View Full Version : Heroscape - Modified for Warcraft?
jschild
09-12-2008, 11:10 PM
A little back story first. My family celebrates Christmas early (right after Thanksgiving) on my side, since we never get to see them for actual Christmas. My son got a Heroscape ( http://en.wikipedia.org/wiki/Heroscape ) set (Marvel Master Edition). He absolutely loves it and we are planning to buy for his birthday the main Master Set.
I had previously made a WoW boardgame for him and me to use but since he likes the Heroscape system so much, I figured I'd adapt what I already had made to that (he's almost 6 so can't make it too complicated).
What I was wondering was if anyone here had any experience with Heroscape and if they think I've got a good handle on the classes from WoW.
A couple things then.
1. I've tried to have each class have 4 abilities, any more would make things too complicated.
2. DoT's or over time effects likewise become too complicated.
3. One use abilities (say Lay on Hands) are generally too powerful so I don't want them. So what do I want? Feedback and suggestions on what you think are reasonable abilities and skills. Thanks in advance for any feed back.
Here are the classes:
Warrior:
Range: 1
Move: 5
Health: 6
Attack: 5
Defense: 5
Specials:
Defensive Stance: The Warrior attacks defensively, increasing his Defense by +2, but lowers his attack by 2. This must be chosen at the start of the round before any actions are taken.
Beserker Stance: The Warrior attacks like a madman, increasing his Attack by +2, but lowering his defense by 2. This must be chosen at the start of the round before any actions are taken.
Mortal Strike: The warrior strikes a brutal blow (Attack 4, Range 1). If the target recieves a wound marker, it may not be healed for any damage for the remainder of that round (Not turn, but the entire round).
Whirlwind: The Warrior slashes his blade around in a circle, slicing any enemies unfortunate to be near him. (Attack 3, Range 1). He gets to roll an attack against every opponent adjacent to him.
Paladin:
Range: 1
Move: 5
Health: 5
Attack: 4
Defense: 5
Seal of Command: On any successful attack, roll a die. If you roll a 15 or higher, you can make another attack.
Judgment of Light: The Paladin may Judge the target (Attack 3, Range 3). If the attack wounds the target, the Paladin is healed for 1 wound.
Holy Light: Instead of attacking, the Paladin may attempt to heal any target within clear sight (Range: 6) of one wound.
Blessing of Protection: The Paladin may bestow a shield on any allied target, preventing 1 wound on that target for the remainder of the round.
jschild
09-12-2008, 11:11 PM
Druid:
Range: 1 (4 in Druid form)
Move: 5 (6 in Cat form)
Health: 4 (6 in Bear Form)
Attack: 3 (6 in Cat form)
Defense: 3 (6 in Bear Form)
Specials:
Shapechange: Druids can turn themselves into a Tiger (Orange) or a Bear (Red). Each form grants different abilities. The Druid must choose what form at the start of each Round before any move is made.
Bear Form – Swipe: The Bear can swipe at every target in front of it (Range 1, Attack 3). Each target must make a separate defense roll.
Cat Form – Claw: The Cat gets +2 to attack when attacking the target from behind.
Druid Form – Lifebloom: The Druid can heal any one ally for 1 wound that is within clear sight (Range 6).
Hunter:
Range: 4 Pet Stats - Range: 1
Move: 5 Move: 6
Health: 4 Health: 2
Attack: 5 Attack: 3
Defense: 4 Defense: 2
Specials:
Aimed Shot: The hunter takes his time, launching a barbed arrow that prevents any healing on the target if wounded for one round. The shot has a range and Attack of 6, but cannot be used on any target less than 4 hexes away.
Pet: The Hunter has a pet Wolf (Range 1, Move 6, Health 2, Attack 3, Defense 2) which he can control in addition to any normal attacks he makes.
Multi-Shot: The Hunter can launch a up to 3 arrows at targets directly in front of him. This special arrow attack has a Range of 4 and an Attack of 3.
SHAMAN:
Range: 5
Move: 5
Health: 4
Attack: 4
Defense: 4
Specials:
Lightning Shield 14: The Shaman is surrounded by 3 Lightning Balls. Whenever he is successfully wounded, roll the die. A result of 14 or higher damages the attacker for 1 wound.
Lightning Bolt 11: Whenever the Shaman attacks, he rolls a die. If the result is 11 or higher, then he may make a second free attack on the same target only.
Chain Heal: The Shaman can heal himself, and any ally adjacent to him for 1 wound. The Shaman cannot do this twice in the same round.
Chain Lightning: Instead of his normal attack, the Shaman can cast Chain Lightning (Range 6, Attack 3). It can only hit targets in front and in clear view of the Shaman. If it wounds one character, roll again for the nearest character within 2 hexes of the initial target. If that target is wounded, roll again for the nearest character within 2 hexes until no one is in range or the attack misses.
Rogue:
Range: 1
Move: 6
Health: 4
Attack: 4
Defense: 4
Special Abilities:
Double Attack: The Rogue wields two deadly daggers, allowing them to attack twice every turn.
Backstab: If the Rogue attacks a target from behind, they only get one attack, but gain +4 to that attack. This cannot occur more than once per target per round.
Vanish 14: The Rogue can throw a flash bomb, allowing them to escape. On any turn where the rogue makes a normal attack, they may roll a die at the end of their turn. If the roll is 14 or higher, they may back themselves up to 4 hexes away and any adjacent enemies do not get an attack of oppurtunity.
Evasion 14: The Rogue is very adept at avoiding attacks. On any attack where the rogue would suffer damage, roll a die. On a 14 or higher, reduce the damage dealt by 1 wound.
jschild
09-12-2008, 11:13 PM
Priest:
Range: 4
Move: 5
Health: 4
Attack: 3
Defense: 2
Specials:
Shadowform: At the start of every round, the Priest may choose to enter Shadowform. If the Priest enters it, he gains +2 to Attack and Defense, but is no longer able to heal. The Priest cannot change out of, or back into, this form until the next Round.
Heal: The priest is able to heal any character within clear sight (Range 6) of 2 wound markers.
Shadow Word: Death: If in Shadowform, the Priest may use Shadow Word: Death (Range 5, Attack 7). However, if the attack does not wound the target, the Priest suffers 1 wound.
Prayer of Mending: The priest is able to heal any character within 3 hexes of 1 wound marker. This ability cannot be used more than once per round.
Warlock:
Range: 5 Imp - Range: 4
Move: 5 Move: 3
Health: 4 Health: 2
Attack: 5 Attack: 3
Defense: 3 Defense: 2
Specials:
Fear: Instead of making a normal attack, the Warlock may attempt to fear a target instead (Range 6, Attack 6). If the attack succeeds, it deals no damage but the Warlock may remove a turn marker at random (if more than one) from the target.
Imp: The Warlock, much like the hunter, can summon and control a pet, in this case a Demonic Imp.
Life Tap: The Warlock can tap the life of her Imp, removing 1 or 2 wounds from her at the cost of 1 or 2 wounds of the Imp.
Sacrifice Imp: The Warlock can sacrifice her Imp, removing it entirely from play. If this is done she gains +2 to Attack and Health for the remainder of play.
Mage:
Range: 6
Move: 4
Health: 4
Attack: 6
Defense: 3
Special Abilities:
Ice Bolt: Instead of their normal attack, a Mage may instead cast an Ice Bolt (Range 6, Attack 4). If the target is wounded by this attack, their movement is reduced by 3 on their next move.
Polymorph: The Mage may attempt to turn the target into a sheep (Range 6, Attack 5). If the attack is successful, the target takes no damage but must remove a Unit Marker at random (if more than one).
Blink: The mage, at the end of their turn and only after doing a normal attack, may teleport up to 6 spaces away in any direction. Enemies around the mage do not get an attack of oppurtunity when this occurs.
Arcane Missles: Instead of their normal attack, a Mage may instead unleash Arcane Missles (Range 6, Attack 3). This allows the Mage to make up to 3 attacks on the same target.
Death Knight:
Range: 1 Ghoul Range: 1
Move: 5 Move: 3
Health: 5 Health: 2
Attack: 5 Attack: 3
Defense: 5 Defense: 2
Specials:
Death Coil: Summoning their Dark Magics, the Death Knight can unleash Death Coil (Range 4, Attack 4). He can also use the Death Coil on a Ghoul, but simply making an attack roll only (no defense roll will be made). Skulls rolled in this manner is how many wounds the Ghoul is healed.
Death Strike: Instead of using their normal attack, they may instead use the Death Strike (Range 1, Attack 4). For every wound dealt to the target, the Death Knight is healed for 1 wound.
Raise Dead: If any Hero unit falls (ally or enemy), the Death Knight can bring that unit back as a Ghoul. The Death Knight can control the Ghoul, having it attack in addition to his own attack.
Death and Decay: The Death Knight can corrupt the ground he targets (Range 3, Attack 3). He can target any hex within 3 hexes from and any enemy within 1 hex of that spot must make a defense roll against the attack.
Trakamoocow
09-12-2008, 11:33 PM
I always found the computer based version a handy substitute for using pen & paper :p.
jschild
09-12-2008, 11:36 PM
There is something far more intimate and personal sitting at a table, acting silly, and having fun with your family that is far superior in this case.
My wife does not, and will not play WoW, but will play this.
My son (remember he's not even 6 yet) is not really skilled to do much in WoW without heavy hand holding, making it more frustrating than fun.
It's that same reason people who play the Warhammer minitures game are not the same people in many situations that will play the Warhammer MMO. The experience is entirely different.
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