1

(7 replies, posted in ARES)

cricket wrote:

One problem with this: what if the figure is already Borrowing?

Then you have a choice, either there is no additional affect to the figure, or they are now Borrowing an additional action.

I would go with the second, so the figure has more than one Borrowed action.  Each Borrow requires one Action to clear, so it would just take longer.  We use that for creatures with a freeze or stun ability as well, and it works very nicely.

The only issue I see with the one shot idea is that you then need to mark the figure to note that the weapon has been used, and mark the figures to show that their shield is no longer in use.
If playing a game where the figures cost is important (used as Victory Points perhaps), what happens to the cost if the shield is factored out, or the Pilum has been used?

I'm just asking questions, bringing up thoughts.  Anything will work, and will work just fine, which is why I dearly love these rules.  big_smile

2

(7 replies, posted in ARES)

Alex Knight wrote:

Because the Roman also had his gladius for after his pilum is used up?

The Heroscape romans mostly do not have a sword modeled on them, thus the comment.  At least mine don't, maybe they changed them.

I would suggest 1.75.  "If a figure with a shield successfully defends a Ranged attack by a pilum, that figure is now Borrowing an action."

The shield thus becomes a possible hinderence, taking extra effort to make it useable again, but doesn't remove it entirely.

3

(1 replies, posted in ARES)

As I understand it, the First Strike ability is an interrupt Action, but doesn't alter the original attack action.

So yeah, you get all your charging bonuses because your're charging.  The defender simply gets to try and slash at you before you get to them, but this doesn't alter what you're doing.

First Strike gives you an attack Action, so the Multiple Weapons special abilities would still apply.

4

(7 replies, posted in ARES)

The only issue I see is that in both cases (attacker/defender) the figure loses something, and you need to mark that somehow.  Not to mention that the roman is then unarmed and pretty useless, and I can't see why you would do that.

I would lower the Shieldbreaker to 1.75, and have it only funtion under a circumstance, not be automatic.  Not all thrown Pilum bent and became non-removeable after all.

5

(18 replies, posted in Game Design)

Poof.
i.e. spells that don't work go poof.

6

(10 replies, posted in ARES)

I know.
I'll move it and re-post it as soon as I have somehere else to put it.

7

(10 replies, posted in ARES)

I don't know why they would look familiar to you.  :?:

The new Special Traits are on the Special Traits tab of the excel sheet.

Many of the names come from old country songs.  Wait...real country songs.  Marty Robbins and such.  Texas Red, El Bandito, and so on.

8

(8 replies, posted in ARES)

Okay, let me see if I can find some photos.  I know whe took them...I just need to recall where I saved them...
I'll see about getting the rules in a coherent order and post them up somewhere too.

9

(10 replies, posted in ARES)

Sure.  we named the mod ARES: Hombre.
Here's a link to the current location of them, along with our figures and the town and such.
Toward the bottom you'll fing the rules and the excel sheet designed by my brother for use.  The formulas may have changed, if so then they are in the excel sheet and not written in the rules.  It's been some time since we did this, so I don't recall of hand.
http://www.geocities.com/id2290/Hombre/facade.html

We changed them for use with 54mm minis, but it should work for 28mm without issue.

Let me know what you think of them.

10

(10 replies, posted in ARES)

We've been using a modified ARES for our western stuff for a few years.
Changing ranges, adding a few movement rules (shooting while prone, etc.) and adding in a bunch of traits has made it function exceptionally well.
We love it.

11

(8 replies, posted in ARES)

We do this, and it works quite well.

We assign the total point cost as XP to the figure that earned it.  The figures may then exchange 1000 points for a single die upgrade on their stats, or for a new Special Trait.

All found items are classed as Weapon Ranged, weapon Melee, Armor, or Item.  They are not defined beyond that, and simply become whatever the figure has on it.  Example; a WeaponMelee would be come a sword if the figure had a sword, or a mace if the figure had a mace.  An Item is anything the figure is wearing, from a pendant to their pants.  (really, who doesn't want magic pants?).

As is that works perfectly fine.  We use the Spotting rules as normal for spotting traps and such.

We have added an additional Attribute that allows the figures to do more things, like disarm traps and such.  That's not required though.