vendredi 20 décembre 2019

House Rules

Improved Overlord Magic

Supposedly mightier sorcerors seem very weak in the game, as they not only have to pay the cost of activation, but also the cost of their spell.  It is rarely worth paying such a great number of gems for this effect.  This House Rule requires the Overlord to have enough gems available to cast the spell(s), and choosing a spell over protecting his own troops during the Heroes turn, but he recovers it for activating new tiles the following turn.  This House Rule will be more powerful the shorter the River; on the other hand spells are more often tactical choices than game-changers.

An Overlord-controlled magic-user, upon activation, may cast one (or more) spells.  At the end of the Overlord's turn, the energy gems on the spell card are not transferred to the Fatigue Zone.  Instead, they are transferred back to the Available Energy Zone at the beginning of the next Overlord turn.


3D Terrain

Position within a zone

a)  A character is not only in a zone, but also occupies a specific area (for example, it might be standing on a table).  A character can only occupy an area if there is physically room enough for its entire base to fit.

b)  If a character wishes to change areas within the same hex, this counts as a one zone movement (and is subject to hindrance).

Special types of movement


c)  Unless a ladder, staircase, or similar is available, moving 3cm or more along a surface with more than a 45° incline (up or down) requires the Climb skill.  An extra point of movement must be spend for each full 3cm to be climbed.  A character must make the climb in one go.  For extra clarity, players might define, before the game begins, any surfaces that must be climbed.

d)  Moving down such a surface can also be achieved,for any character, by jumping.  This inflicts two yellow dice if the horizontal distance is from 3-6 cm, two orange dice if 6-9 cm and two red dice if 9-12 cm.  Jumping down over 12cm is not possible.  A character with the Leap skill reduce the dice colour by one level.  It is entirely possible to climb part way down (or for that matter, up) a surface, and then jump down the rest.

e)  A vertical or near-vertical obstacle of less than 3cm high (such as a low wall or a pile of debris) requires 1 additional movement point to cross.  A character only has to cross such an obstacle if he could not complete his move from zone to zone without being able to physically going around it. That may be the case if enemies are blocking the way.

f)  Only a character with the Leap skill can make a horizontal leap.  Per 2 movement points spent, the character with Leap can roll 1 red die.  One symbol is needed for each full 3cm that need to be leapt over.
If the Leap was over a chasm of 3cm or more in depth, and fails, the character falls.  See (d) for the consequences, adding an additional die for the uncontrolled fall.

Distance attacks

g)  A character has a height advantage over its target, including one in the same zone, if the surface on which it is standing is at least 2cm higher than the surface the target is standing on.  Such elevation gives an additional yellow die for distance attacks (p.11)
h)  A character always has a line of sight (p.10) to a target that is in the same zone, although the target can still claim cover against the attack.

i)  If the line of sight (p. 10) is traced from one zone to another, an attack is impossible if no part of the target (excluding protruding weapons, etc) is visible to the attacker.  If not all of the target is visible, but most of it is, the target may add a yellow die to its passive defense.  If less than half of the target is visible, and it is not in the same hex as the firer, it may add an orange die.

If the target is in a hex which also contains characters friendly to the firer, the target receives a yellow die for passive defense if foes outnumber friends, otherwise an orange die.   This does not apply if the firer is in the same hex as the target (hindrance will apply, however, unless the firer has Elite Shooter).



Close combat

j)  3D terrain has no effect on the general rules for close combat


k)  However, a character cannot attack another character if, in theoretically moving into base to base contact, it would need to Climb, Jump or Leap as per rules (c), (d) or (f).  The attacker would first have to change area within the zone, as per (b)


Hindrance

l)  A character is not a hindrance to an enemy character if (k) would apply to him if he attacked the target, from his present position, in close combat


Discussion among players

Unless the scenario states otherwise, the players may freely discuss their plan of action before the game begins.
Once it begins, an active Hero in the same zone as another Hero, may briefly talk with him once (time limit of 20 seconds).
In any other situation, a Hero must spend one energy gem to talk briefly with any or all of his comrades (time limit of 20 seconds).  Several gems may be spent to talk longer.

When an active player states that he is stopping his turn, the first fellow player to speak up takes over.  If no player speaks up, the active player must either continue, or end the turn and hand to the Overlord.


Blocking

Any character which has Blocking, loses the benefit of the skill for the rest of any Action Phase (Hero or Overlord) during which it is wounded. This also applies if Blocking is the result of Constriction.


Leadership Skill

The scenario defines which Heroes can activate which Allies. A Hero does not, therefore, have to possess the Leadership skill to activate an Ally.

Should a Hero, who is allowed by the scenario to activate an Ally, also have the Leadership skill, this makes the Ally more effective. A free gem is placed next to the activated Ally.  The Ally may use it for additional movement, for active defense or for a reroll.

An Ally may not have more than one free gem at a time.

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