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Grishnakh's Custom Terrain

Our Current, Revised, Much Abbreviated SuperHero Terrain Rules!
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Our Terrain Terminology and Notes:
To start with here’s our terminology as it pertains to our terrain features on the battlefield.
• We identify 3 types of terrain on the battlefield:

1. Terrain Tiles
These are the actual tiles that you build the battlefield out of (grass, rock, sand, water, ice, snow, road, lava, lava field, etc.). At the moment we do not have any specific rules regarding these types of tiles other than the normal Heroscape rules associated with those tiles.

2. Objects
These are basically Non-Destructible Objects. They are placed onto the battlefield, but you cannot interact with them, nor destroy them.Some examples would be buildings, trees, large rocks, castle walls, bridges, etc.

3. Interactive Terrain Features (ITFs)
ITFs are terrain that is placed on the battlefield that you can use, or interact with. You can pick up these items and carry them, or use them as weapons. These items are such things as cars, street signs, computer consoles, train cars, equipment "glyphs", etc. All Interactive Terrain Features fit neatly into 1 of 5 categories, or Classes. This allows you to purchase or make ANY type of terrain for your games. All you need to do is to determine what class the item fits into (both size and weight wise), how many spaces it occupies, and determine if there are any special rules based on that object (like explodes when destroyed, etc.).

- Destructible Objects (DOs)
There are only two Destructible Objects (or DOs) associated with the official game, the castle door and the wall section of the ruined warehouse. However, the framework surrounding both of these “destructible parts” (the door and the wall section) are just static “Objects”. We currently do not have any specific rules regarding this type of terrain other than the normal Heroscape rules for them. Our group always felt that DOs were way too limiting in what you can actually "do" with them, which is to just destroy them and remove them from play. Unless they are part of a very specific scenario objective (like destroy mole man's underground earthquake beam before it destroys New York) we do not use Destructible Objects. They really aren’t any fun.

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Our Rules for Interactive Terrain Features (ITFs):

Classification (Or Simply Class):
Each Interactive Terrain Feature (ITF) on the battlefield has a Class. Classes are:
• 0 - Small (equipment glyphs - terrain features that can fit in one hand)
• 1 - Medium (terrain feature occupies one space - lamp posts, mailboxes, etc.)
• 2 - Large (terrain feature occupies 2 to 3 spaces - cars, statues, etc.)
• 3 - Huge (terrain feature occupies 5 spaces - tractor trailers)
• 4 - Immense (terrain feature occupies 7 spaces - trains, radar dishes, laser cannons, etc.)
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Restrictions on use:
• Anyone can pick up and use a Class 0 ITF (Equipment Glyph).

Only figures with Super Strength can pick up and use Class 1 and higher ITFs.
Double the Class = the amount of Life points you need to pick up and use a particular ITF.
• Class 1 = 2 Life Points to be able to pick up and use
• Class 2 = 4 Life Points to be able to pick up and use
• Class 3 = 6 Life Points to be able to pick up and use
• Class 4 = 8 Life Points to be able to pick up and use
(Note: Tiny figures with Super Strength are limited to picking up Class 1 ITFs.)
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ITF Defense:
ITFs do not roll defense dice. They receive automatic shields equal to double their Class. If damage is ever given that is higher than this number the ITF is automatically destroyed. (For ease of play all Interactive Terrain only have one Life Point - who wants to keep track of Life Points for every piece of terrain on a battlefield?)
• Class 0 = Equipment Glyphs cannot be destroyed.
• Class 1 = 2 automatic shields when defending
• Class 2 = 4 automatic shields when defending
• Class 3 = 6 automatic shields when defending
• Class 4 = 8 automatic shields when defending
(If using our optional Wreakage rules place wreckage in the spaces the object occupied.)
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Picking up an ITF - Cost in Movement:
The class of the object is the cost in Move points to pick up that object. After picking up an ITF you can continue moving, using your remaining Move points.

(If you do not have enough Move points left you can still pick up the ITF, but you must roll 1 die unblockable strain for each extra Move point you do not have.)

Carrying an ITF - Movement Penalty:
If you start your turn carrying an ITF you must subtract the objects Class from your Move. If this takes you below a 1 then you cannot move! (You cannot attack using your hands while carrying an ITF. You could still do mental, or other non-physical attacks though.)

Attacked while carrying an ITF - Defense Penalty:
If a figure is attacked while carrying an object they must subtract the objects Class from their defense, down to a minimum of 1.
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Smash Attack Dice: Normal Attack + Class:
Attacking figures Normal attack number + the Class of the object. (Target opponents or ITFs on the same level of the attacker, or attackers Height higher or lower.)
(Design notes: Attack = Fist, it’s like using a giant club!)

Throw Attack Dice: Normal Attack + Class -1
Attacking figures Normal Attack number. Subtract 1 from the Class of the object and add that many attack dice.
• Class 1 = 0 added attack dice
• Class 2 = 1 added attack dice
• Class 3 = 2 added attack dice
• Class 4 = 3 added attack dice
(Design notes: Attack = Your skill using an object in an attack, Class = the weight and mass of the object being thrown, subtracting 1 represents the unwieldy nature of using a non-aerodynamic object as a missile.)

Throw Range: Attackers Original Life Points
Attacking figures original Life in spaces. Range and height advantage is calculated from the figure throwing the object.
(Design notes: Life = the Strength of figure throwing the object)

Vertical Range:
(This uses my system of buildings where each story of a building is 6 levels high)
• Class 1 - 6 Stories (36 levels vertical)
• Class 2 - 4 Stories (24 levels vertical)
• Class 3 - 2 Stories (12 levels vertical)
• Class 4 - 1 Story (6 levels vertical)
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Rules for specific ITFs:
Things like explosions, fire, etc. should be determined before your game, on a case by case basis. The height to climb up on and any special rules for each current ITF that we use is listed on our ITF chart. (I do not have posted a modified sheet at this time, however the old sheet gives good information on how we handle certain objects in play.)
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ITF destruction:
• A Class 0 ITF (or Glyph) can be thrown, but it can cause no damage. If thrown to an empty space place the equipment glyph in that space. If thrown to a Hero (whose hands are free) that Hero can elect to catch the item, or place it underneath them, on the ground. (As an optional rule you can require a one die roll to catch a thrown Class 0 ITF or glyph, 50/50 chance, you catch it if you roll a skull, otherwise it falls underneath your feet.)

• Once thrown a Class 1 (single space ITF) is destroyed, remove it from play.

• When throwing a Class 2 or higher, multi-spaced ITF, target one figure or empty space within your range and then place the rest of the object centered in any adjacent space (or spaces). All figures in these spaces are affected. Once thrown a multi-spaced ITF is destroyed.

• The same holds true when using a Class 2 or higher, multi-spaced ITF in a Smash attack, except you attack a number of spaces in a straight line from the attacker equal to the length of the object being used. All figures in these spaces are affected. Once used in a Smash attack, a multi-spaced ITF is destroyed.

Optional: Wreckage: Using this optional rule, Class 2 or higher, multi-spaced ITFs used in an attack will now create single space, Class 1 Wreckage in the spaces where the object was used. Any affected figures in those spaces must first roll defense, and then vacate to any open adjacent space when the wreckage is placed. (This wreckage can now be picked up and used as well. We highly recommend using this rule as it adds a lot of fun to the game. Smashing and Throwing objects gives less powerful characters smaller objects that can now be throw back!) (I have a tutorial on how to create these piles of wreckage here on this site somewhere.)

Optional: Catching a thrown ITF: If a figure that has the requirements to pickup a thrown ITF is attacked with any size, thrown ITF, and that defending figure takes no damage from the attack, they can elect to catch the object (before any other affected figures around them would have to roll defense dice). In this case any other targeted figures would not need to roll defense as the object would not hit them. They’d be saved!
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Optional: Throwing Common Squad Figures: You must have Super Strength to throw a Common Squad figure. When throwing a Common Squad Figure place the thrown figure in any unoccupied space within 3 spaces of its original location. Afterwards, roll 1 die unblockable damage against the thrown figure. Of course if you throw the figure off of a building use falling rules instead! (Maybe only villains should be allowed to do any of this? We’ll leave that up to you! If you really want to be violent then consider a Common Squad figure to be a Class 1 ITF. Now you can throw him or her 6 stories)

(How about throwing Unique Heroes? We don’t allow it currently since it becomes really deadly, especially using really tall buildings. Too much instant death equals no fun…)
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OK, I know this looks like a lot. But it's incredibly easy to just memorize a few things, or make a really simple cheat sheet, and off you go. Really easy to integrate your own customize terrain using this too. No need for "official" stuff. If I ever do get around to making anything else I'll keep you posted. And let me know if you try any of this! Bye for now!
 
That is awesome. Thanks for sharing
Had a blast with these rules at Gen Con.
Hope to bump into you again someday. :)
 
Awesome. Thanks for posting. With everything directly related to the Class it really is a lot less to take in that it seems at first glance. I need more time to fully digest this.
 
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