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  #13  
Old September 17th, 2023, 12:59 PM
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Re: Chas Scenarios

A WINTRY MIX

A 2018 Holiday Heroscape Scenario For Up To Six Players
NYCG4 Post #873

By Chas



According to legend, way up in the misty snow covered Dragonspine Mountains lie fabulous magic treasures. But winter storms and the terrain is challenging, and explorers in the past have returned empty handed, if they returned at all. Now several parties are going up there, and all hands will be against you except those of your own group!

This is a Free For All scenario for 2-6 players with armies of 650 points each of Classic or C3V/SOV figures. Treasure Glyphs may become available which will give you special abilities and be worth extra Victory Points at the end of 10 Turns if you possess them. Otherwise you earn the VP of enemies you defeat (Full Card Scoring) plus points you still have on the board at the end of the game.

Expect the unexpected! Ho Ho Ho!

***

Note: The Secret Game Master Information needed to run this scenario will be added here after the upcoming session on Saturday December 1, 2018.

***

Here are some hints about the map just sent to the players:


Guys,

The map for Saturday's A Wintry Mix Heroscape scenario is up! Since as a player I can see it and you can't, here are some hints:

Lots of glacier mountains, snow, and ice. Also pine trees, ruins, road, shadow, and bits of molten lava and water. There are three inactive widely spaced regular purple glyphs, marking the spaces where your unique/uncommon heroes can search for golden Treasure Glyphs--for which normal rules apply, although those that may become available will be my own custom TGs. The map is reasonably friendly to two space characters, but there are some tight corners! There are no limits on army building other than 650 points, so have fun making your army. I've got some ideas for mine, which I'll be assembling today!

The battlefield is easily big enough for six players, although I'm only expecting four right now. The start zones are the first two-three rows of the board edges, each of which is clearly divided into three sections by partial sight blockers.

***


A Wintry Mix—Secret Game Master Information

The Terrain and Finding Treasure Glyph basic rules are revealed at game start. Other rules here marked with an asterisk (*) are revealed to the players only as they come into the game.

Terrain: All Snow is Normal Snow. All Ice is Slippery Ice. Note the rule Landing On Slippery Ice, which means all figures landing on such a hex from flying leaping, falling dropping, etc. as well as moving must pay 2 Movement Points per Ice Hex.

*Storm of Frozen Shards: Before Order Markers are placed, at the beginning of Turns 3, 6, and 9 (of 10), roll a D20. A result of 1-14 means a deadly Storm of Ice Shards blankets the entire board! If the storm occurs, each player must roll six attack dice, and assign all wounds rolled to any of their characters as they desire. A character who dies cannot be given any further wounds. A squad figure may be killed, but a Hero many only be reduced to one wound remaining by the Storm. (Note: this phenomenon is from one of the Frozen Soul Game Scenarios from the Thaelenk Tundra expansion).

Treasure Glyphs: (+250 VP each if held at game end)
Normal Treasure Glyph rules apply (see Battle For The Underdark).

Finding Treasure Glyphs
There are three gold Treasure Glyphs (TGs) initially placed evenly along the center line of the board among the Ice Mountain passes. If a player's Unique or Uncommon Hero (only) land on these TGs glyphs, they may roll to find them. If found, the Hero must then roll for traps as normal (1-5 = 1 Wound).

*D20 Roll of 12-10 finds a glyph. If none is found, player may roll again when flipping another another Order Marker for the occupying figure.

*Custom Treasure Glyphs (Reveal individual TG properties only when found, or when the first Storm of Shards occurs for the Wand).

The Mesmer Mirror: (Proxied by the Broach of Shielding ) The carrying player may immediately steal one army card from another player, except that of the highest point value in that army remaining on the map. Any current Order Markers on the card are removed. If two in the target army have the same point value, make a random roll to see which may be stolen. Keep control of the card until it is defeated, or until the carrying player loses the MM Treasure Glyph. If another player picks up the MMTG, he may now use it, and so forth! A player can only have one mesmerized enemy card in play at one time. However, if the card is defeated, he may take another one.

The Soujourner's Stone: (Proxied by The Giant Hunter Stone) The carrying player gets +3 movement to his entire army.

The Weather Wand: (Proxied by Brandar's Chest) The carrying player is immune to the effects of The Storm of Frozen Shards. (Do not reveal this effect until the first storm!)


***

We had two great games yesterday with this new scenario, which you are free to try. Photos will eventually be downloaded so you can see how I freebuilt the board. Two separate session summaries will follow; one for each game.

Since Taeblewalker was unable to attend due to inclement weather, and another pal was ill, I gave my players two options to proceed with just the three of us:

Starting Option A:

I or someone else could run two armies. Because this was a free for all scenario that would not work as a team game, and I obviously was not going to attack myself, I suggested that they not attack each other either for the first few turns. But they felt it would be unfair to them, and so chose:

Starting Option B:

The long edges of the map had been divided by ruins into three separate sections of 8 hexes each, in case we had six players. My plan for having a four player free for all was to have each player start on a left or right section in effect in the corners of the map. For a three player free for all, should it become necessary, I planned to have two players begin in two corners on one side, with the third starting in the middle section on the opposite side, forming a triangle of starting areas. Although the player on the other side was a bit further away, the map was designed to have players need to get to the middle of the board quickly. So we gave the least experienced player that middle position. This proved so successful that the players elected to use it again for Game Two.
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  #14  
Old September 17th, 2023, 01:06 PM
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Re: Chas Scenarios

SCENARIO: SENSATIONAL SQUADSCAPE MARCH (Played 8/15/201
By Chas



ARMIES: Each player will field an army of 600 points, made up of Common Squads. It may also contain up to one Unique Squad, and must contain one Unique Human Hero. There are no space limitations. Each player will get one 24 hex Start Zone, but any additional units played may enter from offboard onto their own Start Zone, counting the first empty space entered as the first movement space. C3V/SOV Customs are allowed.

GAME LENGTH: 10 Turns

VICTORY:

1. March Spaces The battlefield will contain one numbered March Space per player, plus one in the approximate center of the board. March Spaces will be placed toward the middle of the board approximately equidistant between two Start Zones. March Spaces will be indicated by numbered Glyphs power face down, which are otherwise inactive.

Each player can earn 1 Victory Point for occupying each different March Space. Players will record the individual specific numbers of any March Spaces they occupy during the game. Once occupied there is no further VP count, but holding a March Space will prevent other players from scoring them.

2. Hero Casualties Each player can earn 1 VP for defeating an enemy Hero. Note that all other casualties are irrelevant to Victory in this scenario!

3. Heroic Tiebreaker: A player with their Hero still on the board will will win a tie against others without their Heroes. Otherwise, ties are allowed.

MAP: To be announced, with various terrain features.

Last edited by chas; September 18th, 2023 at 08:44 AM.
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Old September 18th, 2023, 09:09 AM
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Re: Chas Scenarios

For a long time now, I've wanted to use Scaperdad's General Army Cards in a game with their own faction armies. I finally went back to the thread, and discovered he'd added Acquilla too, some years ago. So as I begin to put ideas together for The New York Gang of Four, and possibly three other "visitors" who may be coming around to play, I'd like to share what I'm up to, and ask for your input. I'd prefer to hear from folks who are interested in the idea, rather than those who think its sacrilege to game with Generals. (The full scenario, with a 'Thormun's Journal' introduction, can also be found on ScaperDad's thread: *Update* I've added Aquilla--Custom Generals , Custom Characters and Army Cards area, Customs site section.

GENERALSCAPE: THE BATTLE FOR UTGAR'S WELLSPRING

Each player will choose a general and make up an army totalling 1,000 points of his faction only, including the variable points for each General, with no space restrictions. The original two alliances of Utgar/Einar/Vydar and Jandar/Ullar/Aquilla will form the two teams, with an equal number of players on each side. The game will be ten turns long.

The winning team will be the one who has any figure on the Wellspring at the end of three rounds, which need not be consecutive. Players will be ranked in order first on the winning side (Positions 1, 2, and 3) , then on the losing side (4 ,5, and 6) by points scored by defeating enemy figures. If there is no team win, ranking will be strictly by points scored.

The map will be a Sacred Grove with a central wellspring down in a large central depression, and lots of terrain variety, approximately 17 x 33 hexes. Each side will enter from off the board on one of the long sides.

If a General is defeated
a) The Command Token is immediately removed from the game.
b) That player's forces may not attack during the next round. They may move and conduct other actions such as healing.

Comments: If this turns out to be fun, it could be the first battle in a short campaign. They never did give us a map or much info on Valhalla, so its time to get in there and make it happen!

Since the General were done some time ago, many new Classic cards were issued afterwards. How to handle "loopholes," where the card and General card interact too create a questionable situation. For example, Kolakoski, who chose Vydar for our first game, notes that a combination of General Vydar's aura and the Warforged Soldiers' defensive ability makes it impossible to damage them with a regular combat die. Of course, they have to be within 3 of the General, and K. promises not to use more than the two WS squads he owns.

A generic fix I'm considering says: "When the players agree that a "loophole" situation has been created, that player may use either the General's power or the card's power, but not both." This is certainly easier than searching through all the known army cards to "fix" things.

Note: When using General Valkrill (see below), he can command his own and Utgar Army Cards! However, his Command Token only functions for his own cards, as do those of all other Generals.

Valkrill: The Odd Man Out

Here is my draft for Valkrill. He'll be used for games with an odd number of players, starting out defending the wellspring on the board. Kolakoski is working on rules for him to spend half the game on each team by using up ten tokens--five from each team--during each turn of the game. Here's my take on this chaotic nutcase, who is meant to conform with Scaperdad's fine style in creating other Generals. I'd suggest you read through the other Generals first if you have never seen them, before you check this one out.

GENERAL VALKRILL

(Valkrill)

6 Life
Move 6
Range 1
Attack 4
Defense 4
260 Points

Kyrie
Unique Hero
General
Relentless and Wild
Medium 5

Valkrill's Command

At the beginning of each round, place the Valkrill Command Token ("Wounds -1") on any Valkrill card you control. This token allows one squad's number of figures from that card (2 or 3) to ignore the first wound taken in any attack. When the attack is made, you must announce whether that figure is being so protected. Each figure can only be protected once per round. Place a marker on the card to indicate each figure so protected. When the correct squad number is reached, the power ends for that round.

Soul Transfer
When an order marker is revealed on General Vallkrill's card, instead of movement he may desroy any Valkrill squad figure and appear on that figure's current space. General Valkrill may then continue his turn.

Obsession With Chaos

At the beginning of each round, before order markers are placed, roll the twenty-sided die. If a 19 or 20 results, no more than one order marker may be placed on General Valkrill this round.

Flying

(As usual)

***

Note 1: Scaperdad's wonderful custom General Cards can be found here:

https://www.heroscapers.com/communit...+General+Cards

Note 2: For long Commentary, Army Lists, and even Photos of this epic battle, see Posts 123-125 here:

https://www.heroscapers.com/communit...+Cards&page=11

Note 3: This game was played in September, 2012.

Last edited by chas; September 18th, 2023 at 09:33 AM.
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Old September 18th, 2023, 09:40 AM
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Re: Chas Scenarios

THE LOST ALTAR



(Heroscape Scenario by Chas, Draft 3: 10/11)


Armies: 550 Points; all classic Army Cards are allowed including D&D, but no Marvel or Customs. Read the scenario rules carefully before choosing your army.

Game Length: 15 Rounds.

Victory: Each Treasure Glyph may generate up to two Victory Points (VP) per game. Each Permanent TG will give its summoner one VP when summoned at the altar, and once at the end of the game if held by any player’s figure. Each Temporary TG will give its owner one VP when summoned at the altar, and once when declared used (even if it effects nothing) or if unused, at the end of the game to its owner! There is no other way to earn VPs. VPs cannot be lost, although glyphs themselves can be lost by their current owner.

Game Start: There are no start zones or start zone restrictions. Players will enter their figures from any board edge in the order of Round One initiative. A player marks his own three connected entry hexes as his first figure enters on the center one. No player may enter less than five hexes away from another player’s entry hexes. All figures not placed on the board during the first three rounds are automatically defeated and removed from the game, at which time you may remove entry hex markers as well! If one of your entry hexes is a road hex, you may enter along it with the road bonus.

Alternate Set Up: Players roll initiative just to place their start zones. Then make a seperate roll for Round One Initiative, after which players come on the board in that order.

Special Scenario Rules:

1. Regular Treasure Glyph Rules are in effect, with the following changes. All non-Unique figures, whether heroes or squads, may pick up, carry, and drop TGs; but only Unique Heroes may summon or use them. A Unique Hero may carry up to 3 TGs at once; any other figure only 1 at a time. However, a Unique Hero costing over 110 points may not interact with TGs in any way (summon, carry, use, etc.). Use one of each Treasure Glyph available as the Summoning Pool except Brandar’s Chest, from which one is drawn when summoned.

2. The Altar is where Treasure Glyphs may be summoned. A Unique Hero not costing over 110 points standing at least partially on the central Altar Hex may, instead of moving, roll a D20 and receive a random TG underneath his base on an unmodified result of 17-20 (it still has to be picked up on a later turn). For each subsequent summoning roll by anyone, one number less is added to a possible success;, so the second roll will be 16-20, etc. A ‘1’ always fails.

3. The Volcano requires a second D20 roll after any s glyph summoning roll is attempted, with the same chance of success. If this Volcano Roll ‘succeeds,’ the volcano will erupt (once per game only)!

a) Every player except the one who just made the latest glyph summoning roll now places one molten lava hex adjacent either to the volcano’s crater (outside it) or adjacent to another previously placed molten lava hex, on top of the terrain already there. Once the volcano has initially erupted, each player with at least one undefeated figure on the board will place one in the same manner at the end of every round (no more Volcano Rolls need be made). After the eruption, all Lava Field hexes inside the volcano are treated as Molten Lava, but cannot themselves be "replaced" by Lava Field hexes during the lava placement at the end of a round.

b) Should you run out of molten lava, replace one molten lava hex closest to the volcano crater with a lava field hex, and then place that molten lava hex down as usual. ML hexes when being placed cannot normally “climb” onto any hexes with height, but may replace any water, shadow, tree, bush or road hex adjacent to an ML already placed!

c) If at any time the altar’s platform is first completely surrounded by molten lava, no further glyphs can be summoned for the rest of the game.

d) A player owning a piece under which a molten lava hex is placed must immediately displace one hex to a non-prohibited hex, or it is defeated. It continues to displace if further ML hexes are added under it as possible, one hex at a time. A figure displacing takes no leaving engagements. A glyph alone in a hex covered by ML is destroyed. A figure with the Lava Resistant ability does not displace.

e) Steam Explosions: when a molten lava hex replaces any water, snow, or ice hex, all figures within two hexes must roll as if taking a leaving engagement!

4. Rough Terrain: All small and medium figures on rock terrain get +1 defense dice from regular non adjacent attacks.

The Map A large map has roads entering in each of the four corners, Each road runs between two Glacier Mountains, which are at least three hexes away on the board edge on either side of every road, which leads toward the center through various terrain. About halfway in the terrain changes from grass to rock and sand, and the roads end. The altar is at the foot of the central volcano, separated by one hex. It is a one high seven hexer platform, and not rock terrain.. A Glyph Summoning Space is clearly marked in the platform center. The volcano crater is a five level high rock ring surrounding and one level higher than a seven hexer lava field inside it. All ice is thick. .

Record Keeping The following things must be recorded during the game:

a) Rounds as they are completed. After the Third Round, remove all start zone markers. The game ends after 15 rounds.

b). Victory Points earned by players as glyphs are summoned and as Temporary Glyphs are used..

c). Each player with a figure possessing a T Glyph (1 VP per glyph) at the end of the game.

d). Each player’s total VPs: all glyphs successfully summoned and temporary glyphs used, plus all glyphs held at end of game).

Player Notes

1. The requirement that all your figures must be on the board after three rounds limits you to nine Army Cards except for special entry ones like Rechts or Airborne Elite.

2. You’ll probably need a Unique Hero or two costing no more than 110 points in this scenario.


Design Notes

Suddenly, a Scaper from another state was coming to visit with his gal, and we needed a scenario that would work with any number of players from 3 to 6 as a free for all, in case some people didn't make it to this quickly scheduled session. So I combined a few new and old things. And when was the last time you raided a lost altar just before, or just after, the volcano exploded? Also included are some modifications to the regular Treasure Glyph rules, and part of my original use of rock terrain from back when Scape first came out many moons ago.

The scenario has now been played once, and a few tweaks added; mostly volcano rules clarifications. It worked better than I had any right to expect in a five player, five hour game! Feel free to try it out. You can also lift out either the Modified Glyph Rules or the Volcano Rules by themselves to put in your own games. Enjoy!

One possible variant would be to have two altars on the map, on opposite sides of the volcano. However, I felt that this would just degenerate into two seperate games, which often happens in Heroscape, and I wanted everyone to interact with everyone else. As a result, there was only one of the four other players that I did not interact with in the first game. Our board was about 30 x 20 hexes.

You could also try it with a smaller board as a shorter Ten Turn game.


***

THE LOST ALTAR

Introduction

Far in the northlands, at a back table in the Tall Tankard Inn, three striking women shared dinner and conversation. The travelers drew some interest even from the subdued local patrons. But when any other customer essayed a stolen look, they'd draw a sharp answering glance from one of the trio, and the outsider would look away again. In the lands of magic, one learned not to bother powerful beings! The angelic winged woman and the purposeful high elf clearly had business to discuss that brooked no interruption, and the dark one with them gazed at onlookers as if they were sides of mutton to be devoured!

Sharwin Wildborn: So, its agreed then? We'll be treasure hunting under the shadow of the smoking mountain. It will be dangerous. And yet I don't think we'll be alone. Others have heard of the hidden valley in the snow mountain range, and this is the only time of year one can get through. I've heard that other parties are assembling; it will likely prove a race to the prizes!

Iskra Esenwein: Ha! Personally, I've never 'raced to the altar' before, even in a long, long life. Any thought to other members for our team, Captain? (It was unusual for the vampire to defer to anyone; but you can't outrank an Eladrin)! I'd suggest some people I know: a Fire Giant named Shurrak and an Iron Golem. Both are proof against the Red Flow Death. And I'll bring my little Bogdanian pets along, of course.

Kelda the Kyrie Warrior: Adventuring makes strange bedfellows indeed! But a giant will make a large hole in our provisions along the way.

Iskra: He'll be worth it. And the golem does not eat at all, so that will balance out, more or less. Here, pass that flagon of wine along! I love to drink the stuff...when I can't get anything else.

Sharwin: Done, but even larger comrades still draw only an equal share. Agreed?

Iskra: Fine.

Kelda: I wouldn't think you'd be friendly with such companions. Your folk usually keep to themselves.

Iskra: Well, all Utgarians know me, and Vydarians are...shall we say, changeable in their loyalties? Besides, everyone can use a magic item or three. I'm partial to the jeweled pretties, myself. (She raised her glass in a toast). Finders, keepers, eh?

(They clinked their glasses together, and the other two repeated the grim jest). "Finders, keepers!"

***

Playtest Postgame Scenario Suggestions, Comments, Army Lists used and further commentary and fiction intros can be found here on the original thread:

https://www.heroscapers.com/communit...ad.php?t=37864

Last edited by chas; September 18th, 2023 at 10:02 AM.
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  #17  
Old September 18th, 2023, 10:26 AM
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Re: Chas Scenarios

THE THREE ROOM CAMPAIGN:
(A Simple Framework For Quickstart Heroscape Wargaming)

Now that I've got a few D&D rooms set up at once, and I'm finished playing D&D adventures for now, what's the least amount of rules I could use to take advantage of the simultaneous map setups with all my Classic stuff, including the MS3-D&D sets? Let's see:

Draft One: Underground Against Utgar

1. The Defending Utgar player (using only Utgar army cards), allocates an Army of 500 points to each of three linked underground rooms. Each army of either side must have at all times at least one Unique Hero acting as a Commander, or it immediately surrenders. If one Commander is killed, another may take over instantly, but not if the army is out of heroes. Set up the first Defending army, but not closer than five hexes to the five entry spaces in the middle of the border of the first room.

2. The Attacking Player (choose one non-Utgar Archkyrie General and only his/her Army Cards) starts with a 500 point army, which will enter on five entry spaces at the middle of the outer edge border of the first room. EDIT: The Defending player may never place a figure on an entry space.

3. Each Room Battle goes on until one army is destroyed, surrenders, or flees. Before surrender, defending figures may flee to the next room and are considered out of the Battle. They may begin in an army of any following Room Battle. Attacking figures cannot advance to the next room.

4. The Attacking Player must win three battles in a row to win the Campaign. The Defender wins the Campaign by winning any one battle (Good Guys have it tough).

5. If the Attacking Player wins a battle, he will enter the next Room Battle with 500 points of reinforcements, plus full (if squads) unwounded Army Cards of all survivors of the first battle. Use the same General's units if you have them, or a different non-Utgar General (ally) if you do not. If the Defender has figures which have fled, they also return with a full Card (if squads) and unwounded.

6. The Defending Player sets up as above in the second or third room, and the Attacker enters from any hexes in the previous room.

Six rules. Not bad. I'm thinking I'll start with Ullar vs. Utgar (Good Elves vs. Bad). If you try this system out, let me know how it works for you.
***

EDIT:
First Playtest: Three Room Campaign #1: Ullar vs. Utgar

Room #1

ULLAR:
Atlaga
Protectors of Ullar x2
Syvarris
Warriors of Ashra
Theracus

UTGAR:
Sir Hawthorne
Adele the Pain Giver (My Custom)
Minions of Utgar x2
Iskra Eisenwen
Rechets

Room# 2

ULLAR:
Charos
Venoc Warlord
Elite Onyx Vipers
Armoc Vipers

UTGAR:
Grimnak
Ornak
Heavy Gruts
Blade Gruts x2
Swog Riders x2
Arrow Gruts x2

Room #3

ULLAR:
Ulginesh
Arkmer
Jorhdawn
Chardris
Emiroon
Kyntela Gwyn

UTGAR:
Pelloth
Drow x3
Mimring
Deathreavers
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Old September 18th, 2023, 01:03 PM
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Re: Chas Scenarios

SCAPE OF THE RINGS: MOUNT DOOM (Draft 2)
A Heroscape Scenario Using Sherman Davies' LOTR Customs
by Chas

nyCG4 Post #523 Played June, 2017

This is an alternate Lord of the Rings scenario, using some of the LOTR customs by Sherman Davies (SD) and classic Medieval Fantasy Scape cards or C3V/SOV Fantasy/Medieval Customs (no guns or more modern units). It is set for four players in two player teams.

Victory Good Players: Get The Ringbearer to any Mt. Doom Lava Field peak hex and have him spend one further round there adjacent to the top cone molten lava hex. He must use Order Marker Three on this following round to “throw the Ring into the fire!”

Victory Evil Players: Kill The Ringbearer before the above can be accomplished!

Good Player Armies:
The two Good Players must split up the nine Fellowship cards into 4 and 5 Fellowship cards per player armiy.

The Fellowship
(All Sherman Davies (SD) Cards)
Gandalf the Grey 230
Aragorn 150
Boromir 135
Legolas 140
Gimli 140
Frodo Baggins 60
Samwise Gamgee 60
Meriadoc Brandybuck 40
Peregrin Took 40
TOTAL: 995

In addition, each Good player may add cards which, with his Fellowship cards, total 750 Points. Good players may use the SD cards
Lothlorien Archers 120
Spears of Imladris 75

Evil Player Army 1:
750 Points Total, 24 hexes maximum
May include SD Cards:
Lurtz 130
Uruk-Hai Warriors 100
Any cards from Utgar and Valkril (no guns or moderns)

Evil Player Army 2:
750 Points Total, 24 hexes maximum
May include SD Cards:
Mordor Orcs 55
Any cards from Utgar and Valkril (no guns or moderns)

The Map:
The map will be smaller than our usual map, to get everyone into the action. Each player starts in a 24 hex start zone on either the opposite Good or Evil board edges. Mount Doom, in the center, will be five levels high with a few lava field hexes here and there, and a central molten lava cone at the top.

Special Rules:

1. See Victory Conditions

2. The Ringbearer:
Frodo Baggins starts out as the Ringbearer, and a Ringbearer cannot voluntarily give up The One Ring. Only one of the four hobbits can serve as a Ringbearer. If any Ringbearer is killed while rolling for The One Ring (not any other death), the Ring may be transferred to any other Hobbit within 3 hexes. That Ringbearer then is give The One Ring special power from Frodo's card. If there is more than one possible Hobbit who can receive the ring, the Good Player controlling Good Army One need not reveal which Hobbit is The Ringbearer until either using the One Ring special power or throwing it into the fire of Mount Doom.


For reference, Sherman Davies' customs LOTR thread is here:


http://www.heroscapers.com/community...s+LOTR+Customs

Note: See the signature thread around and after Post #523 for Game Comments, Photos, and Rules Changes
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Old September 18th, 2023, 01:30 PM
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Re: Chas Scenarios

DRAFT SCENARIO FOR SEPTEMBER CHASSCAPE:
"IS GENERAL TSO CHICKEN?"

All questions and comments welcome!
Game Played On September 14, 2016 NYCG4 Thread Post #425

***

HEROSCAPE THE GATHERING: “IS GENERAL TSO CHICKEN?”

A BLENDED SCENARIO FOR HEROSCAPE AND
MTG AOTP (POST INNISTRAD)


By Chas (Draft 1)



INTRODUCTION: This is a two game series for four players. First we'll play a team Heroscape game with 600 point armies with a new, simple General Rule. Then for the second game, each player will add a 600 point Magic Arena Planeswalker army to his General Army. There will be a pause between games for drafting mono colored Planeswalkers (from the original core game), with their summoned army and spell deck. We'll be using the new Post Innistrad (Third Set) army totals, units, and spells, but not the multicolored Planeswalkers (with one of each set, that could make drafting complicated and limited).

GAME ONE: “IS GENERAL TSO CHICKEN?” Before coming on game day, each player builds a 600 point Heroscape army, using the following rule. General Rule: The highest point value Unique Hero in a player's army will be declared as his General (No, you can't turtle in the start zone with General Kyntela Gwyn)! If two cards are tied, the player may choose either as his General. However, if the General is defeated, the player and his army is out of the game. However, your General may not be Mind Shackled or Controlled, temporarily or permanently.

Otherwise, all standard Heroscape rules apply. The Start Zone will be a standard 24 hexes, but note that on ly 23 of them may be filled by the army (one hex must be saved for the Game Two Planeswalker). No glyphs will be used. If neither team is eliminated, the winning team will be the one with the most remaining points on the board after 15 turns.

GAME TWO: “ENTER THE GENERAL'S MAGICIAN”

Drafting

1. Making a random D20 roll for selection order, each player will draft a mono colored Planeswalker.

2. Each player will draft a 600 point army of the mana color matching his chosen Planeswalker.

3. Then each player will draft a spell deck (exactly 12 spell cards totaling 200 points—these points are not part of the army building points, but included in the cost of the Planeswalker).

Game Blending Rules

Those we've used before that I made up. See them in the site AOTP submenu, under the AOTP Blender section. Check there the OP of my thread “Porting AOTP Into Scape.”

http://www.heroscapers.com/community...ad.php?t=51987

New Scenario Rule: “The General and the Magician:”

The General Rule for Game One is now modified:

1. If your General is defeated, your player Heroscape Army is not lost, unless your Planeswalker is also defeated, in which case it is removed from the board immediately.

2. If your Planeswalker is defeated, all unplayed pell cards are placed in your spell graveyard (discard pile). However, any summoned creatures remain, and previously played Enchantments remain in effect (unless they were on the Planeswalker). As long as your General is undefeated, your Heroscape army remains on the battlefield.

3. If both your General and Planeswalker are defeated, all of your forces are removed from the board, and you are out of the game!

4. If both teams still have forces on the board after 20 Turns, the team with the most remaining points on the battlefield wins.

SCENARIO DESIGN COMMENTS

Once a fourth set of AOTP is published, or if multiples of any of the two master sets are later obtained, multicolor Planeswalkers may be selected.

If you don't own AOTP but want to check out the cards, they are available on the submenu in their own "The Books of" format here:

http://www.heroscapers.com/community...ad.php?t=51965
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Old September 18th, 2023, 01:43 PM
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Re: Chas Scenarios

And here's our draft scenario for Chas Scape on Wed. March 1. After you read it, you may experience difficulty breathing...

MARS NEEDS AIR!
A Classic Heroscape Scenario
by Chas


NYCG4 Post #483 Played March 1, 2016

One of the critical Atmosphere Booster Stations on Mars has broken down. Oh No! Two Good Guy Players will field armies to obtain and transport two crucial replacement Components, use them to repair the station's Giant Generator Gun, fire it, and save the planet! Two Bad Guy Players will try to stop them before time runs out (their escape, I mean command ship, is standing by).

Armies: Players will field 600 point armies of Good Guys (units loyal to Jandar, Ullar, Vydar, Einar and Acquilla), or Bad Guys (Utgar or Valkril). Armies are limited to 24 start spaces, and no armies may field more than two squads (total). C3V Customs are allowed; super heroes are not.

Map: Typical Martian desert with a few oases and canals. Note that the presence of ice mountains provides most of the potable drinking water on the planet's surface. The Atmosphere Booster station in the center will have its Giant Generator Gun (GGG), surrounded by a red zone ring (lava hexes standing in). No figure not carrying a Component may enter such a space.

The Two Components: The two Components (yellow Marvel Glyphs) follow Treasure Glyph rules. Components may not be flown or teleported, and may only be carried by Heroes.

If a Good Guy hero carrying a Component enters a Red Zone hex, they may on their next round spend an order marker to Repair the Giant Generator Gun. If the second Component is used to Repair it a second time, that Hero may then use another order marker to Fire the GGG--winning the game for its team.

Game Length: 15 rounds.

Thinning Air: On game rounds 10-15 all movement is halved (round up). All attack and defense rolls are made at -1 die! Special powers remain unaffected.

Two Game Format: Each player should bring one Good Guy and one Bad Guy army. Teams will be determined randomly for the first game. For the second game, the same teams will switch alignments between Good and Bad, fielding their second armies in Game Two.
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Old September 18th, 2023, 01:55 PM
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Re: Chas Scenarios

CRISS CROSS SCAPE
By Chas


Armies: Each player builds with a total of 600 points. Their army must include exactly three squads of three figures each, which can be from the same or different types (unless some are from a Unique squad). Your army must fit in a 24 space start zone.

Number of Players: 4

Length: 15 Turns

Map: There are four 24 space start zones in the corners.

Victory: Players get one Victory Point for each of their squad figures who reach the diagonally opposite start zone (that one only). After they do, they are immediately scored and removed from the board. There is no other way to score points. The highest point total wins.

Banned Army Cards: No flyers or teleporters are allowed. No two or four figure squads may be used.
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Old September 18th, 2023, 02:04 PM
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Re: Chas Scenarios

X-MEN VS SHI’AR: BATTLE FOR THE THRONE (Draft 5: 11/7/15)


Its time for the annual coup in the Alien Shi’ar Empire, as various evil pretenders to the throne order a misguided Imperial Guard to support their nefarious plans. The Inhuman Kree under Black Bolt are allied to them, (aiming to cripple the Shi’ar Empire once and for all by making them dependent on them). But all is not lost, as nice but neutral beings have summoned X-Men--lots of them--to put the traitors down and place a Good ruler in charge.

This scenario will pit two Good Players using any of the dozens of X-Men cards available as noted below in two 1,500 Point armies against two Evil players using GM preselected armies--one of Shi’ar and one of Inhumans/Kree—both of equivalent totals. This will be a simple ten turn kill ‘em all format; the side with the most remaining points left on the board wins. The game will be repeated as the players switch sides for a second game, so all players should build one X-Men army. Initial player side teams will be selected randomly, and kept for the second game.

The Chas X-Men Team List below gives 44 X-Men characters, and the point totals for their cards I have ready to play! No characters may appear more than once (even in different incarnations), so all four X-Men armies must be approved by the GM to avoid duplication--first come first served as usual.

These X-Men cards may be from any independent designer or C3G; the list below is for those who wish to use any of the more unusual cards listed, and to consider all who are available to us. Players are free to visit or ask about the Chas Supers Card hard copy collection regarding any cards they wish to use which are not available onsite!

The map will be a wide variety of terrain on the Shi’ar Home World with the palace throne room in the center.


THE X-MEN (44)

Angel 90/Archangel 260
Armor 100
Banshee 160
Beast 170
Bishop 180
Blink 145
Boom Boom 120
Cable 275
Cannonball 180
Colossus 260
Cyclops 190
Dazzler 100
Emma Frost 170
Fantomex 210/260
Firestar 120
Forge 170
Gambit 210
Havok 170
Iceman 150
Jean Grey 180/Phoenix 280/230
Jubilee 60
Karma 130
Longshot 130
Lockheed The Dragon 60
Magik 160
Magma 170
Moira MacTaggert 35
Moonstar 170
Nightcrawler 140
Polaris 165
Professor X 120
Psylocke 250
Rogue 300
Sage 190
Shadowcat 80/Kitty Pride 160
Storm 220
Strong Guy 215
Sunfire 170
Sunspot 120
Thunderbird 150
Warpath 320
Wolverine 280 /Weapon X 230
Wolvesbane 130
X-23 220


THE SHI’AR

Pretenders
Korvus Rook’shir 270 (C3G)
Deathbird 240 (C3G)
Imperial Guard (Drewman-chu)
Smasher 280
Warstar 265
Oracle 220
Hussar 155
Manta 120
Total: 1, 550 (7 Cards)

(Edit: Small Point changes in the Imperial Guard reflect DMC's newly posted playtest changes; its only -5 Points in total)


THE INHUMANS

Black Bolt 350 (Grey Owl)
Medusa 270 (Badgermaniac)
Karnak 200 ((All Skulls)
Gorgon 200 (Uranus P. Chicago)
Crystal 180 (Badgermaniac)
Triton 180 (Badgermaniac)
Lockjaw The Dog 120 (Grey Owl)
Total: 1,500 (7 Cards)


Scenario Designer Comments

Here’s a chance to try some different cards! The Shi’ar include most of the colorful Shi’ar Imperial Guard cards by Drewman-chu and two Pretenders to lead them from the brand new C3G release. The Inhumans are my best picks from many independent designers who worked to make their roster complete. As for the X-Men, you can stick with what you know or experiment with so many lesser known ones, either those I’ve collected in my hard copy files, C3G, or others.

In these two games, each player will use one DM premade army of Marvel Aliens (Shi’ar or Kree), and one X-Men army he makes himself. The many power combinations among a player’s cards and those of his ally’s team should make for many new and unique gaming situations and opportunities. There will be lots of card reading, but no complex scenario rules or math.

You’ll note that none of these teams use top level character point totals; they top out at about 300 points. So characters will have to work together for victory. I purposely removed Gladiator for example, the ‘Superman’ level leader of the Shi’ar Imperial Guard, and did not allow Vulcan as a Shi’ar Pretender. So you don’t even have to figure out character levels either. This should be a fun day where you don’t have to work too hard in preparation.

As for me, you know I’ll eventually be using some of the lesser known X-Men cards from my files, so feel free to ask about anyone you see on the list above. I won’t make my team up until yours are finished, so hopefully you’ll get first crack at anyone you want to try! Of course, that means you’ll have to get yours done before I can start, so get to it…

(Edits) A number of changes have been made to add to the X-Men list and revise numbers on the Shi'ar Imperial Guard (as per Drewman-chu), hence the Draft Number. Make sure you're using the latest one.

The actual cards for these characters and the player armies are posted downthread, and now all game cards are consolidated in one great post by Kolakoski!

Note: These obscure cards from my ginormous collection may be impossible for you to find, but if you go to NYCG4 Post #272 and work downthread from there, you can see them in all in their glory!
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Old September 18th, 2023, 02:25 PM
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Re: Chas Scenarios

THE CHASSCAPE CHALLENGE

Here is the next scenario for September
(Revised From back on Page Eight)

*1,000 Points.

*A Maximum of one A, B, and C Level Character, and any number of D. Super squads allowed, but no Classic/VC units.

*At least one supers character of your own design!

*Characters may be Good or Evil and Marvel, DC, or Independent.

*The Chas Supers Character Levels:

A: 351-500 Points
B: 241-350
C: 201-240
D: Maximum 200

*Any designer's cards with prior GM approval for your army as usual, to prevent the duplication of Unique Heroes, broken cards, etc .

If you are working on a new custom, or have one you haven't tried out much, here's a chance to bring it. Show us why you're proud of your work.

$10 Cash Prize
We will vote for our favorite player designed custom of those used in the games played before dinner. I will put up the prize to help you buy your evening meal. (If I win, you can each put up $3.33 for me if you like).

My team is made up of figures which are all among my own recent Supers customs.
We're ready to take you on!

Game 1: "Mix It Up"
This will be a free for all, with points killed (full figure points on last wound only, with any squaddies pro rated) as Victory Points (no turtling wins here) after ten turns. Start zones to be randomly selected.

Game 2: "Friends and Enemies"
This will be a team game 2 vs 2, using the same team you used in Game 1. Start Zones and Teams to be randomly selected. Victory will be kill 'em all, with the team with the most points remaining after ten turns winning.

Game 3: "The Final Frontier"
We will play my copy of Magic The Gathering: Arena of the Planeswalkers. It will be a scenario to be selected, with one of the five Planeswalkers per player, so we can all get a feel for the new game. We'll play the game unmodified, as it is by itself, other than using the same Scape map. (See the new site subforum for various discussions of this new design by Craig Van Ness, Our Heroscape Designer).

Map: To Be Determined, but generic rather than extreme. (Game #3 will be played on the same map as well).
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Old September 18th, 2023, 02:35 PM
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Re: Chas Scenarios

THE ILLINOIS SMITH MEMORIAL TREASURE HUNT
A PULP ADVENTURE SUPERSCAPE SCENARIO

BY CHAS, NYCG4 Post #26 (5/3/15 draft)


MISSION BRIEFING: TOPMOST SECRET

Good morning Mr. Player. Last night a war damaged Kree spaceship entered Earth’s atmosphere, and was immediately shot down by an advanced nuclear defense satellite of a certain power. Unfortunately, it crashed deep in the Amazon rain forest. Recovery teams from several competing governments are now being scrambled to salvage any high tech items that may be scattered near the ruins of this vessel. Because these governments wish to keep their expeditions a secret, no high profile superheroes will be sent. Instead, you team will be comprised of several minor superheroes, available squads of Super or Classic/VC varieties, and one Tech Squad as detailed below and provided by the sponsoring nation. Transportation will be provided to the crash site in 24 hours.

If you or any of your team are killed or captured, the Secretary will disavow all knowledge of your actions. This DVD will self destruct in 60 seconds. Good luck, Player.

***

ARMIES

Each player army may be composed of 800 points, and must include one C Level Super (201-240 Points) and at least one D Level Super (Up to 200 Points), one and only one Tech Squad of 100 Points (see sample card below) plus any one other Super/Classic/VC squad. It may include a further number of D Level Supers and/or Super/Classic/VC squads (only one of any Unique Squad per player as usual). Supers Cards may be of either alignment (Good or Evil); squad from any Classic General mixed together or not as desired (including the new April/May 2015 C3V release, except for Zettian Deathwings). There are no space limitations, due to an offboard entry mechanism (see below).

Armies must be submitted to the GM and duplicate Supers will not be allowed. However, duplicate squads are permissible among different players—squad members (and all Tech Squad proxies) must therefore be individually marked (usually on top or bottom of their bases) so as to be identifiable by player ownership.

Supers Game cards may be drawn for any of the approved designers on the Chas Qucik Scan Master Lists, but all cards are subject to the usual pregame review and GM approval.

GLYPH RULES

1. C3G Equipment Glyph Rules are in effect:

If your glyph carrier is wounded or destroyed, choose a player to place the glyph within 5 spaces of that figure. Glyphs may be transferred between adjacent figures at the beginning or end of the carrier’s movement. Only one glyph per figure may be carried/used at a time. Glyphs may be voluntarily dropped and picked up at any time during a figure’s movement--no glyph may be dropped where another already exists.

2. Only Tech squads may defuse/ignore traps on glyphs, and analyze them. Once the trap is defused, it no longer has any effect on anyone. Tech Squad members may also use glyphs. Other figures who pick up glyphs not yet recovered by Tech Squads must roll for traps. Glyphs when recovered after their trap is defused (no damage taken from it) are turned over to their power side (Brandar’s Chest) indicating they may now be safely carried by any eligible figure.. Note that they are not identified (usable) unless Analyzed by a Tech Squad member).

3. Unique/ Uncommon Heroes may pick up and carry glyphs, but are subject to traps and may not analyze (and therefore use) them. Heroes can however use glyphs once they are analyzed (both turned face up and identified by the Game Master). Only analyzed glyphs may be used at all by anyone.

4. Common Heroes/Regular squad members may pick up and carry but not use glyphs, even after analysis/identification.

5. There are no “original” glyphs started or identifiable in this scenario (see Tech.
Squad Powers on that card).

6. Note that once a glyph is analyzed it is placed power side up, and may then be used by any other player’s Tech Squad member or Unique Hero.

7. Glyphs used will be C3G Equipment Glyphs chosen by the GM and placed on a random D20 roll table. Once a glyph is successfully analyzed (identified), we will roll randomly on the Scenario Glyph Table to see what it turns out to be, and its identity will be written out and the description given to the owner. Glyphs with powers not relevant to the scenario or of ‘cosmic’ strength will not be used.

8. Glyphs may not be flown, teleported, or leaped. Glyphs may not be walked more than five spaces per turn. Glyphs may only be carried by one figure each turn (not chain passed).

9. Glyph Traps will function as normal Treasure Glyph traps: a D20 roll of 1-5 will give one wound. If a wound is generated, the trap remains in effect. If not, the trap is “defused” and the glyph is placed power side up (Brandar’s Chest).

10. All cards which say “when standing on a (Regular) Glyph” or “when carrying a Treasure Glyph” are changed to “when carrying a C3G Equipment Glyph.”

GAME LENGTH: 10 Turns

TEAM INSERTION ZONES: At game start, players will roll for entry order, and may in that order choose one of the marked three hex wide Team Insertion Zones (near the map corners on the long sides), where all of their figures must enter the board, with the first board hex counting as the first movement space. No powers of figures still off the board will be considered in effect.

VICTORY POINTS

1 VP for each unanalyzed glyph in the possession of any owned figure

2 VP for each analyzed glyph in the possession of any owned figure

3 VP for each unanalyzed glyph exited off the board from the original team insertion zone.

5 VP for each analyzed glyph exited off the board from the original team insertion zone.


TECH SQUAD
(3 Figures)

1 Life
Range 5
Attack 1
Defense 2
100 Points

Human
Unique Squad
Engineers
Careful
Medium 5

Equip
May pick up, carry, and use any one "original" Equipment/Treasure Glyph specified by name at game start. This particular Glyph may either begin the game equipped by a Tech Squad member or be picked up during the game.

Recover
Tech Squad members may automatically defuse any trap on the glyph, taking no damage. Any Equipment/Treasure Glyph may be picked up and carried by any Tech Squad member according to the Glyph rules being used.

Analyze
This ability may be used for a squad member carrying a Glyph other than the "original" glyph named at game start. If the squad member possesses a glyph picked up or handed to him on a previous turn, and does not move this turn, he may, instead of attacking, roll the twenty-sided die: 11-20: Glyph Analyzed.
Place a marker on this card after an unsuccessful attempt. Add +1 for each one when a subsequent attempt is made on the same Glyph. Once a particular Glyph has been successfully analyzed, any Tech Squad member may use that Glyph for the remainder of the game.

Good OR Evil
This squad may be chosen by teams of either alignment, and is considered loyal to that side.

***


THE NEW MOLTEN LAVA DAMAGE RULES are in effect:

When any figure not immune to lava damage enters a Molten lave hex, roll one combast die, performing the following actions depending on the results:

Blank: Figure takes no damage; but remove an Order Markers on that card; the OMs removed are not revealed to other players. For squad cards, on the affected figure(s) may not be activated for the rest of the round.

Skull: Roll three combat dice, taking one unblockable wound for each skull rolled. This may result in no damage.

Shield: Roll three combat dice, taking all wounds possible (down to) the number of shields rolled. If no shields are rolled, the figure is destroyed.

THE MAP

The Amazon rain forest. The steamy, stinking, slimy, snaky jungle. No roads or other man made structures exist in this wild, forsaken, humid wilderness. From a hilltop that marks some of the highest terrain in the area, any recovery party must descend down into a morass of swamp, sandbars, shadow, swamp and other water, sheer rock outcrops, and the thick cover of jungle tree and bush. The hearty adventurer in search of high tech treasure near the forbidden wreckage of a crashed alien spaceship must trudge to the center of this maze. But there, on an island of solid land, await dangers known only to the strange gods that rule this land of desolation!


TO BE DECIDED AND POSSIBLY ANNOUNCED LATER

*Number of glyphs scattered about the map; probably so many per player

*Other surprises known only to the Game Master!

(Note: if you want a complete copy of this scenario, you must add the separate document “Game Master Only File—Illinois Smith,” to be released after our May 27, 2015 game.)

Note: This File is now presented in the next post.

Note: Further clarifications, map photos, and other material is presented in the NYCG4 thread around this Post #26.

***

Last edited by chas; September 18th, 2023 at 03:18 PM.
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