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Manual

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Comments to date: 5. Page 1 of 1. Average Rating:
selonjt_pop 2:59pm on Wednesday, September 15th, 2010 
Heavy metal FAKK2 is surely the most impressive game I have played in a long time. And one of the few full-on action adventures I have ever played.
babboste 9:56pm on Thursday, June 3rd, 2010 
The first thing youre gonna notice when you start playing FAKK2 is how incredibly sexist it is.
mak 12:43am on Sunday, April 11th, 2010 
Stop working this baby with the stock firm ware. Nothing will get connect nor it will give me anything out.
kwd1 3:42pm on Saturday, April 10th, 2010 
Dwarves with Flamethrowers, ogres in power-armor, and elven uh... elves! i was very happy with Blizzard for creating this masterpiece. As with WarCraft, its flawless. The grphics are great even though the its 2003.
trisko 9:36am on Tuesday, March 23rd, 2010 
TP-Link makes excellent products at reasonable prices. Most routers I have had over the years seem to burn out after one to two years. I had a few problems with wireless dropping signal in my first week of use. I have read several reviews that mention similar.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

qx_84895_SW_R2D2_v3 7/15/02 2:58 PM Page 1

Ages 8+

Important Note: The treads on R2-D2s steering legs can navigate floors and most carpeting.
However, we strongly recommend you use R2-D2 indoors only. Never use R2-D2 near stairs, unless the stairs are protected. R2-D2 is unable to detect or navigate stairs and may fall down stairs and become damaged if not protected. Use on tabletops only in the wheel-lock setting. R2-D2 may fall from table and become damaged if wheels are not locked. You can keep R2 out of trouble by placing simple barriers in his path like sheets of cardboard. As long as it is something solid and is as tall or taller than R2, his sonar will usually detect it.
Official Astromech Droid Official Astromech Droid

FCC STATEMENT:

This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy, and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures: Reorient or relocate the receiving antenna. Increase the separation between the equipment and the receiver. Consult the dealer or an experienced radio/TV technician for help. Changes or modifications not expressly approved by the party responsible for compliance could void the users authority to operate the equipment.

OPERATION MANUAL

Product and colors may vary. 2002 Lucasfilm Ltd. & or TM where indicated. All rights reserved. Used under authorization. * and/or * & 2002 Hasbro. All Rights Reserved. denotes Reg. U.S. Pat. & TM Office. CyberLife technology used in this product 2001 Creature Labs Ltd. Patents Applied for. The egg logo is a trademark of Creature Labs Ltd. All rights reserved. Voice Signal and the Voice Signal logo are trademarks of Voice Signal Technologies, Inc.

Distributed on Earth by:

Some assembly required. Requires 4 "D" batteries and 4 "AA" alkaline batteries (not included). Phillips screwdriver (not included) required to insert batteries.

P/N 6162290000

qx_84895_SW_R2D2_v3 7/15/02 2:58 PM Page 3
USING R2-D2S INTERGALACTIC BEVERAGE HOLDER/UTILITY ARM
1.) Open door. 2.) Swing down utility arm. 3.) Open clamp and place beverage container (not included) in clamp.

Congratulations!

You are a proud owner of R2-D2, an R2-series astromech utility droid from Industrial Automaton, the galaxys finest maker of service automatons, and distributed here on Earth by Hasbro. This droid is ready to obey certain commands, play games, and assist you on your Jedi missions. This particular R2 unit comes from the peaceful world of Naboo, where he and a team of astromechs served Queen Amidala aboard her Royal Starship. R2-D2 has seen and taken part in many amazing adventures. He fought valiantly alongside both Anakin and Luke Skywalker, aided the Old Republic during the clone wars, and was instrumental to the Rebellion against the Empire during the Galactic Civil War. R2-D2 (or, alternately, Artoo Detoo) has been newly programmed at our state-of-the-art factory to be your devoted helper and friend: to obey your commands, to act as your room sentry and guard, and to play fun games with you and your friends!

BEVERAGE CONTAINER

UTILITY ARM
Cut along dotted line. Keep this card in R2s cargo hold for quick reference.
"Luke Skywalker" "Jabba the Hutt" "Dance program"

Companion Mode

"Behave yourself"
"Do you remember"
"Execute course"
"Delete course"

"Play message"

"Go on patrol"

"Command mode"

"Turn around"

"Plot course"

"Go forward"

"Don't move"

"Game mode"

"Switch off"

"Turn right"

"Light beam"

"Turn left"

"Speak up"

"Time out"

"Be quiet"

"Reset System"

Command Mode

Course Mode
R2s vocabulary of electronic beeps and whistles doesnt stop this droid from trying to communicate with human masters; he understands certain commands, and usually manages to get his points across, too! To get started, simply follow the instructions of this manual. Please be aware that R2 is an especially feisty astromech; when not treated well, he will let you know about it! But if you treat R2-D2 with the same loyalty and dedication that he will give to you, this little droid may help you to follow in the footsteps of the illustrious Jedi masters!

Length/Angle

"Spin the Droid"
"Princess Leia"

Characters

Say: "Hey, R2!"

Can be used in any mode.

"Darth Vader"

Game Mode

"Room Guard"

"Answer this"

"Three units"

"Chewbacca"

"Four units"

"Five units"

"Two units"

"Han Solo"

"Light tag"

"One unit"

"Obi-Wan"

"Padme"

"Anakin"

"C-3Po"

qx_84895_SW_R2D2_v3 7/15/02 2:58 PM Page 5

Programming Courses:

You can also program and store a series of commands and ask R2 to execute the series all at once. To do this, say "Hey, R2!", then "Command Mode!", then "Plot course!" Give R2 several commands as described above, i.e. each command consisting of a direction and a distance. Once youve completed a series, say "Execute course!" and R2-D2 will do just that! Remember to wait for R2s acknowledging beep after each command before giving him another command. If you reach the maximum number of commands that R2s memory banks can hold (about twenty), R2 will launch into the series immediately. Any time you want to erase a command series, simply say "Plot course" then say "Delete course!" R2 will remain in Command Mode, but will delete the stored series. (It is not possible to delete just one command in a series, only the entire course.) Also, if you turn R2 off manually, he will wipe the course from his memory. Remember, at any time, you can say "Re-set system!" to bring R2 back to his Companion Mode. This will not delete the stored course. The many levels of R2-D2s programming will ensure lots of fun and discovery with this loyal, lovable, multi-talented droid. Have fun!
INSTALLING BATTERIES: 1.) Use a Phillips screwdriver to loosen the two
captive screws that secure the battery door in back, and remove the door. 2.) Open the compartment door. Insert four "AA" batteries into the compartment. Close the compartment door, then insert four "D" batteries on top as shown. (Re-chargeable batteries, such as NiCd or NiMH, will work well for the "D" cells, but are not necessary for the "AA" batteries.) 3.) Replace the battery door, and securely fasten the screws.

BATTERY DOOR

COMPARTMENT DOOR

D BATTERIES

FORWARD

AA BATTERIES

CAUTION: TO AVOID BATTERY LEAKAGE

{TOP VIEW}

1) Be sure to insert the batteries correctly and always follow the toy and battery manufacturers' instructions; 2) Do not mix old and new batteries or alkaline, standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries; 3) Always remove weak or dead batteries from the product.
qx_84895_SW_R2D2_v3 7/15/02 2:58 PM Page 7

GAME PLAY WITH R2

GAME MODE DIRECTIONS
The Game Mode is somewhat more advanced than Companion Mode. In this mode, you and your friends can play five fun games with R2-D2:

GETTING STARTED

Now, heres where the fun really begins your utility droid is powered up and ready for action!

QUICK COMMANDS:

If you want to begin playing with R2-D2 right away, here are a few simple commands to get started! (This R2 unit also comes with a "Command Card" that lists in brief all of your droids command phrases. Dont use the Command Card, however, until youve read the rest of this manual first.)

1.) Light Tag 2.) Room Sentry 3.) Dance Program 4.) Spin the Droid 5.) Answer This
To start, say "Hey, R2!", wait for his response, and then say "Game Mode!" After he responds again, you may go on to any one of the following games. (Note: R2 will stay in Game Mode until you tell him to "Re-set system.")
Say: "Hey, R2!" to get R2-D2s attention. (Always say "Hey, R2!!" before giving him a
command.) Then try any or all of the following basic commands:

LIGHT TAG:

Light Tag is a hide-and-seek-style game. Say "Light Tag!" to R2-D2 and he will turn away and count to ten with a series of beeps (if hes in a mischievous mood, R2 may "cheat" by peeking over his shoulder, or start to seek before hes done counting!). When hiding, sit on the floor so that you are low enough for R2s sensors to detect you. After hes finished counting, R2 will search the room for you or your friends when he finds somebody, hell light up and whistle in triumph! Then say Hey R2! to end the game. If he cannot find any hiders for a few minutes, he gives up and emits "sad" and "frustrated" sounds. He will then revert to his default listening mode. This particular game is best played in a semi-dark room. In fact, R2s infrared sensors and sonar allow him to find you even in complete darkness!
"Light beam!" (The light beam on his dome flashes on! Say the same thing to turn it off!) "Play message!" (R2 will play a secret message.) "Go on patrol!" (R2 will patrol the room and beep when he finds someone!) "Re-set system!" (R2 will return to the beginning of his Companion Mode.)
The rest of this manual will explain in detail all of your R2 units modes and functions, starting with a more in-depth description of the Companion Mode.

ROOM SENTRY:

In this game, R2-D2 can serve as sentry guard to your bedroom, or any other room. Just place R2 at the entrance of a room and say "Room Guard!" Hell do a "ten count" by flashing his light this will allow you to leave the room without triggering an alarm. Then he will go into standby mode and start guarding the room. After that, if anybody tries to sneak past, R2s sentry light will flash. If his sound sensors or motion detector continue to sense the intruder, R2 will sound his alarm! Tap him on the head to stop the alarm; once youve shut off the alarm, hell revert to Companion Mode and wait for a new command. If no new command is given, R2 will go back into Room sentry mode.

IMPORTANT TIPS!

Any time, in any mode, that R2-D2s programming goes off on the wrong track and he is not responding correctly to your commands, you can say "Re-set system!" to take him back to the beginning of his Companion Mode. Whenever R2 is performing a command or action and you would like him to stop, simply tap him on the head (but be careful not to tap him too hard, or you might put him in a bad mood!). Initially, we recommend saying "Hey, R2!" before every command, to make sure that you have your droids attention. However, as you work with your R2 unit, you will find through trial and error that this command is not always necessary. Before long, you will be familiar enough with R2-D2s habits and responses to know when you have his attention or not! Always wait until R2 has finished responding before giving him another command he cannot hear you when he is talking. R2 will also not hear you when his motorized wheels are in motion or his head is turning; he can only hear you when he is stationary. For best speech recognition results, try to keep background noise as low as possible, and speak to R2 in a normal, friendly tone of voice; shouting or speaking loudly does not improve speech recognition (and its best not to have gum or food in your mouth when you speak to him!). If you are talking to R2 without using any of the "command phrases" listed in this manual, he will go into conversation mode and respond to you in his trademark language of beeps and whistles. R2-D2 is a great talker and a great listener who loves to converse with you! R2 does not like to be picked up while hes moving. If you do so, he may stop his motors and complain!

DANCE PROGRAM:

Say "Dance Program!" and R2 will play cantina music and do a spinning dance! Depending on his mood, he may do a happy fast dance or a sad slow one.

SPIN THE DROID:

This is a great party game. Gather round with a bunch of your friends, and say "Spin the Droid!" R2 will turn his dome around and back, around and back, scanning the crowd, before finally choosing one person by locking onto that person, flashing his light beam and playing a song! Recommended for up to 6 players. For best results, there should be a clear gap between each player.

ANSWER THIS:

Say "Answer This!", then ask R2-D2 a Yes or No question. Hell answer the question with a happysounding "Yes!" or shake his head and beep a negative-sounding "No!" R2-D2 may answer differently depending on his mood. To stop this game, tap R2 gently on the head and tell him to "Re-set system."
qx_84895_SW_R2D2_v3 7/15/02 2:58 PM Page 9
DETAILED DESCRIPTION & DIRECTIONS
R2-D2 has three major function modes: 1.) COMPANION MODE (Pages 78) 2.) GAME MODE (Page 9) 3.) COMMAND MODE (Pages 10 11)
Within each of these modes, there are many functions to explore. This manual will take you through almost all of R2-D2s actions and responses, but youll discover more as you become more familiar with this droid; for as long as you own him, your droid will continue to surprise you with what he has to say! Remember to save this manual for as long as you have your R2 unit! The separate "Command Card" is also invaluable as a reminder of the many commands and phrases that help you interact with R2-D2. This card can be kept in R2s storage compartment.
Say: "Behave yourself!"
When R2 gets in a bad mood, his mood status indicator light turns red and he may not respond to your commands. This command will put him back in a content mood!
Say: "Timeout!"
And hell turn away, find the corner of the room and stand there like hes in trouble! (When he does this, R2 may complain just a bit, or sneak a peek over his shoulder. But when hes finished complaining, he will go to sleep.) Since R2 does not like being "punished," he usually refuses to move at first (by shaking his head). However, you can make him obey by saying "Behave yourself!" and repeating "Timeout!"
Say: "Do you remember?"
And then wait for R2 to acknowledge your question with a beep. Then ask him about any of these famous friends (or enemies): Luke Skywalker? Anakin? C-3PO? Darth Vader? Princess Leia? Obi-Wan? Han Solo? Padme Chewbacca? Jabba the Hutt? Every name will provoke a different response depending on how R2 feels about that particular character! Be sure to speak slowly and clearly and pause between your commands.

COMPANION MODE DIRECTIONS
In this beginning mode, R2-D2 is his usual friendly and playful self. He loves your companionship, and loves to respond to certain commands you give him. Stand or sit directly in front of R2 (ideally from about 2 feet, and no more than 6 feet, away), and speak clearly toward the speech sensor on the front of his body. (R2 will indicate that he is listening to you by blinking his red and blue LEDs together.)
Say: "Re-set system!"
R2 will return to the beginning of his Companion Mode.
R2-D2 will turn his head towards you and whistle to indicate he is ready for the next command! Remember: Always say "Hey, R2!" before giving him a command! Then, in no particular order, you can communicate with R2 by saying any of the following phrases:
Say: "Dont move!"
And hell remain stationary until you give him another command. (Otherwise, he may start roaming on his own!)
Say: "Go on patrol!"
And hell patrol the room for trouble. R2 will beep if he finds someone and wait for a command! If he beeps and no further commands are issued, hell keep on patrolling. (Again, be sure to keep him away from stairs during this function!)
Say: "Light beam!"
To turn his front beam on! Say it again to turn it off.
Say: "Play Message!"
And hell play a message that is stored in his memory banks from a past mission!
Say: "Be quiet!"
And hell execute his commands without beeping or whistling (except for his "yes" or "no" sounds to indicate that he has understood your commands)!
Say: "Speak up!"
And hell start talking again!

qx_84895_SW_R2D2_v3

7/15/02

2:58 PM

Page 11

BEGIN OPERATION

POWERING UP: 1.) Flip the switch located in the bottom back of the unit to power up your R2 unit. 2.) R2-D2 will automatically calibrate his head position sensor by rotating his head. 3.) R2-D2s lights will blink alternately between red and blue as he warms up (about thirty

seconds), and then they will blink red and blue together. This indicates that the warm-up period is complete, and R2 is ready to receive commands. 4.) Once R2 is powered up, your droid is always on (unless you choose to turn him off manually)!

NAVIGATING R2

COMMAND MODE DIRECTIONS
The Command Mode is the most advanced of the three modes. It involves directing R2s movements and navigating him through courses and obstacles. The voice commands in this mode are more complex, and without clear direction R2-D2 can easily become confused. You should go into this mode only after youve familiarized yourself with the Companion and Game Modes.

Real-Time Maneuvering:

In Command Mode you give R2-D2 a series of commands then ask him to execute the series. Say "Hey, R2!" to start, then say "Command Mode!" Continue by giving him any one of the directions below. Finally, qualify your command by specifying a distance from one to five units: Turn around! (No distance command required) Go forward! (Then: One unit, two units up to five) Turn right! (Then: One unit, two units up to five) Turn left! (Then: One unit, two units up to five) Important Note: After each command, be sure to wait for R2s acknowledging beep before giving him the next command. For example: say Hey R2 {beep}, say Command mode! {beep}, say Go forward {beep}, say Three units! {beep}. R2 will carry out your command by moving in the direction and the distance you told him to! In this way, you can keep giving R2 individual commands to help him navigate tricky corners and obstacle-laden courses. (The length of each unit varies on different floors. Try different commands until you get a sense of how R2 moves on a particular floor covering.) If R2 is prevented from completing this command by an obstacle, he will abort the command and complain!
Wheel-Lock Control Master Power Control
"WHEEL-LOCK" SETTING:
When you first power up the R2 unit, the droid will remain in stationary "Wheel-Lock" mode until you press the button to release the wheels (press the same button when you want to lock the wheels again). Once the wheels are unlocked, he will move freely in response to your commands. When you want R2 to stand in place (for instance, for tabletop use), simply press the "Wheel-Lock" button located in the front center of the unit, as shown in illustration. When in this setting, the button will light up red to indicate that the wheels are locked. Press the same button again to release the wheel-lock setting.

Important Note: The treads on R2-D2s steering legs can navigate floors and most carpeting. However, we strongly recommend you use R2-D2 indoors only. Never use R2-D2 near stairs, unless the stairs are protected. R2-D2 is unable to detect or navigate stairs and may fall down stairs and become damaged if not protected. Use on tabletops only in the wheel-lock setting. R2-D2 may fall from table and become damaged if wheels are not locked. You can keep R2 out of trouble by placing simple barriers in his path like sheets of cardboard. As long as it is something solid and is as tall or taller than R2, his sonar will usually detect it.

-5-10-

Page 13

ASSEMBLY AND BATTERIES

R2-D2 will be ready for action after the following power up procedures:

R2 ON HIS OWN

"STANDBY" SETTING: 1.) R2 will automatically revert to his battery-conserving "Standby" setting if he is unable to find
someone to interact with for several minutes (for example, if he cant find anyone during Light Tag, or when hes on patrol). When reverting to this mode, his red LED will flash on and off, then turn off completely. While in Standby, R2 will "wake up" when you talk directly to him, when he senses motion in front of him, or when you tap him gently on the head. 2.) You may also put R2 into "Standby" setting directly by saying "Switch off!" when he is in Command Mode. 3.) If you will not be playing with R2-D2 for extended periods of time (more than two or three days), it is recommended that you manually turn his Master Power Control to the "OFF" position.
DROID ASSEMBLY: 1.) Snap the head/projector piece onto the main unit. 2.) Snap the side legs onto each side of the main unit. 3.) As an option, you may also remove the sensor array from the top of R2s dome and use the
included telescope piece to extend it from his head.
SENSOR ARRAY HEAD/PROJECT PIECE TELESCOPE

TROUBLESHOOTING:

If R2-D2 starts responding sluggishly, it is likely that his batteries need to be replaced. In general, if his motion is sluggish even on flat surfaces or his lights seem dim, the "D" batteries need to be replaced; most other types of trouble (sounds, recognition) indicate that the "AA" batteries need replacement. If R2 shuts off during play, or right after you turn him on, replace the "AA" batteries. Bright light, or temperatures above 77 F or below 65 F, may disorient R2; under these conditions, he may have trouble seeing and finding people as usual. If you place an object in R2-D2s utility arm that is too large or too heavy, he will not be able to move properly; simply remove the item, and he will return to normal function. If any of R2s parts (for instance, his steering legs) come off during play or when he is dropped, simply follow the assembly instructions in this manual to re-assemble the part(s). If you need help, please call 1-800-327-8264, or visit www.starwars.hasbro.com

STEERING LEG STEERING LEG
Keep in R2s cargo hold for quick reference.

Command Card

Page 15

TECH SPECS

Table of Contents
Introduction.Page 2 Assembly and Batteries.Page 3-4 Begin Operation.Page 5 Getting Started.Page 6 Detailed Description.Page 7-8 Companion Mode.Page 7-8
Industrial Automaton has adjusted your R2 unit with many new features and functions for use on Earth.
Game Play with R2.Page 9 Navigating R2.Page 10-11 R2 On His Own.Page 12 Troubleshooting.Page 12 Using R2-D2s Utility Arm.Page 13 Tech Specs.Page 14
1. NAVIGATION SENSORS (WITH SOUND PROCESSING MICROPHONES AND SONAR; THESE HELP R2 "SEE" AND LOCATE OBJECTS) 2. INFRARED LOCATION SENSORS (FOR DETECTING LIFEFORMS) 3. VOICE RECOGNITION RESPONSE MODULE (HOW R2 "HEARS"; TALK INTO HERE!) 4. CARGO HOLD 5. STORAGE AREA (KEEP YOUR "COMMAND CARD" IN HERE!) 6. WHEEL LOCK CONTROL (FOR WHEN YOU WANT R2 TO REMAIN STATIONARY) 7. MOTORIZED, INDOOR-TERRAIN TREADS (HELP R2 NAVIGATE WOOD FLOORS, TILE FLOORS AND MOST CARPETING!) 8. SLEEK ROTATING DOME (CAN TURN ALMOST 360 DEGREES!) 9. CENTER LEG 10. ILLUMINATING LIGHT BEAM 11. INTERGALACTIC BEVERAGE HOLDER/UTILITY ARM (DESIGNED TO HOLD A 12-OUNCE BEVERAGE CAN) 12. ADAPTABLE DROID MOOD STATUS INDICATOR (RED AND BLUE LEDS INDICATE R2S MOOD) 13. STEERING LEGS 14. MASTER POWER CONTROL (MANUAL ON/OFF SWITCH; R2 ALSO FEATURES AUTOMATIC "STANDBY" MODE TO CONSERVE BATTERY LIFE)

doc1

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.

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.

Major Q9 Raknars Vision Can Major Q9s shoulder pads block his own line of sight? Yes. When checking to see if you have a clear line of sight with Q9, you may want to look behind the targeted figures Hit Zone to see if you can see Q9s head, or the side of his face. He cannot fire directly behind himself. Major Q10 Swarm of the Marro Can Major Q10 use both of his Special Attacks in the same turn? No. He can either attack normally, or use one of his Special Attacks. Major X17 "Zanafor's Discovery Is Major X17 also stuck in the engagement because of his own Cyberclaw? No. Cyberclaw only affects figures that are engaged to a Major X17. Once any opponent's figures enter a space adjacent to Major X17, they cannot move. That includes movements around X17 while still staying engaged. However, Major X17 may leave the engagement if it chooses to. On a side note; if 2 opposing sides both have figures with Cyberclaw, they would lock each other down. Does Cyberclaw also affect a character with Ghost Walk or Disengage? Yes. As soon as they pass onto a space adjacent to Major X17, they are locked into the engagement. No special power on an Army card or glyph can get them out of the engagement. Marcu Esenwein Fields of Valor If each player is playing with a Marcu Esenwein in their Army, and you have to use Eternal Hatred (because of your roll), who takes control of Marcu? You cannot choose an opponent that already has a Marcu Esenwein in their Army because you can only have 1 of each Unique figure in an Army. If all players have a Marcu in their Army, Eternal Hatred would be negated and would not come into play. Remember that even if one of the Marcu Esenweins were to die, that figure would still be in that players Army. Marrden Hounds "Jandar's Oath" If I have 2 Marrden Hounds next to 1 figure, how many wounds can that figure receive in one turn? That figure can only receive 1 wound depending on the D20 roll. Marro Plague can only affect a figure once per turn, no matter how many Hounds are adjacent to it. Marrden Nagrubs Swarm of the Marro Can a Hivelord choose to destroy an adjacent Nagrub before moving if he was taking a turn from his own Army card, and not activated by Hivelord Life Bonding? No. Marro Drones "Utgar's Rage" If I only have 6 Marro Drones on the Board and I roll a 17-20, can I move with 6 of them, attack, and move with 3 again to meet the 9 requirement? No, you can only move & attack with as many Marro Drones as you have on the board. You cannot move & attack multiple times in one turn with any Marro Drones.

Marro Drudge Swarm of the Marro If a Marro Drudge passes under a figure while Swamp Water Tunneling, would it take any leaving engagement attacks? No. It would only take leaving engagement attacks from any figure(s) it was engaged with before using Swamp Water Tunnel. While Tunneling, it does not take any additional leaving engagement attacks. Marro Hive Swarm of the Marro See Errata Section Above. When using the Marro Hive's Hive Mind special power, if I have one Marro Drone within the 12 clear sight space range of the Hive, can I then use the Marro Drone's Hive Swarm power to activate Drones that are out of range of the Hive? All figures taking a turn instead of the Hive must be within 12 clear sight spaces of the Hive. Marro Warriors "Rise of the Valkyrie" Do you need at least one Marro in the water to Water Clone? No, they just have a better chance to Water Clone if they are in the water. You may still clone if all of the Marro Warriors are on terrain tiles. Can cloned Marro Warriors clone or attack on the turn they are cloned? No, the newly cloned Marro Warriors must wait until their next turn to be called on to do anything. In order to Water Clone must all in-play Marro Warriors commit to the action? Or, for instance, may one Marro Warrior attempt to "Water Clone" while another attacks? They all as a unit, must choose to either attack or water clone. You can't split it up. Master Win Chiu Woo Exclusive Figure Where can I get Master Win Chiu Woo? Master Win Chiu Woo was an exclusive figure available at Gencon 2008. He is currently not available at retailers, but we are looking into different avenues to make Master Win Chiu Woo and any other exclusive figures available. Microcorp Agents "Jandar's Oath" Can the Microcorp Agents use Stealth Armor 15 to try to stop passing swipes and falling damage? Yes, any time a Microcorp Agent receives one or more wounds, you can attempt to use Stealth Armor 15. Can the Microcorp Agents use Stealth Armor 15 to help against Grimnak's Chomp, or things like Massive Curse that "Destroy" the figure? No. Stealth Armor 15 only works when the figure is receiving a wound, not when they are "destroyed" or "removed from the game".
Mimring "Rise of the Valkyrie" Is Mimring's tail a hit zone? Yes. Is any figure within all eight spaced lines from Mimring attacked at the same time, or any figure within one eight spaced line. All figures within one eight spaced straight line are hit, as long as you have line of sight. You must decide which direction he will fire. See page 15 of the 2nd edition Rise of the Valkyrie rules for an illustration of this attack. Mimring uses his Fire Line Special Attack into a crowd. Who gets hit first? Mimring causes an exception to the "attacker decides" rule. The breath moves from the figure out - so closest to furthest is the order of hit. Morsbane "Zanafor's Discovery" When can I use Morsbane's Rod of Negation? At the end of any turn taken by Morsbane; after he has moved and attacked. If Morsbane negates a Unique Squad figure, is it just that figures powers that are negated, or all figures on the Army Card? All figures on that Army Card. What happens when another Morsbane negates Morsbane's powers? Is the new negation marker just added to Morsbane's stock? No. The Negation Marker from the other Morsbane would automatically negate the opposing Morsbane's Rod of Negation special power. Any remaining Negation Markers still on the negated Morsbane would be rendered useless. If I roll a 20 and destroy a figure using the Rod of Negation, does that use one of my Negation markers? No. If you read on Morsbane's card it says if you roll a 16-19, place a negation marker on the card, but if you roll a 20, destroy the figure. You would not waste a negation marker if you are lucky enough to roll a 20. If you roll a 20 for Morsbane's Rod of Negation, you don't have to waste a Negation Marker. If you don't have any Negation Markers left, can you still attempt the Rod of Negation only for the effect of the 20? No. Per the card you can only attempt to use the Rod of Negation "If you have at least one Negation Marker on this card" Even though the 20 would normally not use a Negation Marker, you exhausted the Rod of Negation's abilities when you used the 3rd marker previously.

Nakita Agents Thoras Vengeance If a figure with Double Attack is targeting the Nakita Agents, or any figures near at least one Nakita Agent, and you do not roll 13+ for Smoke Powder. Can you re-roll for Smoke Powder on the figures second attack? Yes! The wording for Smoke Powder states that if it is successful, the figures do not have any hit zones for the duration of the targeting figures turn which would include the second attack. However, if the first roll for Smoke Powder is unsuccessful, once the figure is re-targeted with the second attack of the double attack you would be able to roll for smoke powder again! Does the smoke powder block Line of Sight for an entire squad that attacks the Nakita Agents, or just 1 figure from that squad? What happens if the Agents do not roll for Smoke powder on the first attack from a squad? When the next figure from that squad targets them, do they get to roll again? The Nakita Agent's card says "For the duration of the targeting figure's turn". When a squad takes a turn, they move together, and then they attack together. That attacking figure's/squad's turn isn't over until all figures from that squad have attacked. In other words, as soon as a Nakita Agent rolls for Smoke Powder against a squad figure and is successful, it takes effect for the rest of the turn for that squad. The other figures in that squad would be unable to attack affected figures unless they were adjacent to a Nakita Agent, or any adjacent figure covered under the smoke powder. However, if the first roll for Smoke Powder is unsuccessful, once the figure is re-targeted (targeted being the key word) with the second squad figure attack, you would be able to roll for smoke powder again! Nerak The Glacian Swog Rider Exclusive Figure Where can I get Nerak The Glacian Swog Rider? Nerak was an exclusive figure available at Gencon 2006 & an in-store event. He is currently not available at retailers, but we are looking into different avenues to make Nerak and any other exclusive figures available. Nilfheim Raknars Vision Can Nilfheims right wing block adjacency between the figure that is on the hex directly behind him, and a figure that is standing on the other side of the wing? No. The wing will not block adjacency. Ninjas of the Northern Wind Thoras Vengeance Does a Ninja using Disappearing Ninja have to move in order to disappear? It depends on the situation. In order to disappear, the Ninja must end its disappearing move not adjacent to any enemy figures, but remember, the move for Disappearing Ninja is up to the amount listed, so the Ninja could choose to move 0 spaces as long as it is not already adjacent to an enemy figure and still disappear. If they cannot move (because of a power like Cyberclaw), and are engaged they cannot use Disappearing Ninja.

Parmenio "Zanafor's Discovery" See Errata Section Above. Can Sacred Band Defy Death 15 help against Grimnak's Chomp, or things like Massive Curse that "Destroy" the figure? No. Sacred Band Defy Death 15 only works when the adjacent Sacred Band figure is receiving a wound, not when they are "destroyed" or "removed from the game". Can Sacred Band Defy Death 15 help to stop passing swipes and falling damage? Yes, but only if the Sacred Band figure is adjacent to Parmenio when they would receive that damage. For example, if the Sacred Band figure is adjacent to Parmenio and an opponent's figure, and they move away from both, the opponent's figure would then be able to hit them with a passing swipe, and Parmenio WOULD be able to use Sacred Band Defy Death 15 because the figure is considered to be on the last adjacent space to the figure that is using the leaving engagement attack when/if it receives any wounds from that attack. (Look under Movement above for more detail on Leaving Engagement Attacks.) Rechets of Bogdan Fields of Valor Does Lethal Sting allow a Ninja/Isamu to use Vanish or Disappear? No. When the Rechet rolls a skull on every die, the attack phase is over, and the figure is IMMEDIATELY destroyed. Much like other D20 destroy powers, things like Disappearing Ninja, and Stealth Armor 15 do not help against it. Its an instant removal from the board. Roman Archers "Malliddon's Prophecy" Do all 3 Archers need to have range and Line of Sight in order to use Arrow Volley? Yes, they all need to have Range and Line of Sight to the target. If you only have 2 Archers left, can you still use Arrow Volley and just roll 4 dice instead of six? No, once you are down to 2 Archers, you lose the ability to use Arrow Volley. Roman Legionnaires Malliddons Prophecy See Errata Section Above. Sacred Band "Zanafor's Discovery" If my non-disciplined figures are destroyed and I'm left with only disciplined figures on the board. Do I get the Disciplined Army Defense Bonus? Yes. Saylind Jandars Oath When Saylind uses her Spear of Summoning to move a figure with a special power like Carry that says Before moving, can that power on the moved card take effect? No, the note of Before moving on powers like Carry refers to the normal movement of the figure. Can Saylind use her Spear of Summoning to summon herself? No. Saylind, and her Spear of Summoning would need to stay on the board in order to determine adjacency with the newly summoned figure. Saylind cannot summon herself.

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.

Swog Rider Utgars Rage If I have multiple Swog Riders around an Orc Archer, does that Archer receive multiple enhancements from the Orc Archer Enhancement special power? Yes, Orc Archer enhancement would stack for each Swog Rider you have adjacent to an Orc Archer. Tagawa Samurai Zanafors Discovery If a Tagawa Samurai destroys a figure with a Counter Strike roll, can I add an Experience Marker for Bloodlust? Yes. Taelord "Malliddon's Prophecy" See Errata Section Above. Templar Cavalry Fields of Valor See Errata Section Above. Can you use 2 different special powers at the same time? For example, if you move 6 spaces to reach an opponents Utgar figure, can you roll 6 attack dice (3 for the base attack +2 for Galloping Charge, +1 for Righteous Smite)? Yes. You could even roll 7 attack dice if you managed to gain height advantage over that poor defenseless Utgar figure. Thanos Marvel: The Conflict Begins If I have a turn order marker on an Army Card, but every figure on the Army Card has been destroyed, can I still roll for Rejected By Death? No. If the every figure on the Army Card is destroyed, you cannot take that turn, and Rejected By Death would never activate. If I have a turn order marker on a destroyed Thanos, but he is brought back onto the board by Rejected By Death before I would have used that Turn Order Marker, can I take that turn with him when the time comes? Yes. The turn order markers are not removed from the cards once a figure is destroyed. If Thanos is on the board when his turn would come up (even if he was destroyed the turn before), he can take that turn. Tor-Kul-Na Swarm of the Marro Can Tor-Kul-Na start to use Trample Stomp even before he has moved 1 space? Lets say for example, he starts adjacent to Drake, can he roll for Trample Stomp without even moving? A figure can move 0 spaces, and the Army Card states at any point while moving. So yes, he can stay where he is and use Trample Stomp as long as he could move onto the space that Drake occupied if the wound from Trample Stomp happens to destroy Drake. Venom 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.
Wolves of Badru Defenders of Kinsland Do the Wolves of Badru need Line of Sight to Pounce? Yes. Is a Wolf of Badru FORCED to move before it pounces? No. The note of moved but has not attacked is noting the point in its turn that it can pounce. It has to be past the movement phase of its turn, and that Wolf cannot have attacked normally because each Wolf can either use its normal attack or Special Attack. If one of the Wolves of Badru attempts to Pounce and fails to destroy the defending figure, the attacking Wolf is destroyed. For figures like Cyprian Esenwein, Zombies of Morindan, and Tagawa Samurai, does the defending figure get credit for destroying the figure? They each have powers that trigger when destroying an opponents figure. No. The defending figure does not get credit for the kill when a Wolf of Badru fails in its Pounce Special Attack.

 

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