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polymathis wrote:Thanks to all for the ideas. We're playtesting some ideas at the moment and I'll post some crunchy bits once we have a rough idea that they work. The story so far:
We are using the Space Crusade and Space Hulk boards to make quests/missions - using a HQ board was too 'fantasy' for us and lost the sci-fi feel that we are going for. By having the heroes explore room by room and meeting set encounters on the sci-fi boards we get some of the HQ exploration feel and move away from the tactical 'blip swarm' that bogs SC down. Rather than develop our own missions from scratch we are converting the existing SC and SH missions to a 'predefined' quest format a la HQ.
We are using the HQ combat dice rather than the SC ones - we want the combat to feel like pure old-school HQ even for ranged combat. As a consequence both heroes and aliens gain a number of defense dice rather than a fixed armour score. In terms of balance this shifts the odds slightly more towards the hero players, which is also one of our aims - SC more often than not results in a space marine bloodbath through no fault of the players, and we want to play a game (like HQ) where the heroes have a fair chance at succeeding!
We are using single heroes - the SC captains are almost fine as is, but other types of space marine need beefing up somewhat - we are working on various hero types, as well as orders (functionally the same as spells in HQ), equipment etc.
We are keeping the SC events cards - no searching for treasure rules in SC, so these put back the random element back into the game, and also give a sense of urgency - when the cards are gone, the mision is failed.
We are implementing a Mission Points system for successful completion of objectives, which can then be spent on equipment or character upgrades such as additional Body points or additional orders etc.
Hopefully I'll be able to post some 'beta' test documents late next week...
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