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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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Vehicle rules Discussion thread With Greyowl
I asked Greyowl for his thoughts on a batmobile card to go with this.
He was intrigued and so was Iambatman. So they wanted to start a new thread to get input from the whole community. He wants to use a singular set of rules for all vehicals and then use them for all customs, with adjustments. GreyOwl will be posting his thoughts soon. I am thinking in terms of a equipment card that gives additional abilities the problem is what will happen to the special abilities of the character. And what happens when the vehicle is destroyed. God makes us strong for a little while so we can defend the weak. DnD Customs Comics Customs Custom Terain TREKSCAPE |
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Re: Vehicle rules Discussion thread With Greyowl
I believe the hard part is going to be turning. Car's can't turn around on a dime, but how do you represent otherwise?
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#3
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Re: Vehicle rules Discussion thread With Greyowl
One posibility would be to force you to count turning as a space, like we count going "uphill". then you would move forward one turn one face of the hex move one turn another hex ext. This would describe an arc on the feild.
I figure moving off of a level surface would be a Special ability like. Treads can ignore levels of movement less than 3 Hover craft Ignores Water and Levels of movenent less than 3 The Idea is to make up a set of base Vehical rules and the main special abilities for diffrent types of movement. Pete God makes us strong for a little while so we can defend the weak. DnD Customs Comics Customs Custom Terain TREKSCAPE |
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Re: Vehicle rules Discussion thread With Greyowl
I would think that cars would have a harder time going up or down elevations and there would be stricter restrictions on their ability to go up more than a certain number of levels.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#5
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Re: Vehicle rules Discussion thread With Greyowl
Here's my first pass on a ruleset. I'm sure we'll be doing a lot of tweaking, but it does address the issue of turning radius and elevation changes. My goal is to come up with a set of rules that are generic, and can be used for any genre in HS (Superheros, Classic, Star Wars, etc.)
CUSTOM VEHICLE RULES 1.0 PILOT - In order for any vehicle to move or attack, it must have at least 1 Unique Hero placed on its card. If a Vehicle Card requires more than one figure on it in order to move or attack, it will be stated on the Vehicle Card as a special power. Some vehicles may require seperate figures to move and attack (a Pilot and a Gunner). PASSENGERS - In addition to the Pilot, a vehicle may carry additional passengers. If a vehicle has this capability, it will be stated on the Vehicle Card as a special power. [I'm wondering if we should have a symbol on the bottom of Vehicle Cards that shows 3 numbers - # pilots needed, # gunners needed, # passengers it can carry?? ] Any figure that is on a Vehicle Card may not have Order Markers placed on its card, and may not be attacked directly. MOVING TURN RADIUS - A Vehicle Card has two move numbers, seperated by a slash. The first number (known as the Base Move of the vehicle) is the total number of spaces it may move in a single turn, and is analogous to the move number of normal Army Cards. The second number (known as the Turn Radius of the vehicle) is the minimum number of spaces the vehicle must move in a straight line before changing direction. If the second number is zero, then the vehicle would be able to move just like a normal figure. The Turn Radius only applies within a single turn and "resets" at the end of the turn. Therefore, there is no need to keep track of how many spaces the vehicle moved in a straight line between turns. LARGE VEHICLES - if a vehicle takes up more than two spaces, then choose one portion of the vehicle (a wheel, for example) and count all movement based off the space that part of the vehicle is on. All players must agree to the choice. TERRAIN EFFECTS - At the end of its movement, all parts of a vehicle must be on the same level. During its movement, a vehicle may not go up or down a total of more than one level. Unless otherwise stated on a special power on the Vehicle Card, vehicles must obey the same rules of terrain as normal figures (must stop on water spaces, must roll for molten lava damage, etc.) COMBAT ATTACKING AND DEFENDING - When attacking with a vehicle, only the stats and powers on the Vehicle Card are used. The stats and powers of any figures that are on the Vehicle Card are ignored. Enemy figures may only attack a vehicle, and not any figures that are on the Vehicle Card. DESTRUCTION OF A VEHICLE - When a vehicle is destroyed, place all figures that were on the Vehicle Card on empty spaces adjacent to where the vehicle was. If no space is available on which to place a figure, the figure is destroyed. After placing figures on adjacent spaces, roll 1 attack dice seperately for each figure. If you roll a skull, place a wound marker on that figure's Army Card. COLLISIONS - If a vehicle ends its movement adjacent to another figure or destructible object before it has used all of its movement, you may choose to roll 1 attack die for both the vehicle and the adjacent figure or destructible object. If you roll a skull, it counts as an unblockable wound. |
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Re: Vehicle rules Discussion thread With Greyowl
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This looks good to me. Quote:
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Great start! I think this gives a really nice frame for us to work in. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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Re: Vehicle rules Discussion thread With Greyowl
Cool idea.
My and numerous questions... Quote:
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Can passengers be commons? Quote:
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Is there a movement penalty for land-based vehicles driving through water? ? Quote:
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I'm looking forward to this as a development. This could be a lot of fun... Time to go raid my kids toybox... |
#8
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Re: Vehicle rules Discussion thread With Greyowl
I have a few ideas floating around in the ether of my brain. As soon as I can really get them distilled into something concrete, I'll post my ideas. Just a couple quick ideas so far:
1. GreyOwl mentioned only unique heroes as pilots. I don't think that is really necessary. I think I understand the why of it, but there is a part of me that sees a squad of police standing around until their police seargent hero comes to drive the car. 2. whitestuff mentioned size. I think that it should be mediums can drive. IIRC that eliminates pretty much all of the non-humanoid figures. We'll just say that dwarves can't reach the pedals . 3. I think that each vehicle could maybe have a climb number. It is a number that represents the highest number of levels a vehicle may climb per hex moved. The average car might have a climb 1. A 4x4 might have a climb 2. That might be something that is a safe descent number as well. An unsafe descent risks a crash or runaway car situation. 4. I think that the driver should get the order marker and the car is viewed as an equipment card. When the figure is in the car they use the car stats instead of their own. I think there ought to be some sort of bonding idea where a passenger may use a ranged attack from the passenger seat, maybe with a -1 attack penalty. Possibly a fire anywhere during the move as long as they have LOS. The guy manning the machine gun turret uses the vehicle's special attack instead of his own. 5. I agree with whitestuff that vehicles should be allowed to end on uneven terrain. If there is a climb number used then that is the limit on uneven terrain. Something I have been toying with is to just get some sort of singel hex base to attach to the car and just treat it as a single hex object. It's something that might simplify the whole idea. 6. whitestuff mentions getting into the car. I would say that the car should be treated as a space that can only be entered from the door side. Once in that space they may at any time open/close the door. Maybe throw in a condition of not being able to open/close the door if they are engaged. Once in I would say they should be able to attack normally. Maybe if the door is open the attack/defense numbers are unchanged. If the door is closed the attack number drops but the defense number goes up. EDIT: I really like the turn idea, GreyOwl. My only quibble with it is that a zig-zag line is necessary to approximate 4 directions (n,e,s,w). The turn number kind of kills that idea. I think in the end just sticking with the 6 natural straight lines is probably the way to go, but the zig-zag line to get the perpendicular might be something to consider. Follow the adventures of Agent Minivann
http://agentminivann.blogspot.com/ http://opensourcevolleyball.blogspot.com/ Last edited by Agent Minivann; July 12th, 2009 at 01:34 AM. |
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Re: Vehicle rules Discussion thread With Greyowl
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All vehicals would in efect have a sweep attack. You could stand your ground and take the hit and get to attack the vehical for free. God makes us strong for a little while so we can defend the weak. DnD Customs Comics Customs Custom Terain TREKSCAPE Last edited by Felindar; July 12th, 2009 at 08:40 AM. Reason: New thought |
#10
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Re: Vehicle rules Discussion thread With Greyowl
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Single 4/7 Number of Hexes Hight of vehical/Max hight of driver The Hight of the Vehical is important just incase someone winds up standing on top of it. That raises the question. Can you stand on top of a vehical? If it is destroyed dose it become terain or a destructable object. Dose it start as a destructable object? Can superman Smack Greenlantern with the Batmobile. Pete God makes us strong for a little while so we can defend the weak. DnD Customs Comics Customs Custom Terain TREKSCAPE |
#11
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Re: Vehicle rules Discussion thread With Greyowl
LOTS of great ideas and input from everyone! I think most of them can be incorporated somehow. I'll go through all the suggestions later today and post a revised ruleset.
I like the idea of using the left hand box. We really don't need Personality, Class, or Species for vehicles. Those spaces could be used for some of these other stats. |
#12
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Re: Vehicle rules Discussion thread With Greyowl
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I think that would be a good idea. Quote:
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I don't see why not. They can simply be treated as Destructible Objects when someone is not in them. Or even when someone is in them. |
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