and occassionally attack warriors who wander into their territory. You may not even know that some of these creatures are there, until it is too late. Now, obviously, this requires a new set of rules. But I think I have some pretty simple and effective rules for creatures that just don't take sides. One of the hardest things about creating customs is getting the point cost just right, so that the game is balanced. Well, with SAVAGE creatures, you don't have to worry about points, because they don't belong to either side. Their point value is X! WANDERING CREATURE RULES: 1. Wandering creatures are not drafted by either side, but both players must agree to include them in the game. 2. PLACEMENT: There are two way to place Wandering Creatures at the start of your game. 2A. If the wandering creature starts on the board, both players must agree to the placement of wandering creatures. They should be close to equal distance from both players. 2B. If the wandering creatures do not start on the board, then a sheet of paper must be drawn up, assigning certain creatures to certain territories. Territories are determined by terrain type (rock, sand, grass, water, swamp water, etc). When a unit moves onto a new type of terrain, he moves into a new territory, and must roll the 20 sided die. If you rolls 5 or less, your opponent may choose to place a creature assigned to that territory within the same territory, but no closer than 5 spaces to any other figure (if the territory is too populated, the creature may shy away). If multiple creatures are assigned to the same territory, assign them different numbers. For example, a tiger may appear in jungle territory on a roll of 3-5, while a rare giant spider appears only on a 2, and a deadly snake appears only on a 1. 3. ACTIVATION: Wandering creatures can be activated by either player on their turn. When it is time to reveal an order marker on the card of one of your own units, you may instead move the marker to the card of any wandering creature. You may then take your turn with the creature instead of your own unit. Wandering monsters may include existing units with a point value (such as Aquilla's insect and arachnid friends), or they may include custom monsters with X point values. Here are a few to start: ------------------------------------------ TIGER (X Points) LIFE: 6 MOVE: 7 RANGE: 1 ATTACK: 4 DEFENSE: 4 Big Cat Disciplined BEAST Swamp/Jungle: 3-4 Snow: 2 Pounce If a tiger begins its turn adjacent to a tree or bush, it rolls one additional attack die and one additional defense die. ------------------------------------------- POLAR BEAR (X Points) LIFE: 6 MOVE: 5 RANGE: 1 ATTACK: 5 DEFENSE: 3 Bear Wild BEAST Snow, Ice: 2-3 Claws A Polar Bear has normal movement on snow and ice. Snow Camoflage When A Polar Bear is on a snow space, it may roll 2 extra dice against an attack from a non-adjacent figure. -------------------------------------------- VASTATOSAURUS REX (X Points) LIFE: 9 MOVE: 6 RANGE: 1 ATTACK: 4 DEFENSE: 4 Dinosaur Ferocious PREDATOR Swamp/Jungle: 1 Lava Rock: 2 Jaws of Doom If the V-Rex inflicts a wound with an attack, its target may not move on its turn unless you allow it to, or the V-Rex is destroyed. The V-Rex also rolls 2 additional attack die against the trapped target. The V-Rex can only use Jaws of Doom on one opponent at a time. Carry If the V-Rex has a small or medium figure trapped in the Jaws of Doom, it may move on its turn. Place the trapped figure on a space adjacent to the V-Rex after it ends its move.FeedEach time a V-rex destroys a figure, you may remove a wound marker from its card. This ability only works on living creatures. -------------------------------------------- With this system, you can create some truly dangerous battlefields. Simulate Skull Island from King Kong, the Savage Land from Marvel, or the Underdark of D&D. Does anyone else want to post some ideas for Savages? Visit my new site, THE FREE UNIVERSE to explore the universe of public domain and freely licensed characters, settings and story concepts. |
#2
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Re: Savage Creatures
Looks like a fun way to play
Was your plan for creatures to be only heros, or could a squad of wild creatures appear? Basilisk LIFE: 5 MOVE: 7 RANGE: 1 ATTACK: 4 DEFENSE: 5 Viper Wild BEAST Water: 1-6 Aquatic Basilisk does not have to stop its movement when entering water spaces. Each non-water hex basilisk move onto costs 2 movement points. Venom Spray Special Attack Range 4 Attack 3 If Basilisk Inflicts a wound on a unique hero with Venom Spray Special Attack, place a venom marker on that figures card. Subtract one from the attack of that hero for each Venom Marker. |
#3
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Re: Savage Creatures
Somewhere, in a lonely field of flowers and butterflies, Reapersaurus is weeping quietly. Ever so quietly.
Professional fiction Fanfiction To Ne-Gok-Sa Like dating women Statistics doom your players Till they get lucky |
#4
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Re: Savage Creatures
Did ReaperSaurus already propose a similar set of rules? I wouldn't be surprised. It seems like such a basic and natural idea to me, that I wouldn't be surprised at all if someone has come up with something like it before. But since I haven't seen it proposed, I thought I'd throw in my ideas.
As far as squads.....I suppose that would be alright, but it might be a little trickier. I guess the unspoken rule here, is that these "creatures" should not be significantly more powerful than either of the players' drafted figures. Let's say there is a pack of velociraptors on the board (available through horrorclix). If the raptors are a squad and each has 6 attack and 7 move, then there may be an overwhelming temptation to constantly use the creatures instead of your own squads. Since both sides can use the creatures, there is a certain amount of balance, but you don't want the game to become all about the creatures just eating a bunch of helpless warriors, because that will get boring. While the "X" point cost frees you from having to figure out an exact cost for these figures, the ones you agree to use in a given game should not have a huge advantage over the drafted units. They should have strengths and weaknesses that can be exploited in different situations. Most of the animals I have come up with are relatively weak. For example, I have some crocodiles that are kinda slow, except in water. They are really only good, if your opponent chooses to cross croc-infested waters. He may be able to get away with it, but he takes a big chance that you could activate them, if he is within striking distance. That makes the game kind of interesting. So, squads are okay, as long as they aren't overpowering. Visit my new site, THE FREE UNIVERSE to explore the universe of public domain and freely licensed characters, settings and story concepts. |
#5
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Re: Savage Creatures
heres an idea: all the stuff on my customs thread. there all prehistoric creatures with no point cost. how about herbivores that only attack provoked.
stats for dinosaurs:http://www.heroscapers.com/community...ad.php?t=22638 the beagles are coming to eat us all! |
#6
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Re: Savage Creatures
Ooo!!! cooleo!!! I have an Idea, too!:
kracken water space 7-10 3 life move- 4 attack- 7 defense- 1 range- 3 powers: Aquatic- kracken doesn't stop its move on water. it cannot leave a water space. "People of Gotham! Take control.... take control of your city! THIS.... this is the instrument, of your liberation...." |
#7
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Re: Savage Creatures
Quote:
And this sounds like a good idea. Although when ArgosCap first said "BEASTS and MONSTERS" the only thing I could think was "ALIENS and MONSTERS were attacking his PLACE". Made me giggle for a while. |
#8
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Re: Savage Creatures
While I like the basic idea I’m not sure about the activation bit. When played this way they’re not really ‘uncontrolled’. They’re more like a bunch of Marcus switching side every turn. There will be a lot of situations with just the beasties being moved around, because players will always try to do as much damage as possible with them while preserving their own forces.
Alternative ways to do this would be: At the start of each round immediately after rolling for initiative any uncontrolled creature gets a turn and will automatically attack the nearest figure, provided that figure can be engaged. Or: At the start of each round immediately after rolling for initiative any uncontrolled creature that is engaged gets a turn and will attack the figure that it is engaged to. At the end of each turn roll the D20 for each uncontrolled creature that is currently not engaged but can engage a figure within one move. On a roll of 11 or higher the uncontrolled creature gets a turn and will attack the figure. Roll separately for each uncontrolled creature. In both cases; If there’s a choice of targets (because the uncontrolled creature is engaged to more than one figure or two figures are an equal distance away) the player who has won initiative decides which figure will be attacked. Last edited by pegasus; January 7th, 2009 at 10:53 AM. |
#9
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Re: Savage Creatures
In HS Codex 7 there is a small article about Random Glyph Placement. Maybe that could be adapted for this. That way no one player will be deciding which figure(s) get attacked. You could use it to place them at the beginning of the game and then at the beginning or end of each round to make them wander the board.
Another possibility might be to adapt the Automated Battle Rules. Last edited by Lamaclown; January 7th, 2009 at 09:21 AM. |
#10
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Re: Savage Creatures
My brother and I did something like this where wolves (we used anubians) would appear in the forest on a die roll, unless you were carrying a torch. We had some very extensive rules about this scenario that I don't fully remember, but if people want to hear it I could find it. It was a lot like this, and was actually very fun to play.
Zhoom45 is every character in his own little world which no one has heard of, or wants to enter for that matter. |
#11
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Re: Savage Creatures
Ah yess. A basilisk... but why does it have slither? It has feet. See?
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#12
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Re: Savage Creatures
I made a similar house rule for when we play "Star Wars-scape". It's for the monsters like Rancor, Wampa, etc. We just made up a chart for d20 rolls that has things like:
1-2 move forward 1 space 3-4 move left 1 space 5-6 move right 1 space 7-8 move back 1 space 9-10 do nothing 11-12 move 1 space toward closest figure 13-15 move 1 space toward figure with most wounds etc... That's just a sample and not the exact distribution we used, but you get the idea. At the start of each round, we roll for the monsters and the players take turn rolling attack/defense dice for the monsters as needed. |
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