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Custom Terrain & Obstacles For Custom terrain, buildings, and other misc. obstacles


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  #1  
Old January 13th, 2007, 08:32 PM
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Hsfan123 Hsfan123 is offline
 
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Quicksand?

What does everyone think about getting some water or ice or any tiles that are liquid and paint them beige to make quicksand? If anyone likes that then i need some special ability ideas for it i got one: flying figures cannot fly over it. So give me your ideas.

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  #2  
Old January 13th, 2007, 09:00 PM
Lex Lex is offline
 
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5 Levels of Quicksand


When a figure steps on quicksand roll a D20. If you roll 1-2 destroy that figure. If you roll a 3-10 nothing happens. If you roll 11-20 the figure gos to Quicksand Level 1.


Quisksand Level 1: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-8 move to an adjacent tile and end your move. If you roll a 19-20 Destroy the figure. If you roll a 9-18 go to Quicksand Level 2.


Quisksand Level 2: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-6 move to an adjacent tile and end your move. If you roll a 19-20 Destroy the figure. If you roll a 7-18 go to Quicksand Level 3.


Quisksand Level 3: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-4 move to an adjacent tile and end your move. If you roll a 19-20 Destroy the figure. If you roll a 5-18 go to Quicksand Level 4.


Quisksand Level 4: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-2 move to an adjacent tile and end your move. If you roll a 17-20 Destroy the figure. If you roll a 3-16 go to Quicksand Level 5.


Quisksand Level 5: When attempting to leave a Quicksand tile roll a D20. If you roll a 1 move to an adjacent tile and end your move. If you roll a 2-20 destroy the figure.



Hope this gives you an idea.

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  #3  
Old January 13th, 2007, 09:34 PM
whitefish whitefish is offline
 
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Awesome idea ^^^^^

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  #4  
Old January 13th, 2007, 09:36 PM
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OmniMoose OmniMoose is offline
 
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Why would flyers not be able to fly over quicksand? just a question... good idea though!
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  #5  
Old January 13th, 2007, 09:49 PM
Lex Lex is offline
 
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Yay! People like my idea and yea I agree. Flyers should be able to fly right over quicksand just as they can water.

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  #6  
Old January 14th, 2007, 12:08 PM
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Quote:
Originally Posted by Lex
Yay! People like my idea and yea I agree. Flyers should be able to fly right over quicksand just as they can water.
I like your idea, too, though I would chage the numbers around a bit as in Heroscape, low numbers bad, high numbers good. So just change it so instead of 1-2 you escape the sand, 1-2 you're destroyed and 19-20 you escape, etc.

Quote:
Originally Posted by DarkDino
Why would flyers not be able to fly over quicksand? just a question... good idea though!
I think the idea was all figures should be subject to being sucked in, but I agree, fliers shouldn't be restricted.


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  #7  
Old January 14th, 2007, 03:21 PM
Lex Lex is offline
 
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Yeah I made that mistake early on and just went with it because I was lazy give me a few minutes and I'll switch it up.

Edit:
5 Levels of Quicksand (Revised)


When a figure steps on quicksand roll a D20. If you roll 1-7 nothing happens. If you roll a 8-17 Go to Quicksand Level 1. If you roll 18-20 destroy the figure.


Quisksand Level 1: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-8 move to an adjacent tile and end your move. If you roll a 9-18 go to Quicksand Level 2. If you roll a 19-20 Destroy the figure.


Quisksand Level 2: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-6 move to an adjacent tile and end your move. If you roll a 7-18 go to Quicksand Level 3. If you roll a 19-20 Destroy the figure.


Quisksand Level 3: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-4 move to an adjacent tile and end your move. If you roll a 5-18 go to Quicksand Level 4. If you roll a 19-20 Destroy the figure.


Quisksand Level 4: When attempting to leave a Quicksand tile roll a D20. If you roll a 1-2 move to an adjacent tile and end your move. If you roll a 3-16 go to Quicksand Level 5. If you roll a 17-20 Destroy the figure.

Quisksand Level 5: When attempting to leave a Quicksand tile roll a D20. If you roll a 1 move to an adjacent tile and end your move. If you roll a 2-20 destroy the figure.


Hope that is better.

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  #8  
Old January 14th, 2007, 08:00 PM
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minimoose38 minimoose38 is offline
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Neat idea but how would you keep track of what level of quick sand a figure is in? I could see that being pretty confusing with a bunch of quicksand, especially with squads..
Maybe markers or something to go on the figures card...?

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  #9  
Old January 14th, 2007, 08:48 PM
Lex Lex is offline
 
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Ok I made some simple markers.



Print multiple copies on cardstock then cut them out.


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  #10  
Old January 15th, 2007, 02:15 AM
Crookeye Crookeye is offline
 
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the only problem with this is you'd have to make it worth going into the quicksand. like a glyph or objective. but even then someone would just use a flyer to pass right over it.
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  #11  
Old January 15th, 2007, 02:19 AM
Lex Lex is offline
 
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Or you could litter the field with Quicksand so it is Inevitable not to step on it.

"I was once eaten by a krug... It spit me out... I guess I don't taste very good."

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  #12  
Old January 15th, 2007, 06:21 PM
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Here's a simpler quicksand function that is low enough risk that players may be tempted to cross the quicksand.

Any activated figure who attempts to leave a quicksand hex during their movement must roll the D20. If they roll an 6 or less, that figure's movement phase is ended and they remain on the quicksand hex. Non-flying figures must roll the D20 for each quicksand hex they attempt to leave. Flying figures roll the D20 only for quicksand hexes they on which they began their movement.
Any figure standing on a quicksand hex rolls one less attack die when attacking and one less defense die when being attacked.
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