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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#1
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Custom rules for throwing and impact
I love Jotun. I loved Collosor before him. I love the idea of slinging figures across the board. I like to imagine an epic battle on a bridge and someone getting hit so hard that they are knocked off and fall 25 levels below to their death. (Of course, I'd prefer that this happened to my opponent. )
So I came up with this little custom rule set. It's untested as of yet, but I hope to fix that soon. Feel free to tell me what you think. If a non-flying Large 5 or smaller, Medium, or Small figure is attacked by a melee attack from a figure it is engaged with and that has at least 2 natural levels of height over the attacked figure, the chart below should be consulted. Ranged figures are considered to be in melee attack unless they are attacking with some special that implies a ranged attack, even while engaged. Figures designated as mounts and that have mounted characters on them can not be attacked in this fashion. If the attacking figure is a single base figure, please refer to the below picture and ruleset: If the attack scores a single wound against the defending figure, the defender rolls a D20 and 4 Attack Dice. If the D20 roll is: 1-5, then nothing happens; 6-10, then the defender is knocked to the left; 11-15, then the defender is knocked straight back; 16-20, then the defender is knocked to the right. The number of skulls rolled determines the number of spaces that the defender is knocked back. Defenders will take damage for any falling that occurs and warrants damage rolls or necessity due to the distance fallen. Defenders will also roll a single attack die for damage in the event that they are thrown into a piece of blocking terrain that is greater than their height. If the attacking figure is a double base figure, please refer to the below picture and ruleset: If the attack scores a single wound against the defending figure, the defender rolls a D20 and 4 Attack Dice. If the D20 roll is: 1-6, then nothing happens; 7-12, then the defender is knocked to the left; 13-14, then the defender is knocked straight back; 15-20, then the defender is knocked to the right. The number of skulls rolled determines the number of spaces that the defender is knocked back. Defenders will take damage for any falling that occurs and warrants damage rolls or necessity due to the distance fallen. Defenders will also roll a single attack die for damage in the event that they are thrown into a piece of blocking terrain that is greater than their height. In the event of a straight back blow from a double base figure, the defender will travel twice the number of hexes straight back for every 1 skull rolled. This causes the attacker to be fatigued. Place a counter on the attacker, the attacker cannot be activated on the next round. After the next round, remove the counter and resume normal play with this figure. I've always been crazy, but it's kept me from going insane. |
#2
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I like all these except the fatigue rule. It is just too harsh. You could simply limit the number of order markers that the unit gets next round, for a less punishing form of fatigue.
“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#4
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Now there are some details that need working out. Like what if there is a figure in the line that the thrown figure passes through? What about disengagements? What if he is pushed off a cliff and lands ONTOP of another character? Dose the pushed back figure stop for water? Dose snow slow him down? etc...
“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#6
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Sorry ninthdoc, I wasn't trying to nitpick, just trying to help really.
“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#7
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I like what you got going here, Ninth! Here is another idea. If the attacking figure scores at least one wound against the defending figure. Subtract the defender's height from the attacker's height which gives you a target number that if the defender rolls less than or equal to on a D20, it is thrown back a number of spaces equal to the wounds taken in the attack. All the other rules for falling, hitting obstacles/walls still apply.
Newb. |
#8
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I don't mean to rain on the parade here, but the idea of a taller unit overbearing a shorter unit gets a little screwy with short AND big units like the Marrden Hounds, and Dund. Maybe have an alternate of assigning a size classification number for those cases? Also what about borrowing from Echelon in the Halls and include moving in a straight line towards the target before attacking?
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#9
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neat throwing rules, but the templates seem unnecessary.
One of those anti-KISS ideas i probably won't use. to each his own. |
#10
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There was a whole thread on this type of stuff on HQ, spearheaded by Noodles I think.
I absolutely love this stuff, and I too relish the opportunity to see Krug or Mimring toss puny humans from great heights into molten lava. Perhaps it could just be a second attack that you can make if your height is greater than (and your "size-type" is greater than or equal-to) the defending figure. And instead of wounds, unblocked skulls would be how many spaces the defending figure must move. |
#11
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#12
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That's probably a good idea, because if it was second free attack like I was suggesting it would probably warrant point changes in huge guys. If you have to declare, then it would only be used in specific situtations.
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