Sunday, 15 June 2014

Hero Factory Training Game

I was playing with my son before bed, and in lieu of the usual role-play involving his Hero Factory Lego products, I thought it would be fun to break out a dueling game based on my old Orky Deathmatch rules, which in turn were based on the old 3rd edition Blood Bowl rules. The notion was to introduce a 5-year-old to the notions of taking turns, declaring actions and then resolving them using dice, and introducing him to narrative-based gaming. That's right, we forged a narrative. Plus I had so much fun that not only was my gaming itch scratched (always good for a gamer with young children who doesn't have much time to play, let alone paint and build) but I wanted to write down what we did just in case anyone else wants to try.

Something we did that the rules don't really cover was working the training combat into a role-play discussion between the leaders of the Alpha and Beta Hero Factory teams, the Robots 'playing' the villains, and essentially stop-motion-animating the robots in each action. When a robot moved it stepped forwards. Shooting involved aiming a gun. Close combat happened with weapons raised or parried, and when a robot was knocked down, it fell on its back, arms and legs akimbo.

Hero Factory Training Game

To play this game, you may need:
  • Rubbermaid tote lid
  • 6+ six-sided dice
  • 2+ Hero Factory Robots
This game is about the Robots of the Hero Factory, their enemies, and the training simulations that the heroes engage in before they go on missions. While it begins as a duel, the heroes are able to call in reinforcements, training heroes to work together as a team, holding off the enemy until reinforcements can arrive, and dog-piling the unlucky villains that get caught alone and off their guard.

Players begin play by selecting a Robot, either a hero or a villain, and deploying them 3", heel to edge, from the short edge of the Rubbermade tote lid. Take note of any

The players then play rounds in which each Robot gets a turn, until all of the robots on one side or another of the conflict have been knocked out. Robots can be knocked out by being pushed out -of-bounds (and off of the Rubbermaid tote lid), or by having their actions reduced to zero.

Actions

Each robot gets two actions per turn, resolved one after another, in sequential order. Actions can be repeated. Actions include:
  • Move (1D6 per 'step')
  • Close Combat Attack
  • Shoot (if gun)
  • Call Reinforcements (if extra robots available)
  • Attach Hero-cuffs (if hero-cuffs)

Moving

A robot can move 1D6" per action if it has not been knocked down. If it has been knocked down, then it moves 1D3 (on 1D6, 1&2 = 1", 3&4 = 2", 5&6 = 3"). Each move is a 'step,' so alternate moving the robot's feet for extra cool effect.

Close Combat Attack

If a Robot can physically make contact with another robot it can make a close combat attack.
  • 1 - The attacking Robot is knocked down.
  • 2 - Both attacking Robot and target Robot are knocked down.
  • 3-4 - The target Robot is pushed back 1"*
  • 5 - The target Robot is knocked down (if already down, either lose 1 action or
  • knocked out)
  • 6 - The target Robot is pushed back as 3-4 and knocked down as 5
Each lowest/highest selection cancels out, so using more close combat weapons despite having been knocked down rolls 1D6 and accepts the result. If the attacking robot has:
  • More close combat weapons than its target Robot, then the attacking Robot rolls +1D6 and chooses the highest result.
  • A target Robot that has been knocked down, the attacking Robot rolls +1D6 and chooses the highest.
  • Fewer close combat weapons than its target Robot, then the attacking Robot rolls -1D6 and chooses the lowest result.
  • Been knocked down, the attacking Robot rolls +1D6 and chooses the lowest.
  • Fewer close combat weapons than all of the robots that can attack it in close combat, the attacking Robot rolls +1D6 and chooses the lowest.

Shooting

If a Robot has a gun it can shoot another Robot. Roll 1D6:
  • 1-2 - The target Robot gains an action on that Robot's next turn.
  • 3-4 - the target is pushed back 1"*
  • 5 - the target is knocked down (if already down, either lose 1 action or knocked out)
  • 6 - the target is pushed back as 3-4 and knocked down as 5
Each lowest/highest selection cancels out, so firing more guns despite having been knocked down rolls 1D6 and accepts the result. If the attacking robot has:
  • More guns than its target, then the attacking Robot rolls +1D6 and chooses the highest result.
  • A target that has been knocked down, the attacking Robot rolls +1D6 and chooses the highest.
  • Fewer guns than its target, then the attacking Robot rolls -1D6 and chooses the lowest result.
  • Been knocked down, the attacking Robot rolls +1D6 and chooses the lowest.
  • A target Robot that is behind an obstacle like another robot, the attacking Robot rolls +1D6 and chooses the lowest.

Calling Reinforcements

The Robot rolls 1D6. On a '6' result another Robot is deployed in the starting position and has one action remaining when its turn to act comes around. Usually Robot have two actions, but it used a Move action to enter play.

Attaching Hero-Cuffs

The Robot rolls 1D6. On a '6' result a Robot within reach has its action reduced to 0. The Robot may roll an additional 1D6 for every friendly Robot within reach of the target Robot.

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