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  #949  
Old June 5th, 2019, 08:37 PM
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Re: The New York City Gang Of Four

Added more to the above post. Instead of starting with allies, players begin with 30 gold to hire allies or friendlies. Keeping the gold and going it alone can be used as a Gold VP.

Still working on allies and friendlies for some of the characters, like the Swordsman, Sorcerer and Wizard. Suggestions are welcome.

Edit: We will set up the world using the Magic Realm tiles. HS terrain will be used fo combat. Think Titan; masterboard vs battlelands.

Each player gets 4 phases per day. Actions to take in a phase are:

Hide: Keep your characters from being seen (and targeted) by other players and monsters.
Hire: Try to get allies and friendlies to join your group.
Move: Go from one hex to another; needing two Move phases to enter a mountain clearing or going offroad.
Rest: Remove wound markers from heroes.
Search: Try to find treasure locations, hidden paths, secret passages, and hidden enemies.
Trade: Try to buy or sell treasure.

The Amazon gets an extra Move phase.
The Berserker and White Knight each get an extra Rest phase.
The Elf gets and extra Hide phase.

The Black Knight and White Knight reroll Hire and Trade rolls.
The Dwarf rerolls all Search rolls in caves.


Edit: We will be using Second Wind for heroes and followers, but not for monsters.

Edit: Each player can choose to start at the Chapel, Ghosts, Guard, House or Inn.

Edit: Still deciding what I want to do with spells.


Last edited by Taeblewalker; June 5th, 2019 at 09:24 PM.
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  #950  
Old June 6th, 2019, 09:00 AM
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Re: The New York City Gang Of Four

So "Ghosts" and "Guard" are places?
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  #951  
Old June 6th, 2019, 12:50 PM
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Re: The New York City Gang Of Four

Quote:
Originally Posted by chas View Post
So "Ghosts" and "Guard" are places?

Yes. "Guard" is the guard house located in one of the valleys, and "Ghosts" is a different valley location.

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  #952  
Old June 17th, 2019, 03:16 PM
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Re: The New York City Gang Of Four

Added more to the above post. Instead of starting with allies, players begin with 30 gold to hire allies or friendlies. Keeping the gold and going it alone can be used as a Gold VP.

Still working on allies and friendlies for some of the characters, like the Swordsman, Sorcerer and Wizard. Suggestions are welcome.

Edit: We will set up the world using the Magic Realm tiles. HS terrain will be used fo combat. Think Titan; masterboard vs battlelands.

Each player gets 4 phases per day. Actions to take in a phase are:

Alert: Add 8 to your initiative that day.
Hide: Keep your characters from being seen (and targeted) by other players and monsters.
Hire: Try to get allies and friendlies to join your group.
Move: Go from one hex to another; needing two Move phases to enter a mountain clearing or going offroad.
Rest: Remove wound markers from heroes.
Search: Try to find treasure locations, hidden paths, secret passages, and hidden enemies.
Trade: Try to buy or sell treasure.

The Amazon gets an extra Move phase.
The Berserker and White Knight each get an extra Rest phase.
The Elf gets and extra Hide phase.

The Black Knight and White Knight reroll Hire and Trade rolls.
The Dwarf rerolls all Search rolls in caves.


Edit: We will be using Second Wind for heroes and followers, but not for monsters.

Edit: Each player can choose to start at the Chapel, Ghosts, Guard, House or Inn.

Edit: Still deciding what I want to do with spells.

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  #953  
Old June 17th, 2019, 03:28 PM
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Re: The New York City Gang Of Four

For the upcoming Magic Realm Heroscape game, choose one of the following characters. I will also list which units are on friendly terms with each character.

1 ) Amber Rhyllian, Amazon L5 M7 R6 A3 D4
Human Unique Hero Amazon Determined Medium 4

Ally: Ashra
Friendly: Cathars, Roman Legionnaires and Archers

Aim: Once per turn, Amazon may reroll one any attack dice when attacking a non-adjacent figure.
Warrior Empowerment: As long as at least one order is on this army card, all warriors you control add 1 to their Move, Attack and Defense.

(Warriors of Ashra: As written except they have R5).



2) Wulfhere, Berserker L7 M5 R1 A5 D4
Human Unique Hero Berserker Wild Medium 6

Ally: Dreadgul Raiders
Friendly: Pirates of Tortuga, Cathars

Robust: At the end of the round, remove one wound marker from this army card.
Berserk: One per round, you may reveal the X Order Marker on this army card. Add 2 to Berserker’s Attack and subtract one form his Defense for the rest of the round. The Berserker must attack all adjacent figures when berserk. Roll each attack separately.




3) Sir Christopher Black Knight L5 M5 R5 A3 D5
Human Unique Hero Knight Relentless Medium 5

Ally: Knights of Blackgaard
Friendly: Banshees, Orcs

Heavy Mace: The Black Knight may add 2 dice when attacking an adjacent figure.
Fear Aura: Squad figures that the Black Knight attacks roll one less defense die.


4) Dain, Dwarf L5 M4 R1 A4 D4
Dwarf Unique Hero Warrior Resolute Small 3

Ally: Shieldmiths, Axegrinders

Duck and Cover: When attacked by an adjacent figure that has a higher height than Dwarf, you may force the figure to reroll all skulls.
Trapfinding: You may add 4 to your die roll when trying to take a treasure glyph.
Shadow Strength: When Dwarf is on a dungeon or shadow space, add 1 to his Attack and Defense.


5) Aeolis, Elf L4 M6 R8 A2 D2

Ally: Woodfolk (Aubrien Archers)

DEADLY SHOT: When attacking with Elf, each skull rolled counts for one additional hit.

SHOT ON THE RUN: When Elf attacks, may do so at any time before, during or after his movement.
CONCEALMENT10: Same of Brave Arrow.



6) Sorcerer L4 M5 R6 A3 D4
Human Unique Hero Sorcerer Mysterious

Ally: Sharwin Wildborn, Sonlen
Friendly: Erevan Sunhadow

Aura of Power: When rolling defense dice for Sorcerer, one shield will block all damage.
Elemental Forces Special Attack R6 A3 + special.
When using Elemental Forces Special Attack, choose one of the following:
Earthen Grasp: Choose two figures not on a water space to attack.
Hel’s Embrace: Choose a figure on a snow or ice space, or adjacent to a glacial mountain. If you inflict a wound, remove an order marker at random from the figure’s army card.
Hot Lava Death: Choose a figure that is on a lave field or molten lava space, or adjacent to a molten lava space. Roll 3 extra attack dice. Figures with the Lava Resistant special power are immune to Hot Lava Death.
Stone Spike: Choose a figure on a rock space or adjacent to a rock outcrop. Roll 2 extra attack dice.
Watery Doom: Choose a figure on or adjacent to a water space. The figure rolls two less defense dice.


7) Swordsman L4 M6 R1 A4 D5
Human Unique Hero Swordsman Wily Medium 5

Ally: Pirates of Tortuga
Freindly: Cathar Spearmen

Alert: If you have at least one order marker on this army card, add 8 to your initiative roll.
Counter Strike
Engagement Strike 13



Sir Crispin, White Knight L6 M5 R4 A6 D5
Human Unique Hero Champion Honorable Medium 5

Ally: Templars, Knights of Weston

Exorcise: After moving and before attacking, you may select a demon or undead figure within four clear sight spaces. Roll the 20-sided die. If you roll 11-15, it takes one wound. If you roll 16-20, if takes two wounds.
Lay on Hands: Before moving, you may select an adjacent figure. Roll the 20-sided die. If you roll a 1-5, nothing happens. If you roll 6-12, remove one wound marker from its army card. If you roll 13-18, remove two wound markers from its army card. If you roll 19-20, remove all wound markers from its army card. Lay on Hands may be used on the White Knight.




9) Witch-King L4 M6 R7 A4 D6
Demon Unique Hero King Tormenting Medium 4

Ally: Iskra, Banshees
Friendly: Blackgaard, Pirates

Absorb Essence: Once per round, before moving, choose a unique hero within 4 clear sight spaces. For the rest of the round, you will the Move, Range, Attack Defense and special powers of that hero. Your other special powers will not function until the next round.
Power of the Pit: Roll the 20-sided die for each figure in three clear sight spaces. If a figure is a squad figure and you roll an 8 or higher, destroy it. If it is a hero figure and you roll 17 or higher, destroy it. Power of the Pit does not affect Witch-King.
Disembodied: The Witch-King cannot pick up or carry treasure glyphs. When rolling defense dice, one shield will block all damage.


10) Felistrix, Wizard L5 M5 R5 A5 D4
Human Unique Hero Wizard Scholarly Medium 5

Ally: Erevan Sunshadow, Sonlen
Friendly: Sharwin Wildborn

Master of Hidden Paths: At any point before, during or after movement, the Wizard may choose an adjacent terrain feature such as a rock outcrop, glacial mountain, tree or jungle piece. Immediately place the Wizard on any unoccupied space adjacent to that terrain feature. He may do this more than once per turn. Wizard may use Pathfinder when moving with Master of Hidden Paths.
Pathfinder: Before moving, you may choose a small or medium friendly figure that is adjacent to Wizard. After moving, place the chosen figure on any unoccupied space adjacent to Wizard. Figures moved with Pathfinder will not take leaving engagement attacks.
Stones Fly Special Attack R7 A3: Wizard may attack four times with Stones Fly Special Attack. He may attack the same figure more than once.

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  #954  
Old June 17th, 2019, 11:17 PM
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Re: The New York City Gang Of Four

Not to be rude posting here, but are you guys within reaching distance of coming out to the New England tourney July 6th? Details HERE.
I'm visiting family out east and it'd be really cool to have the Gang of Four out for a New England tourney!

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  #955  
Old June 18th, 2019, 01:16 PM
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Re: The New York City Gang Of Four

Anyone is welcome to post here, as long as its vaguely relevant, like your post is!
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  #956  
Old June 19th, 2019, 04:50 PM
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Re: The New York City Gang Of Four

Here are the battlegrounds we'll be using for Magic Realm scape. We will be using the Magic Realm tiles for the strategic world map, but when two forces meet in a clearing or at a treasure location, we will use one of the maps below.

Magic Realm battlegrounds


Magic Realm treasure locations

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  #957  
Old June 27th, 2019, 01:41 PM
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Re: The New York City Gang Of Four

@Sherman Davies , @chas , @kolakoski

Please choose from one of the characters below!


Quote:
Originally Posted by Taeblewalker View Post
For the upcoming Magic Realm Heroscape game, choose one of the following characters. I will also list which units are on friendly terms with each character.

1 ) Amber Rhyllian, Amazon L5 M7 R6 A3 D4
Human Unique Hero Amazon Determined Medium 4

Ally: Ashra
Friendly: Cathars, Roman Legionnaires and Archers

Aim: Once per turn, Amazon may reroll any attack dice when attacking a non-adjacent figure.
Warrior Empowerment: As long as at least one order is on this army card, all warriors you control add 1 to their Move, Attack and Defense.

(Warriors of Ashra: As written except they have R5).



2) Wulfhere, Berserker L7 M5 R1 A5 D4
Human Unique Hero Berserker Wild Medium 6

Ally: Dreadgul Raiders
Friendly: Pirates of Tortuga, Cathars

Robust: At the end of the round, remove one wound marker from this army card.
Berserk: One per round, you may reveal the X Order Marker on this army card. Add 2 to Berserker’s Attack and subtract one form his Defense for the rest of the round. The Berserker must attack all adjacent figures when berserk. Roll each attack separately.




3) Sir Christopher Black Knight L5 M5 R5 A3 D5
Human Unique Hero Knight Relentless Medium 5

Ally: Knights of Blackgaard
Friendly: Banshees, Orcs

Heavy Mace: The Black Knight may add 2 dice when attacking an adjacent figure.
Fear Aura: Squad figures that the Black Knight attacks roll one less defense die.


4) Dain, Dwarf L5 M4 R1 A4 D4
Dwarf Unique Hero Warrior Resolute Small 3

Ally: Shieldmiths, Axegrinders

Duck and Cover: When attacked by an adjacent figure that has a higher height than Dwarf, you may force the figure to reroll all skulls.
Trapfinding: You may add 4 to your die roll when trying to take a treasure glyph.
Shadow Strength: When Dwarf is on a dungeon or shadow space, add 1 to his Attack and Defense.


5) Aeolis, Elf L4 M6 R8 A2 D2

Ally: Woodfolk (Aubrien Archers)

DEADLY SHOT: When attacking with Elf, each skull rolled counts for one additional hit.

SHOT ON THE RUN: When Elf attacks, may do so at any time before, during or after his movement.
CONCEALMENT10: Same of Brave Arrow.



6) Sorcerer L4 M5 R6 A3 D4
Human Unique Hero Sorcerer Mysterious

Ally: Sharwin Wildborn, Sonlen
Friendly: Erevan Sunhadow

Aura of Power: When rolling defense dice for Sorcerer, one shield will block all damage.
Elemental Forces Special Attack R6 A3 + special.
When using Elemental Forces Special Attack, choose one of the following:
Earthen Grasp: Choose two figures not on a water space to attack.
Hel’s Embrace: Choose a figure on a snow or ice space, or adjacent to a glacial mountain. If you inflict a wound, remove an order marker at random from the figure’s army card.
Hot Lava Death: Choose a figure that is on a lave field or molten lava space, or adjacent to a molten lava space. Roll 3 extra attack dice. Figures with the Lava Resistant special power are immune to Hot Lava Death.
Stone Spike: Choose a figure on a rock space or adjacent to a rock outcrop. Roll 2 extra attack dice.
Watery Doom: Choose a figure on or adjacent to a water space. The figure rolls two less defense dice.


7) Swordsman L4 M6 R1 A4 D5
Human Unique Hero Swordsman Wily Medium 5

Ally: Pirates of Tortuga
Freindly: Cathar Spearmen

Alert: If you have at least one order marker on this army card, add 8 to your initiative roll.
Counter Strike
Engagement Strike 13



Sir Crispin, White Knight L6 M5 R4 A6 D5
Human Unique Hero Champion Honorable Medium 5

Ally: Templars, Knights of Weston

Exorcise: After moving and before attacking, you may select a demon or undead figure within four clear sight spaces. Roll the 20-sided die. If you roll 11-15, it takes one wound. If you roll 16-20, if takes two wounds.
Lay on Hands: Before moving, you may select an adjacent figure. Roll the 20-sided die. If you roll a 1-5, nothing happens. If you roll 6-12, remove one wound marker from its army card. If you roll 13-18, remove two wound markers from its army card. If you roll 19-20, remove all wound markers from its army card. Lay on Hands may be used on the White Knight.




9) Witch-King L4 M6 R7 A4 D6
Demon Unique Hero King Tormenting Medium 4

Ally: Iskra, Banshees
Friendly: Blackgaard, Pirates

Absorb Essence: Once per round, before moving, choose a unique hero within 4 clear sight spaces. For the rest of the round, you will the Move, Range, Attack Defense and special powers of that hero. Your other special powers will not function until the next round.
Power of the Pit: Roll the 20-sided die for each figure in three clear sight spaces. If a figure is a squad figure and you roll an 8 or higher, destroy it. If it is a hero figure and you roll 17 or higher, destroy it. Power of the Pit does not affect Witch-King.
Disembodied: The Witch-King cannot pick up or carry treasure glyphs. When rolling defense dice, one shield will block all damage.


10) Felistrix, Wizard L5 M5 R5 A5 D4
Human Unique Hero Wizard Scholarly Medium 5

Ally: Erevan Sunshadow, Sonlen
Friendly: Sharwin Wildborn

Master of Hidden Paths: At any point before, during or after movement, the Wizard may choose an adjacent terrain feature such as a rock outcrop, glacial mountain, tree or jungle piece. Immediately place the Wizard on any unoccupied space adjacent to that terrain feature. He may do this more than once per turn. Wizard may use Pathfinder when moving with Master of Hidden Paths.
Pathfinder: Before moving, you may choose a small or medium friendly figure that is adjacent to Wizard. After moving, place the chosen figure on any unoccupied space adjacent to Wizard. Figures moved with Pathfinder will not take leaving engagement attacks.
Stones Fly Special Attack R7 A3: Wizard may attack four times with Stones Fly Special Attack. He may attack the same figure more than once.


Last edited by Taeblewalker; June 27th, 2019 at 03:43 PM.
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  #958  
Old June 27th, 2019, 01:49 PM
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Re: The New York City Gang Of Four

Well met!

I’ll pick the Amazon.
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  #959  
Old June 27th, 2019, 02:08 PM
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Re: The New York City Gang Of Four

#6 Sorceror!

Magic Chas
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  #960  
Old June 27th, 2019, 03:40 PM
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Re: The New York City Gang Of Four

Cool! Waiting on SD.

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