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Old February 2nd, 2012, 04:14 PM
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Gang of Four Maps & Scenarios - Moonscape Castle!

Well met!

This is a compilation of my Maps & Scenarios - go to the sources for more pictures . . .

.


It Must Be Snakes! (Pics in IMBS Battle Report)

Here is the map we played on, built with Slither in mind:




Generalscape

[Map pics to come]


The Pride of Barsoom!

[Sample Ship pictures will be inserted as soon as the Gallery is restored.]

























[This was taken before modification to add the second half of the Map]












Different Version . . .




Escape Through Endor! - a HoSS Scenario

Posted Today at 01:25 PM by kolakoski
Updated Today at 02:19 PM by kolakoski
Well met!

Awesome, it's like Endor!
~ Arch-vile, referring to early pic of this map.

I did have a vague idea of setting this in a forest a la
Escape Through the Haunted Forest!, and will be more specific about simulating platforms among trees in my next HoSS map. I was really thinking of a center power source of Molten Lava beneath platforms in a sort of industrial setting, with Elevators solving the problem of excessive height Castle Set pillars pose, and Rope Swings for stereotypical, heroic travel between platforms. The Lava and platforms were therefore built first, with the Trees and Jungle, and the Start Zones, with Palms and pillars, added afterwards. I also added Ice and Snow, so that Escape Through the Haunted Forest! could be played on this map. This scenario is actually an adaptation of Escape Through the Haunted Forest! for HoSS. Of course, this map may be used for any other scenario, HoSS or not, that the players wish.


Escape Through Endor!

The Gladiators have managed to temporarily escape from the Coliseum (see Vengeance of the Gladiators!), but are hotly pursued by the Valhallan New Romans. Suddenly, appearing seemingly out of nowhere, they are confronted by two glowing Portals. From one, a plea for help from a young woman, the other, a promise of untold wealth and power, both referencing an alien Artifact of unknown power. A choice must be made, and quickly . . .

The Map.



Endor, containing Trees, Jungle, Ice, Water, Shadow, and Snow. The Ice and Snow are normal (no extra movement points required). The Start Zones are the Sand hexes at either end of the map. There are Red Glyphs, representing Elevators, and Gold Glyphs, representing Rope Swings.












The Armies.


Each Player will create a team of Gladiators, consisting of 600 points (
Delta+ pricing) of small or medium Unique Heroes (no Warlords (as they belong to the Crowd), no Marvel, no customs except for VC (C3V/SoV), no Soulborgs or Undead, plus at least one, but not more than two, Uncommon Large or Huge Unique Heroes (Giants) (from the list below).

Ogre Warhulk
Greater Ice Elemental
Master of the Hunt
Frost Giant of Mohr
Ogre Pulverizer
Feral Troll
Ice Troll Berserker

Players may also use the
Competitive Unit Congress modifications and prices. For example, Moriko costs 80 points in Delta+. A Player may draft her at that price, or draft the CUC-modified version (for 110 points), with Disappearing Ninja, as follows:

If Moriko is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1-12, roll defense dice normally. If you roll 13 or higher, Moriko takes no damage and instead may move up to 4 spaces. Moriko can disappear only if she ends her disappearing move not adjacent to any enemy figures.

Depending upon which Portal they chose to enter (determined in any way the Players desire), one Player will add Darth Vader (220 points) to his Army, while the other will add Princess Leia (100 points) and Han Solo (120 points) to his/her Army. [As more HoSS heroes become available, they may be added in whatever combinations yield roughly similar point totals.]

Elevators and Rope Swings.

Only Medium/Small units may use Rope Swings. Any unit may use the Elevators. No units may end their movement on Elevator or Rope Swing Glyphs. Units count moving onto a Glyph as 1 movement point, and continue their movement from the destination Glyph onto the hex adjacent to it (costing an additional movement point), and may continue moving with any remaining movement points. Movement via Elevator is only vertical (up or down), while Rope Swing movement is horizontal, and a unit may swing no more than 6 hexes, but may not swing through the Great Evergreens.

The Artifact Bearer.

Darrak Ambershard is the carrier of the Artifact. He begins the game on the Molten Lava hex (from which he takes no damage). Any unit may Carry Darrak Ambershard. No OMs may be placed on Darrak Ambershard. He may be killed, in which case the Artifact is lost.


Carrying Darrak Ambershard.

A friendly unit which begins its movement adjacent to an unengaged Darrak Ambershard may, after moving, place Darrak Ambershard adjacent to itself. Darrak Ambershard may not be Carried through the air (no flying), but may be Carried on a Rope Swing or Elevator. No unit Carrying Darrak Ambershard may Phantom Walk or Ghost Walk.

Victory Conditions.

The Player that Carries Darrak into his/her opponent's Start Zone wins.

If neither Victory Condition is achieved after 10 Rounds of play, the Player that killed the most points of enemy units wins.



Last edited by kolakoski; October 28th, 2014 at 05:30 PM.
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