Hasbro Heroscape Scenario Booklet
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Manual
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Documents
AGES 8+
Battlefield & Game Scenario Booklet
Contents: 30 Painted Figures
6 Grass Tiles (24 hex) 5 Grass Tiles (7 hex) 5 Grass Tiles (3 hex) 5 Grass Tiles (2 hex) 16 Grass Tiles (1 hex) 2 Rock Tiles (24 hex) 3 Rock Tiles (7 hex) 3 Rock Tiles (3 hex) 3 Rock Tiles (2 hex) 6 Rock Tiles (1 hex) 2 Sand Tiles (7 hex) 2 Sand Tiles (3 hex) 2 Sand Tiles (2 hex) 4 Sand Tiles (1 hex) 21 Water Tiles (1 hex) 2 Ruins 16 Army Cards 10 Glyphs 24 Wound Markers Round Marker Grenade Marker 16 Order Markers 10 Red Dice 10 Blue Dice 1 Sticker Sheet 20-Sided Die
The graph below shows the type and color of each hex. As you build your battlefield, notice the center colors and border colors, so youll know which ones to use.
THE FIRST TIME YOU PLAY
Remove your game parts from their wrappings. Discard the extra materials. Assemble the Dragon: Snap the dragons wings into its side,
as shown below.
Once the dragons wings are assembled, do not try to take them off.
The Glyphs Glyphs are special enchantments that are placed in most of the Game Scenarios. In the Basic Games they represent certain objects; in the Master Games, they grant special powers. In the battlefield diagrams, Glyphs are represented by their key letters. When you build a battlefield that includes Glyphs, follow the Glyph Key below to see which ones to use. Symbol -Side Up
HOW TO USE THIS BOOKLET
This booklet features five different battlefields you can create, with level-by-level building instructions. For each battlefield, you can choose from two Game Scenarios. We recommend that you begin with the Basic Games, then move onto the more complex Master Games. There are separate instruction guides for the Basic Game and the Master Game. The tiles The hex-shaped tiles come in various sizes and colors. Youll link them and stack them as shown on the following pages, to build your battlefields. The illustrations below show how to link and stack them. Linking: Slide the notches into the grooves, as shown.
Dont try to snap them together.
Stacking: Fit one tile on top of The stickers We suggest that you put the round white stickers on the underside of your figures, and write your initials on them. That way youll know which figures are yours if they get mixed in with anyone elses.
another as shown.
Power-Side Up
Table of the Giants Battlefield
Legend holds that Giants once walked Valhalla. They would gather here during the depths of winter to carve up their hunting lands for the next year. While no Giants have been seen for countless ages, their bones are still rumored to be buried in this area.
Game Scenarios
BASIC GAME Attack at Dawn
(2 players)
Although early in the season, it feels like winter already. Breath condenses in the early dawn light. Warriors nervously check their weapons, their straps, their armor. Their mission is direct, but not easy: find the enemy, and destroy them.
Player 2
Goal: Destroy all of your opponents figures. Setup: Place figures where shown. Victory: When the other player has no figures left on the battlefield, you win.
ROUND MARKER TRACK
Player 1
MASTER GAME Clashing Fronts
(2 players, or 4 players in 2 teams)
The Table of the Giants has long been a meeting placebut this one was unexpected. Two enemy Valkyrie Generals armies have been marching in this direction all winter, unknowingly on a major collision course. In the end, which side will be left to march on to their destination?
Goal: Destroy all of your opponents figures. Setup: Place the Glyphs power-side up where shown. Two players: Each player drafts or brings pre-made 400-point armies. Four players: Each player drafts or brings pre-made 300-point armies. One player/team starts in the brown starting zone; the other player/team starts in the navy starting zone. Victory: When the other side has no figures left on the battlefield, you win. If the battle reaches the end of Round 12, then the battle is over and the player or team with the most points on the battlefield wins (see Scoring, on page 10 in the Master Game Guide).
The Forsaken Waters Battlefield
For centuries, the Dark Lakes separated the Regions of Laur and Nastralund. When the search for wellsprings began, the lakes became a source of dispute between the Archkyries on each side. They each built a fort on their shore, but dozens of skirmishes quickly reduced the area to ruins.
MASTER GAME Winter Holdout
With winter coming, maintaining control of the pass through The Forsaken Waters becomes very important. The warm waters keep snow away, allowing safe passage between Laur and Nastralund. Controlling The Forsaken Waters gives a Valkyrie General an advantage throughout the winter. Two opposing sides are here to fight for it, and calls for reinforcements have been sent.
Goal: Destroy all of your opponents figures. Setup: Place the Glyphs power-side up where shown.
Two players: Each player drafts or brings pre-made 300-point armies. Four players: Each player drafts or brings pre-made 160-point armies. One player/team starts in the brown starting zone; the other player/ team starts in the navy starting zone.
BASIC GAME Dive the Dark Lakes (2 players)
A rumor has been spreading concerning the Dark Lakes in the depths of these cold, dark waters may lie the source of the wellsprings. The Valkyrie General who controls The Forsaken Waters could use deep-dive devices to explore the waters. But there are 2 Valkyrie Generals with deep-dive devices.
Goal: Secure the Dark Lakes region by capturing the enemys deepdive device. Setup: The Glyphs of Brandar represent the deep-dive devices. Place them where shown, with the Artifact side facing up. Place figures where shown.
Special Rules: At the end of every round, all players with figures still on the battlefield may roll the 20-sided die to see if their reinforcements have arrived. After Rounds 1 and 2, any player who rolls 16 or higher may place reinforcements. For all other rounds, players only need to roll 11 or higher to place reinforcements. Reinforcements are placed as follows: draft (roll for draft order, if needed) or bring pre-made 160-point armies that have not previously been destroyed in the game. Army Cards with The Drop special power cant be chosen. Place reinforcements in your original starting zone, and use them as part of your army. Each player can only receive reinforcements once, if at all. Victory: When the other side has no figures left on the battlefield, you win. If the battle reaches the end of Round 12, then the game is over and the player or team with the most points on the battlefield wins (see Scoring, on page 10 in the Master Game Guide).
Player 1 (Laur)
Player 2 (Nastralund)
Victory: When you move a figure onto the other players deep-dive device, or the other player has no figures left on the battlefield, you win.
Durgeth Swamps Battlefield
In the depths of the Region of Lindsfarme lived a savage tribe known as the Durgeth. They held to the swamps, using the shifting waters to their advantage. At the start of the war, the Durgeth were destroyed, as their swamps are close to a wellspring. but it is said that some still lurk, preying on travelers.
BASIC GAME The Search For Comfrey Plants
When the Durgeth were overrun, their secret to long life was uncovered the unique minerals in the swamp cause the comfrey plants leaves to secrete a potent medicine. The last battle between Jandar and Utgar left their squads gravely wounded. Both Valkyrie Generals have ordered their Heroes to gather as many comfrey plants as they can, before the enemy takes them all.
Goal: Be the first player to find 2 comfrey plants.
Setup: The 2 Glyphs of Brandar and the Glyph of Kelda will represent MARKER hidden comfrey plants. Turn all Glyphs symbol-side up, shuffle them, TRACK then place them on the spaces marked with a ?. Place figures where shown. Player 2
Player 1 Special Rules: When one of your figures lands on a Glyph, stop there and turn it over. If it is not a comfrey plant (Glyph of Brandar or Kelda), then remove it from the battlefield. If it is a comfrey plant, then keep it power-side up in front of you. Victory: The first player to collect 2 of the 3 comfrey plants wins. Or, if the other player has no figures left on the battlefield, you win.
MASTER GAME Under Tempests Cover
The swamps are treacherous under normal conditions. But the rain and winds are relentless. A Valkyrie General has been hunting this quarry for days, driving his enemy into the depths of this miserable bog. He must stop the enemy scout before he (or she?) gets the information back to the Valkyries transfer post on time. But who is the scout?
Player 1s Goal: By the end of Round 12, your secret Hero Scout must make it through Durgeth Swamps to the Valkyries transfer post. Player 2s Goal: By the end of Round 12, you must prevent Player 1s secret Hero Scout from reaching the Valkyries transfer post. Setup: Place the Glyph of Gerda power-side up where shown. Place a Glyph of Brandar Artifact-side up where shown, to represent the Valkyries transfer post. Each player drafts or brings pre-made 400point armies. Player 1 takes one Glyph (including the Glyph of Kelda) for each of his Unique Army Cards, and secretly places one Glyph symbol-side up on each of those cards. The Glyph of Kelda represents the secret scout. Player 1 starts in the brown starting zone; Player 2 starts in the navy starting zone. Special Rules: There is a storm raging in the swamps, so there can be no flying or parachuting. Army Cards with The Drop special power ignore that power and are placed just like other figures. For Round 1 only, Player 2 adds 12 to his initiative roll. When a Unique Hero controlled by Player 1 is destroyed (or taken control of by Player 2), turn over the Glyph on that Army Card. Victory: If Player 1 moves a Unique Hero onto the Valkyries transfer post, and it is the scout (with the Glyph of Kelda), then Player 1 turns over that Glyph and wins. If Player 2 destroys the scout, then Player 2 wins. If Player 1 does not get the scout to the transfer post by the end of Round 12, then Player 2 wins, even if Player 2 has no figures left on the battlefield.
Trollsford Swamps Battlefield
In the days of old, trolls were said to raid across the river. Archkyrie Navess erected a stronghold to protect his lands from troll raiding parties. Navess Region was later conquered by the Archkyrie of Upper Bleakwoode, but the name Trollsford still remains.
MASTER GAME A Desperate Rescue Attempt
(2 Players on a team vs. one player)
Sgt. Drake Alexander has been captured, and its only a matter of time before he talks. He knows a lot, and if he talks, his captors will find out their enemies secrets. Luckily, an enchantment has been cast on Sgt. Drake Alexanders allies. One of his allies only needs to touch him and they will all be transported back to safety. But the enchantment can only last for so long.
Player 1 and 2s Goal: Rescue Sgt. Drake Alexander by the end of round 8. Player 3s Goal: Prevent Players 1 and 2 from rescuing Sgt. Drake Alexander. Setup: Place 4 Glyphs power-side up where shown. Place another Glyph symbol-side up where shown, then place Sgt. Drake Alexander on top of it. Players 1 and 2: Each player drafts or brings pre-made 200-point armies. Player 3: You may draft or bring a pre-made 500-point army. Players 1 and 2 start in the navy starting zone. Player 3 starts in the brown starting zone.
Special Rules: Sgt. Drake Alexander cannot participate in the battle, be controlled by anyone, or move from his secured space. The symbol-side up Glyph cannot be moved, and its power does not affect the game. Victory: If Player 1 or 2 can move a figure next to Sgt. Drake Alexander, then he is rescued and Players 1 and 2 win. If Sgt. Drake Alexander is not rescued before the end of Round 8, then Player 3 wins, even if Player 3 has no figures left on the battlefield. Player 3 can also win if Players 1 and 2 have no figures left on the battlefield.
MASTER GAME A Toxic Mist
A Valkyrie General knew that others would follow her here, to Trollsford. That is why she released a poisonous gas into the water. Now they must not only fight each other, but fight to breathe. yet they can only hold their breath for so long
Goal: Destroy all of your opponents figures. Setup: Place the Glyphs power-side up where shown. Each player drafts or brings pre-made 400-point armies. One player starts in the brown starting zone; the other player starts in the navy starting zone. Special Rules: At the end of every round, the deadly gas is one level higher. (At the end of Round 1, the gas covers level 1 and all water spaces on the board. At the end of Round 2, it also covers all of level 2, and so on.) The gas cannot rise above level 5. At the end of each round, all figures in the gas take 1 wound. Figures are not affected by the gas during the round, only at the end. Victory: When the other side has no figures left on the battlefield, you win. If both players lose their last figures at the same time, then neither player winsthe other Valkyrie Generals plan has worked. If the battle reaches the end of Round 8, then the battle is over and the player with the most points on the battlefield wins (see Scoring, on page 10 in the Master Game Guide).
Migols Tomb Battlefield
Two hundred years before the Rise of the Valkyrie, Archkyrie Migol II ruled over most of Upper Bleakwoode and the ancient lands of Lr. Upon his death, his son Migol III erected a tomb on Barrenspur. Thieves have since turned the tomb into an empty ruin, but the catacombs beneath are still said to hold great riches.
MASTER GAME Mimrings Fortress
(4 players as individuals)
A Valkyrie General has mapped out the locations of 3 enemy wellsprings. This coveted information must be kept from others. The Valkyrie has built a device that will bury the map deep in the rock of Barrenspur, but it will take some time for it to finish its work. And who better to guard it than a dragon?
Goal: Player 1 controls Mimring and his minions, and must protect the map and burrowing device until it is secure. Players 2, 3, and 4 are all competing to get the map. They are not on a team. Setup: Place a Glyph of Brandar Artifact-side up where shown. The Artifact will represent the map. Turn the Glyphs of Astrid, Gerda, Valda, and Mitonsoul symbol-side up, shuffle them, then place them on the spaces in the catacombs marked with a ?. Place Mimring where shown. Player 1 controls Mimring and 260 points worth of drafted or pre-made armies. Players 2, 3, and 4 each control 200 points worth of drafted or pre-made armies. Player 1 starts in the brown starting zone; the other players each start in either the navy, teal, or dark yellow starting zones.
Special Rules: Players 2, 3, and 4 have an uneasy alliance at the start of the game. This means their armies are all considered friendly. As soon as one of these players attacks another, the truce is off between all of them and cannot be remade.
Victory: If Player 2, 3, or 4 has a figure on the Artifact Glyph at the end of a round, then that player gets the map and wins. If no one has gotten the map by the end of Round 6, then Player 1 wins, even if Player 1 has no figures left on the battlefield.
MASTER GAME To Take Barrenspur
(2 players, or 4 players on 2 teams)
Under a bleak and unforgiving sky, all is silent. Everyone knows that blood will be spilled soon. Orders have come to take Barrenspur, to hold Migols Tomb. Unfortunately, the orders have come from more than one Valkyrie General.
Goal: Destroy all of your opponents figures. Setup: Place the Glyphs power-side up where shown. Two players: Each player drafts or brings pre-made 400-point armies. Four players: Each player drafts or brings pre-made 300-point armies. One player/team starts in the brown starting zone; the other player/ team starts in the navy starting zone. Special Rules: Due to the recent rains, all sand spaces have turned to mud. Each figure uses up 2 moves on each sand space. Victory: When the other side has no figures left on the battlefield, your side wins. If the battle reaches the end of Round 12, then the battle is over and the player or team with the most points on the battlefield wins (see Scoring, on page 10 in the Master Game Guide).
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2004 Hasbro, Pawtucket, RI 02862. All Rights Reserved. denotes Reg. US Pat. & TM Office.

Official Frequently Asked Questions from www.heroscape.com
Getting Started Glyphs Movement Movement (Double-Space Figures) Attacks Special Attacks Terrain Questions Common Special Powers Card/Rules Errata Figure Questions
Version 8.3 June 2008
My question is not answered below. If you can't find the answer to your question in the FAQ, the Wizards of the Coast Customer Service Team will be happy to help you. You can contact Customer Service by sending an e-mail, using the E-mail Us Tab on their Help page, or by calling 1-800-324-6496 (US/Canada) or 425-204-8069 (All other countries). In the overall story, which Valkyrie Generals are allies, which ones are enemies? Normally the good/bad lines are drawn as follows: Good: Jandar & Aquilla Bad: Utgar Neutral with slight leanings toward one side or the other: Ullar, Vydar, Einar. Currently, with the evolution of the conflict described in Thormuns Journal: Jandars alliance consists of Jandar, Ullar, Einar, Vydar, & Aquilla all pitted against Utgars terrifying forces.
2008 Hasbro, Inc. HEROSCAPE and its logo are trademarks of Hasbro, Inc. in the USA and other countries. Permission granted to photocopy for personal use only.
Getting Started
When building a battlefield, can you stack water tiles? No. Water (and tiles like water) are considered on the level below them, so we do not recommend stacking them. What do I do if I have more figures than spots in the starting zone? Count out the number of spaces your Army will consist of (counting 2 spaces for each double-space figure). If your Army (including figures that do not start on the board) consists of more spaces than the scenario allows in your given starting zone, you must remove figures from your Army until the number of spaces your Army consists of matches, or is less than the number of starting zone spaces. Order Markers - Can you place all of your order markers on one card if you want? Yes. On some of the Marvel Heroscape Cards, there is an S symbol on the card. What does that S symbol mean? Per page 7 of the Marvel: The Conflict Begins rulebook, The S stands for Super Strength. Not all figures in the Marvel Universe have Super Strength. A figure with Super Strength is not affected by the Falling and Major Falling rules, and they will also ignore any special powers that give automatic shields to Destructible Objects. Can you ever have the same Unique figure(s) in an Army twice? A: No. You can never under any circumstances have 2 of the same Unique figure(s) or (Unique Heroes/Squads with the same name) in the same Army. What figures are considered friendly? Per Page 8 of the Swarm of the Marro rules, friendly figures are your own figures and teammates figures. All figures you control are always considered friendly. Whenever you are allied with a teammate at the beginning of a scenario and you have the same goals & victory conditions, any figures you both control are considered friendly. A temporary alliance between opponents during a battle doesnt change anything. Remember, alliances can always change (unless stated at the beginning of a scenario), so even when you have a temporary truce with an opponent, that opponents figure is never considered friendly. Winning: In an all out battle where you have to destroy all of your opponents figures, when are victory conditions checked? Victory conditions are checked at the end of each turn. This is important, as there are many powers where figures can change hands temporarily. Victory conditions (unless otherwise stated in the scenario) are checked at the end of each turn, not in the middle of it.
Glyphs
See below for a list of all glyphs Do water/glyphs add height to the tile they are on? No, they are considered on the same height as the hex below them. From page 9 of the Swarm of the Marro rules: "Note: Glyphs, water tiles and swamp water tiles do not add height to any spaces on which theyre placed Do flying/leaping figures have to stop when flying over Glyphs? Flying & leaping figures (as well as figures that have other leap-like powers) can pass over glyphs without stopping. If I step on the Glyph of Kelda with one of my squad figures, can one of my previously destroyed squad figures come back to life? No, because only figures with one or more wound markers can step on this glyph. All squads have a life of 1, which means they would never have a wound marker placed on them. Thus, they cannot step on the glyph. If I have a figure on the Glyph of Lodin, is adding one to the die roll optional? For example, if Im rolling for Massive Curse (Glyph of Mitonsoul) on an opponents figure and I roll a one, can I choose not to add one to my die roll and destroy his figure? Yes. The keyword in the Glyph of Lodin wording is may. You may add one to any 20 sided die roll while standing on the Glyph of Lodin. If you think it helps you by not adding the one, you may choose not to. Can the Glyph of Lodin help with a D20 roll on a Special Attack? No. Per the SOTM Rules, (page 14: Special Attacks): "Special attacks can never be modified by Glyphs, other special powers, or height advantages." When a flying figure steps off of the glyph of Rannveig, they cannot fly and must walk, but after they take that first step, can they then start to fly since there is no figure on the glyph? Yes. Flying figures may choose to walk, or fly, but they can also switch how they move mid-turn.
Which glyphs have been released to date, what sets were they in, and what do they do?
Rise of the Valkyrie (Master Set 1) Permanent Glyphs: Astrid (Attack +1): For each figure you control, roll one extra attack die. Brandar (Artfact): The rules for these two Glyphs vary, depending on the game scenario. Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll. Gerda (Defense +1): For each figure you control, roll one extra defense die. Ivor (Range +4): For each figure you control with a Range number of 4 or more, add 4 to the Range number. Valda (Move +2): For each figure you control, add 2 to the Move number. (Do not use this power when moving off the glyph).
Temporary Glyphs: Kelda (Healer): Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all wound markers from its Army Card. This glyph cannot be placed symbol side up in any scenario you create. Erland (Summoning): When one of your figures stops here, you may summon any other figure (yours or your opponents) by moving it to a space adjacent to the figure on the Glyph. The summoned figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you cant use the Summon power. Mitonsoul (Curse): For each figure on the battlefield (yours and your opponents), roll the 20-sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe.
Malliddons Prophecy (Collection 1) Permanent Glyphs: Jalgard (Defense +2): Included in the "IX Roman Legions" set. For each of your figures, roll two extra defense dice. Lodin (Lucky 20-Sider): Included in the "Heroes of Bleakwoode" set. Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll. Rannveig (Wind): Included in the "Snipers and Vipers" set. All Figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig. Temporary Glyph: Sturla (revive): Included in the "Grut Orcs" set. One at a time, roll the 20-sided die for each figure destroyed in this battle (yours, your teammates' and your opponents') If you roll a 19 or a 20, place a figure in any starting zone of your choice. If you roll 1 through 18, the figure remains destroyed. Swarm of the Marro (Master Set 2) Permanent Glyphs: Brandar (Artfact): The rules for this Glyph vary, depending on the game scenario. Crevcor (Common Attack +1): All common figures un your Army may add one extra attack die when attacking normally. Proftaka (Pit Trap): Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Proftaka only if a friendly figure occupies an adjacent space. Thorian (Thorian): All opponents figures must be adjacent to your figures to attack your figures with a normal attack. Ulaniva (Unique Attack +1): All Unique figures in your Army may add one extra attack die when attacking normally.
Wannok (Wound): At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield. Temporary Glyphs: Nilrend (Negation): When one of your figures stops here, you may choose any opponents Unique figure. Roll the 20-sided die. If you roll a 1-4, nothing happens. If you roll a 5-20, place the Gold Negation Marker on the chosen figures Army Card. All of that figures special powers are negated for the rest of the game. Oreld (Intercept Order): When one of your figures stops here, roll the 20-sided die. If you roll a 1-9, nothing happens. If you roll a 10-20, you may remove one random Order Marker from an opponents Army Card. Marvel: The Conflict Begins (Marvel Master Set) Mysterious Item (Artifact): The rules for this Glyph vary depending on the Game Scenario. Object of Power (Artifact): The rules for this Glyph vary depending on the Game Scenario.
Movement
Does each individual member of the squad move and attack before the next one, or do they all move, then all attack in turn? First you may move any or all Squad figures shown on your chosen Army Card, if you want to. Then after all desired movement, you may attack with those figures. Can I shift an opponent's figure a little bit to make room on an adjacent space for mine? You cannot move or touch your opponents figures. A figure cant move through or onto a space that it cant fit completely onto. So if Grimnaks tail is blocking your figure from standing correctly on a space, you cant move there. Can I adjust a figure after it attacks in order to make gaining line of sight difficult for my opponent? You can adjust any figure you control on your turn, even after attacking. Can I adjust any figure I control on my turn even if Im not taking a turn with that figure? Yes, you can adjust any figure you control on your turn. Can a figure walk or move over a ruin to get to the space on the other side? Yes, but normal movement rules still apply. The ruin (from the Rise of the Valkyrie Master Set) is 6 levels high, so it would take a move of at least 7 to get onto the other side, and the figures height would have to be higher than 6 in order to move over it. When does a figure actually receive a leaving engagement attack? Is it when he is on an adjacent space and moving away, or when he makes the complete step and is standing on the next space, thus leaving the engagement. The leaving engagement attack occurs as soon as you declare that the figure is moving onto a space that is no longer adjacent. Remember, adjacency is checked only on spaces, not the area in between spaces. Once you do that, your opponent can take a leaving engagement attack. The figure is considered to be still on the adjacent space when it receives or doesn't receive the leaving engagement attack. When do you check for adjacency when a figure is moving up or down levels of terrain or over a battlement. You only check for adjacency on each SPACE as you move. A space is any hex shaped space as well as any ladder rung. Can a figure standing on a ledge and not adjacent to any other figure fall off the ledge, fall past another figure and take a leaving engagement attack from that figure? No. You check for adjacency on each space as you move, when that figure was on the top of the cliff it was not engaged, and when it landed it was not engaged, thus no leaving engagement attacks occurred. Remember, the only things considered spaces are actual hexes a figure can stand on, and ladder rungs. You never check for adjacency as you climb a battlement, as you climb up terrain, or as you fall. You only check adjacency on each space as you move.
Movement (Double-Space Figures)
When can you flip a double-space figure? You can flip a double-space figure any point before, during ,or at the end of that figure's movement. If Im flipping a double-space figure, do I have to be able to have enough room on both sides to slide or spin around? No. Sliding from one space to another never matters on any movement; it's actually fitting on each space as you go. If you were flipping around, you would lift the figure up, spin it, and then place it back down on those same 2 hexes. As long as it can fit once you have flipped around, you can flip the figure at no movement cost. While moving a double-space figure to the next space of its movement, can I flip it so it can fit? You cannot flip midair in between movement spaces. You must stop on 2 spaces, then flip on those same 2 spaces and be able to stand facing both directions for the flip to work. (The only exception would be if you were going up or down levels of terrain). After flipping in this manner, you may continue your movement if applicable. After flipping, do I have to continue with the same leading side (the side that is now facing the direction I just came from)? No. After flipping, you can decide which end will be the leading side now.
Attacks
Do you need Line of Sight when attacking an adjacent/engaged figure? No, once you are engaged with a figure, you do not need line of sight. Can I use a special power on a ranged figure when I'm engaged with a different figure? When you are engaged with another figure, Special powers (NOT Special Attacks) can still affect figures you are not engaged with. If you are going to use a normal/Special Attack, it must affect the figure you are engaged with. Can a figure target itself with a ranged attack? No, a figure cannot target itself unless otherwise stated on the Army Card. If a single space figure is not facing another figure that he is attacking, does he have line of sight? Facing does not matter when determining Line of Sight for the single spaced figures. The best way to tell if your Attacker has a clear Line of Sight is to get behind its head and look at the targeted figure. If you can see any part of the targeted figures Hit Zone from its head, you have a clear Line of Sight. The facing of the attacker's head does not matter. With double-space figures, facing does matter, as certain areas of the body may block Line of Sight. Remember that you can flip your figure anytime during a double-space figures move, so keep Line of Sight in mind when you are moving. How do you know if figures are adjacent when one figure is on a ledge? If the base of the character on the ledge is equal to or higher than the height of the figure on the lower level they are NOT adjacent. If the base of the higher character is not higher than the height of the figure on the lower level they ARE adjacent. Count only the sides of the hexes not the top flat level when determining adjacency. Can I roll less attack/defense dice if I want? No, on page 12 of the Swarm of the Marro Rules; number 2 under "To carry out the attack" states you have to roll the number listed on your Army card, plus any enhancements. I have range to one side of a double-space figure, but Line of Sight is obstructed because of a cliff or other obstacle. However, I have Line of Sight to another part of the figures hit zone. Can I still attack the figure? Yes. The instructions state you need to be able to "see" any part of the targeted figure's hit zone. So if you have range to 1 of the figure's 2 hexes, and you have LOS to ANY part of that figure's Hit Zone, you can attack.
Special Attacks
Does elevation give a +1 die bonus to a Special Attack? What about Auras and Glyphs? Special Attacks are NEVER modified. Can I use a Special Attack and a normal attack in the same turn? No. A Special Attack is used instead of a normal attack for each figure. Squads that have Special Attacks are normally covered under the all or none rule, because most special attacks list that all of the Squad members are involved, however there may be exceptions in the future. Can you add dice to your defense roll against a special attack for height advantage? Yes! You absolutely can roll extra dice for height advantage, glyphs, and auras when rolling defense against either a normal or special attack. An engaged figure must attack the figure it's engaged with, but can that figure use a special attack in close combat? Yes.
Terrain Questions
Lava Road/Fortress/Destructible Objects Snow Lava
Can figures that have "water" abilities on their cards (Slither, Water Suits, Water Weakness, etc) consider Lava the same as Water as stated in the Volcarren Wasteland instructions? The note in the Volcarren Wasteland instructions is in reference to height/ movement questions for molten lava tiles. Any card that lists a special ability that uses water would still need a water tile to complete that ability. For example, the Venoc Vipers cannot slither across molten lava. The Microcorp Agents do not get added defense, nor would they be able to use their water suits in the lava. If a double-space figure crosses over a river of molten lava, does it get injured since it doesn't have to stop? Yes, you roll for molten lava damage once, when the leading hex crosses the river. If you happen to survive you may continue moving. The trailing hex does not roll for molten lava damage.
Road/Fortress/Destructible Objects
See Errata Section Below. Which Special Powers and Attacks can target the door, Breakable Wall Section (from the Marvel Master Set) or other Destructible Objects? Per the Fortress instructions: The Door may be attacked by a normal attack, a special attack, or by special powers that only cause wounds. The Door cannot be targeted or attacked by special powers that may destroy it in one attack. Remember, that the Door is not a figure, but it can be targeted and attacked much the same way a figure is targeted and attacked, with some exceptions. The Door does not have a size. Special Powers/Special Attacks that target or enhance the attacking figure if the defending figure is a certain size will not work. Examples: Deadyeye Dans Ullar Enhanced Rifle Special Attack, Jotuns Throw, and Sir Denricks Giant Killer, & Gladiatrons Cyberclaw The Door cannot be destroyed. Special Powers/Special attacks that even mention destroy as one of the effects cannot be used against the Door. Examples: Deadeye Dans Sharpshooter, & Grimnaks Chomp. The Door is not a figure. Special Powers that are not necessarily an attack cannot affect the door. Examples: Morsbanes Rod of Negation, Ne-Gok-Sas Mind Shackle, & Agent Carrs Ghost Walk. Also, the door is not affected by Raelins Defensive Aura. Do enhancements work on the attacking figure when attacking the door? Yes, but only if they do not specify anything about the size of the defending figure. Sir Denricks Giant Killer for example, cannot affect Sir Denrick because the Door doesnt have a size. Normal enhancements like Taelords Attack Aura, Omnicron Snipers Deadly Shot, Agent Carrs Sword of Reckoning 4, and Valguards First Assault 3, and effects like those will all work when those figures attack the door. See the previous question for more detail on which Special Powers/Special Attacks can affect the door. If I target the closed door with an explosion attack (that also affects adjacent figures), will it affect figures that are adjacent to it, even if they are on the other side? Yes.
If a double-space figure has only the leading hex on the road at the start of its turn, but stays on the road the rest of its turn, can it get the +3 road bonus? No, your entire move (including both starting hexes for double-space figures) must be on the road. The trailing hex started its move on a terrain tile that was not road. If a continuous path starts on a wall walk tile (sitting on a Fortress Wall) and ends on a road tile (sitting on terrain such as grass or rock), does a figure get the +3 movement bonus if they start on the wall walk, and end on the road, but their entire movement was on both types of tiles? Yes, the only difference between wall walk tiles and road tiles are whats underneath them. You can move between both types of tiles and keep the +3 movement bonus as long as your entire movement was on those types of tiles. Can a figure walk or move over a Fortress Wall to get to the Wall Walk tile on the top if there are adjacent terrain tiles allowing figures to get high enough? Yes, but normal movement rules still apply. A figure cannot move up a number of levels equal to or higher than its height number all at once.
If Im climbing the sides of Heavy Snow, do the sides count as 1 or 2 spaces? The sides of Heavy Snow only count as 1 space. The tops however, count as 2 spaces.
Common Special Powers
20-Sided Die Powers Bonding Deadly Shot/Strike Double Attack Explosion Special Attacks Flying Frenzy/Berserker Charge Leap Like Special Powers Locked Movement Powers Mindshackle/Soul Devour Spirits 20-Sided Die Powers
Some powers (in relation to rolling the 20-sided die) say "20 or higher" some just say "20". If I roll higher than a 20 (because of other powers/glyphs) on the powers that list 20 as a max, what happens? For any 20-sided die roll (except for initiative), any number above 20 counts the same as a 20. Initiative is different however, if you are on the glyph of lodin and roll a 20 (20+lodin=21) and your opponent rolls a 20 as well, you win the initiative roll.
Bonding
Examples: Orc Champion Bonding, Human Gladiator Bonding, Ullar Warlord Bonding. How does bonding work (Ullar Warlord Bonding for this example)? Can I take a turn with all the Warlords that follow Ullar I control first? No, you can take a free (move & attack) turn with any one Warlord that follows Ullar before taking a turn with the figure with Ullar Warlord Bonding. If I have a turn order marker on an Army Card with bonding, but every figure on the Army Card has been destroyed, can I still use the bonding power? No. If the every figure on the Army Card is destroyed, you cannot take that turn, and the bonding power would never activate.
Deadly Shot/Strike
How does Deadly Shot/Strike work? Are the skulls doubled before, or after shields are counted? Deadly Strike & Deadly Shot double the skulls before the shields are counted. For example, a Minion of Utgar who is on height rolls 3 attack dice. Of those 3 dice, 2 skulls and one blank are rolled. The Figure below him rolls 3 dice, but only one shield. Your skulls are doubled to 4 hits. When you subtract the 1 shield, the defender takes 3 total hits.
Double Attack
How does Double Attack work? Does the figure with double attack have to attack the same opponent? No, not unless otherwise stated in the power. Once that figure attacks one opponent, you can choose any figure within range and attack again. The second figure can be the same figure you attacked the first time, or a different one. 2008 Hasbro, Inc. HEROSCAPE and its logo are trademarks of Hasbro, Inc. in the USA and other countries. Permission granted to photocopy for personal use only.
Explosion Special Attacks
Examples: Grenade Special Attack, Explosion Special Attack, Shotgun Blast Special Attack. When a figure uses an explosion attack into a crowded area, who gets hit first? Unless otherwise stated in the power, the target always rolls defense first. Then the attacker determines the order in which the other figures roll defense dice. If a figure with an explosion attack targets a double-space figure, who is considered adjacent? Normally its anyone adjacent to the hex the character is on, however with double-space figures any character that is adjacent to either space/hex it occupies is hit.
Flying
Do flying characters take leaving engagement attacks as soon as they start to move? Yes unless otherwise stated on the card. If they choose not to fly, they can move like a normal walking character and not take leaving engagement attacks until they actually leave the engagement. As soon as they fly though, they will take any leaving engagement attacks. Can flying figures fly over trees, or spaces that trees occupy? Yes. Even though normal figures cannot pass through any spaces that are occupied by trees, flying figures can in fact fly over them.
Frenzy/Berserker Charge
How does Frenzy/Berserker Charge work? Can I keep rolling for the power if I get it on my first try? Yes. You can keep rolling for these powers after each turn/move (depending on the wording of the power) until you roll less than a number noted on the power, or choose not to roll any more.
Leap Like Special Powers
Examples: Stealth Leap, Grapple Arm, and Swing Line 4 In Stealth Leap it says "A Monk may not leap more than 12 levels up or down in a single leap." Does a single leap mean one of the 3 moves that Stealth Leap contains or the total of the leap? It refers to the total up and down movement of the Stealth Leap move. You can leap no more than 12 levels in both directions, but its in reference to the starting level. So even if a monk leaps up 11, and down 20 all in one leap (because the 20 is really just 9 spaces lower than the starting level), he wont take any falling damage. Remember its all relative to the starting level where the monk was at the beginning of the leap. Also, a monk can leap over a 100 level deep crevice because he isnt leaping down all that way, hes leaping over it. As long as his ending spot is no more than 12 levels in either direction. This answer also works for other powers that are worded like stealth leap (see the examples above).
Locked Movement Special Powers
Examples: Stealth Leap, Swing Line 4, Grapple Arm, Gladiatron Movement Bonding, and Disappearing Ninja Are the movement values listed in the special power section of the cards (Like Shaolin Monk's Stealth Leap) affected by enhancements (road, glyphs, etc)? No, they are not affected by enhancements; they are static move values that cannot increase. Note: Movement ENHANCING powers like the Kozuke Samurai are not covered by this FAQ.
Mindshackle/Soul Devour
Can a figure with Mindshackle or Soul Devour use either of those powers on an opponents Unique figure if you already have that same Unique figure (or a figure of the same name) in your Army? If successful, that would allow you to have 2 of the same Unique figure in your Army. No. You can never under any circumstances have 2 of the same Unique figures in your Army.
Spirits
Examples: Warriors Attack Spirit, Warriors Swiftness Spirit For the Spirit special power, it just says place this figure on any Unique Army Card. Can I place that figure on any Unique Army Card in the game (including my opponents), on any friendly card, or only my own Unique Army Card? You may place that figure on any Unique Army Card that is in play. It can be a friendly Army Card, or an opponents Army Card. Do you have to place a spirit-based figure on a different Army Card if you dont want to? All spirits are optional powers unless they say, you must.
Card/Rules Errata
Blastatrons Thoras Vengeance HOMING DEVICE: When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure. Castle Door Rules Fortress of the Archkyrie ERRATA: You may only open/close the door during your teammate's turns, or your own turn. You can now no longer open or close the door during an opponents turn, so before you finish yours or your opponents turn, make sure the door is in the position that you want it!
Chardris Defenders of Kinsland FIRE STRIKE SPECIAL ATTACK: Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice. ERRATA: Chardris Fireball is not a Hit Zone.
Deathreavers Thoras Vengeance SCATTER: After a Deathreaver you control rolls defense dice against a normal attack from an opponents figure, you may move any 2 Deathreavers you control up to 4 spaces each.
Deathwalker 9000 Rise of the Valkyrie RANGE ENHANCEMENT: Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their Range. Marro Hive Swarm of the Marro What was: If the Marro Hive is destroyed, it becomes a terrain obstacle and is not removed from the battlefield. Is now: If the Marro Hive was placed on the battlefield by a player as part of his Army, when it is destroyed remove the hive and the 6-hex swamp water tile base. If the Marro Hive was placed on the battlefield as directed by a scenario, when it is destroyed remove the Hive and leave the 6-hex swamp water tile base on the battlefield. Parmenio "Zanafor's Discovery" SACRED BAND DEFY DEATH 15: When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
Roman Legionnaires Malliddons Prophecy SHIELD WALL: When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power. Sentinels of Jandar "Jandar's Oath" ERRATA: The Sentinels of Jandar's official height is 6. Sir Dupuis Defenders of Kinsland ERRATA: Sir Dupuis shield is not a Hit Zone. Taelord "Malliddon's Prophecy" STEALTH FLYING: When counting spaces for Taelords movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks. Templar Cavalry "Fields of Valor" ERRATA: The symbol on the Templar Cavalry card should be Jandar, not Einar.
Figure Questions
If a question on a figures special power is not answered here, check the Common Special Powers & Errata sections above. 4th Massachusetts Line "Utgar's Rage" Does Wait then Fire stack each turn I use it? No, Wait then Fire does not stack. If my non-Valiant figures are destroyed, and only Valiant figures are left on the battlefield, can the 4th Massachusetts Line use their Valiant Army Defense Bonus? Yes. Airborne Elite "Rise of the Valkyrie" If I decide not to throw a grenade with one Airborne Elite, Can I throw 2 Grenades with one of the other ones? No, you can only throw one grenade with each Airborne Elite. They must be thrown in the same turn. If one of your Airborne Elite is out of range or chooses not to attack with his Grenade Special Attack, he cannot throw a grenade and loses the ability since it is a once per game special attack. Can you use The Drop to drop the Airborne Elite into an area below an overhang? No. Can the Airborne Elite use The Drop more than once per game? No. When you use the Grenade Special Attack power, does each Airborne Elite have to lob a grenade if they have an enemy in sight? No. They don't have to. But if one uses his grenades, they all have to use them, or lose them. You can't split it up across turns. Alastair Macdirk "Jandar's Oath" Can you place the 6th wound marker on Alastair & take your last turn according to Overextend Attack? No, as soon as you placed the 6th wound marker on Alastair he would die and be removed from the game. Anubian Wolves "Utgar's Rage" Does Unleashed Fury stack each turn? No, Unleashed Fury does not stack. Arkmer Defenders of Kinsland Does Arkmer get +2 defense dice if Kyntela Gwyn is adjacent to him (+1 for Staff of Lerkintin and +1 for Kyntellas Strength of the Oak Aura 1)? Yes! Blastatrons Thoras Vengeance See Errata Section Above. 2008 Hasbro, Inc. HEROSCAPE and its logo are trademarks of Hasbro, Inc. in the USA and other countries. Permission granted to photocopy for personal use only.
Brunak "Orm's Return" Can Brunak place a figure that he carried onto a high spot adjacent to himself once he stops moving? Yes, as long as the figure would still be considered adjacent to Brunak. See adjacent rules on page 11 of the Swarm of the Marro rulebook. Once I kill a figure using Brunak's Blood Hungry Special Attack, can I move and attack again with Brunak? No, you can only attack again. If you are not adjacent to any other figures, your turn ends. Charos "Orm's Return" Does Charos' Counterstrike work against Samurai? Yes it works against everyone. No one is safe from Charos. Chardris "Defenders of Kinsland" See Errata Section Above. Cyprien Esenwein Fields of Valor Can Cyprien use his Chilling Touch special power even if he doesnt move? A figure can move 0 spaces, so yes. He can stay where he is and use Chilling Touch. Deathreavers Thoras Vengeance See Errata Section Above. Deathwalker 8000 "Orm's Return" If any figure has a special power that allows it to ignore the wound(s) inflicted by Deathwalker 8000's Rapid Fire Special Attack, can he keep attacking? No, if the figure ignores the wound it is the same as blocking it with a shield. The wound was never received, so Deathwalker 8000's Special Attack would stop there. If Deathwalker 8000 kills a squad member with his Rapid Fire Special Attack, can he continue to attack? Yes. He inflicted a wound to destroy that squad member, so he may continue to attack. Deathwalker 9000 "Rise of the Valkyrie" See Errata Section Above. Doctor Doom Marvel: The Conflict Begins Can Doctor Doom use Mind Exchange 17 on an opponents Unique figure if you already have that same Unique figure in your Army? If successful, that would allow you to have 2 of the same Unique figure in your Army. No. You can never have 2 of the same Unique figures in your Army. Can your own Doom figure use Mind Exchange 17 to take a turn with your own Unique Hero that you control? Yes.
Dzu-Teh Thaelenk Tundra Can a Dzu-Teh Glacier Traverse across several Glacier Mountains in one turn if they are all connected? No, the wording of the power states any unoccupied space adjacent to that Glacier Mountain. You can only Glacier Traverse across one mountain per move. If a Dzu-Teh is engaged to an opponents figure, and uses Glacier Traverse to leave the engagement, is it subject to a passing swipe? Yes, the Dzu-Teh would still take a passing swipe from the figure it was engaged with. Elite Onyx Vipers Exclusive Figure Where can I get the Elite Onyx Vipers? The Elite Onyx Vipers were an exclusive Squad available in an exclusive Master Set in 2006. They are currently not available at retailers, but we are looking into different avenues to make these Vipers and any other exclusive figures available. Finn the Viking Champion "Rise of the Valkyrie" Can Finn's Attack Aura affect a figure you control that has a range greater than 1 if that figure is attacking an adjacent figure? No, because the figure has a range greater than 1. Gladiatrons "Zanafor's Discovery" Are the Gladiatrons also stuck in the engagement because of their own Cyberclaw? No. Cyberclaw only affects figures that are engaged to a Gladiatron. Once any opponent's figures enter a space adjacent to a Gladiatron, they cannot move. That includes movements around the Gladiatron while still staying engaged. However, the Gladiatrons can leave the engagement if they choose to. On a side note; if 2 opposing sides both have figures with Cyberclaw, they would lock each other down. Is a character with Ghost Walk or Disengage also affected by Cyberclaw? Yes. As soon as they pass onto a space adjacent to a Gladiatron, they are locked into the engagement. No special power on an Army card or glyph can get them out of the engagement. Grimnak "Rise of the Valkyrie" Do you have to Chomp each turn? No, it is an optional ability. Can Grimnak chomp before he moves? No, Grimnak can only chomp after moving (if he chooses to) and before he decides to attack. Gurei-Oni Aquillas Alliance Does Gurei-Oni need line of sight to use Evil Eye Defense? No. If Gurei-Oni attacks the Castle Door with Kanabo Special Attack, can the second figure that the Kanabo hits be on the other side of the door? Yes.
Jotun Raknars Vision Are figures that are thrown subject to Falling damage? No, throwing damage includes falling damage. You do not have to roll for falling damage separately. Do Slippery Ice or Heavy Snow tiles limit the distance you can throw a figure? No. Just count each space as one space. What does the height of Jotun mean? The "height of Jotun" is the level Jotun is on, plus his height of 10. For example, if Jotun were standing on the first level, he would need to toss someone up above level 11 (or on the top of level 11) in order to negate any throwing damage. Jotun can only throw non-flying figures. If the wind glyph is in play and activated, or if Morsbane has negated the figures special powers, and figure cannot fly, are they considered non-flying figures and can Jotun throw them? Yes on both counts. Flying figures are considered non-flying once the wind glyph is activated. When Morsbane negates a figures flying ability, they are also considered non-flying. Kaemon Awa "Dawn of Darkness" Quick Release Special Attack says, When Kaemon Awa attacks with his Quick Release Specail Attack, he may attack one additional time. Does that mean that I get ANOTHER attack, and I could attack normally if I wanted to? No. That 2nd attack is another attack with Quick release Special Attack. Kee-Mo-Shi "Dawn of Darkness" Kee-Mo-Shis Toxic Skin states After Attacking does that mean that she can choose to not attack and she wont have to roll for Toxic Skin (for example, if she has friendly figures adjacent to her)? No, Kee-Mo-Shi will still have to roll for Toxic Skin even if she chooses not to attack. The note of after attacking is just to tell you where during your turn you must roll for it. Just like previous powers that state before moving or after moving and before attacking it isnt contingent on actually doing those functions (you can choose not to move, just like you can choose not to attack), it is only a note of when that special power would take effect during that figures turn. Kee-Mo-Shi always rolls for Toxic Skin. Kelda "Malliddon's Prophecy" Can Kelda heal herself? No, Kelda cannot heal herself. Can Kelda use her healing touch on an opponents wounded Hero figure in an attempt to roll a 1 and inflict damage? Yes, but that is a risky maneuver. If you roll higher than a 1, you would be bound by what is written on the card. You would then have to remove wound markers from your opponents wounded Hero figure. Kozuke Samurai Thoras Vengeance When using Charging Assault, can the Samurais movement be enhanced by anything like roads, or auras to increase the amount of spaces it can move? Yes. This ability is enhancing the base movement of the card, which may also be enhanced by things like Glyphs, Auras, or special terrain.
Sgt. Drake Alexander Rise of the Valkyrie Thorian Speed: Can Sgt. Drake Alexander be hit by any ranged attacks? Sgt. Drake Alexander can be hit by any ranged special attacks only. He cannot be hit by normal attacks unless they are from an engaged opponent because of Thorian Speed. Can Sgt. Drake Alexander travel down 25 levels with his Grapple Gun without taking falling damage? No, The wording for Grapple Gun states: This space may be up to 25 levels HIGHER. If Sgt. Drake Alexander travels down, he would take falling damage like any other figure. His Grapple Gun only helps him to travel up, not down. Can Sgt. Drake Alexander Grapple onto a Fortress Wall Walk that is exactly 25 levels higher, has a battlement on it? This battlement would cause him to go up 27 levels, but down 2 to get to the level 25 Fortress Wall Walk. No, because his total upward movement was more than his Grapple Guns 25 level limit. Can Sgt. Drake Alexander Grapple over a ruin and onto the hex on the other side? Yes he can, as long as the addition height of the ruin (6 levels) does not exceed his Grapple Guns total height limit of 25 levels, and the landing space is HIGHER than his starting space. Note, if he does Grapple over the ruin, he will take falling damage on the other side (fall of 6 levels). Sentinels of Jandar "Jandar's Oath" See Errata Section Above. Shaolin Monks "Jandar's Oath" Can the Monks use Stealth Leap to leap over molten lava without taking molten lava damage? Yes. Can a Shaolin Monk Stealth Leap over a 15 level Evergreen tree? No, you ignore elevations up to 12 levels because the Monk cannot jump higher than that. The Evergreen tree is more than 12 levels high, so you could not leap over it. Silver Surfer Marvel: The Conflict Begins If I get to remove an order Marker on an Army Card because of Cosmic Force Blast Special Attack, do I get to see what the order marker was once I remove it? No. It stays hidden from view until the point in the round when it would have come into play. It is then revealed, and the player that owns that order marker would obviously lose that turn. Sir Dupuis Defenders of Kinsland See Errata Section Above.
Sir Hawthorne Exclusive Figure Where can I get Sir Hawthorne? Sir Hawthorne was an exclusive figure available at Gencon 2007. He is currently not available at retailers, but we are looking into different avenues to make Sir Hawthorne and any other exclusive figures available. If each player is playing with a Sir Hawthorne in their Army, and you have to use Stab in the Back (because of your roll), who takes control of Sir Hawthorne? You cannot choose an opponent that already has a Sir Hawthorne in their Army because you can only have 1 of each Unique figure in an Army. If all players have a Sir Hawthorne in their Army, Stab in the Back would be negated and would not come into play. Remember that even if one of the Sir Hawthornes were to die, that figure would still be in that players Army. Sonlen Swarm of the Marro Can Sonlen use Dragon Healing and Dragon Swoop in the same turn? Yes Spider Man Marvel: The Conflict Begins If I use Web Special Attack on a figure that has 0 defense dice, do they get any extra damage because they should be rolling 1 defense dice? A figure cannot roll less than 0 defense dice. Spartacus Thoras Vengeance Can the X Order Marker be placed on Spartacus in order to activate Gladiator Inspiration? Yes. The X Order Marker is a valid Order Marker. If an Order Marker is removed from a Gladiator or from Spartacus during a round, does that negate Gladiator Inspiration? No. Gladiator Inspiration is checked at the beginning of the Round. Whatever happens to the Order Markers during the round does not matter. Gladiator Inspiration (once activated) lasts the rest of the round. Sujoah Aquillas Alliance If any figure has a special power that allows it to ignore the wound(s) inflicted by Sujoahs Poison Sting Special Attack, can Sujoah keep rolling the D20 for Poison Sting Special Attack? No. Even though it doesn't explicitly state it, the reason he continues to roll for poison damage is because the wound is still being inflicted. If the wound were ignored, you would stop rolling for Poison Sting Special Attack. Special Case: For a power like Crixus & Migol's One Shield Defense, if you inflicted at least 1 wound on the initial attack roll, even though that's the MOST you could hit them with, inflicting the wound, will still trigger the poison roll. If you roll a 10-19, you can't inflict the wound, so you can't re-roll, but if you roll a 20, the defending figure would STILL be destroyed! If a power that ignores wounds just received (like Acolarhs Leaf of the Home Tree Aura) triggers on the poison roll, does it allow the defending figure to ignore ALL wounds from the attack? No. Only the wound(s) that were just inflicted when the power was triggered.
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