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Old February 2nd, 2018, 04:47 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,449
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Cool Re: Heroscaper 101's bestiary

Medium

()TO THE LAST MAN
Add 1 to the B-11 Resistance Corps' Attack and Defense values for each previously destroyed B-11 Resistance Corps fighter on this Army Card. A B-11 Resistance Corps fighter may not attack other friendly B-11 Resistance Corps fighters.

()TRACKING
While moving, Brave Arrow may add 2 to his Move value. If he does, he cannot attack this turn.

()SCOUT MELEE ATTACK ENHANCEMENT
All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.

()CONCEALMENT 10
If Brave Arrow is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Brave Arrow. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Brave Arrow just received.

()Sneak Attack 2
If Darrak Ambershard is attacking an opponent's figure adjacent to at least one other figure you control, add 2 dice to Darrak Ambershard's attack.

()Disarm Traps
When you roll the 20-sided die for a treasure glyph trap with Darrak Ambershard, you may add 4 to your die roll.

()Hide in Darkness
If Darrak Ambershard is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If Darrak Ambershard is on a Dungeon space, add three to your die roll. If he is on a Shadow space, add 6 to your die roll. If you roll a 1-15, roll defence dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

()Rock Throw
If a Granite Guardian has a height advantage on an opponent's figure, it may add 2 to its range when attacking that figure.

()Landslide
A Granite Guardian with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.

()Gain High Ground
After taking a turn with Granite Guardians, you may move each Granite Guardian you control up to 1 space. This space may be up to 4 levels higher.

()Exosuit 15
If Jarek Guy is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-14, roll defense dice normally. If you roll a 15 or higher, ignore all damage that would be inflicted by the attack


()Plasma Grenade Special Attack
Range 3. Lob 20. Attack 3.
Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Plasma Grenade Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jarek Guy can be affected by his own Plasma Grenade Special Attack.


()EXPLOIT WEAKNESS
At any point before, during, or after movement, you may choose one opponent's figure within 6 clear sight spaces of Kira Jax. All of the special powers on the chosen figure's card (or cards if your opponent has more than one Common Army Card for that figure) are negated until the end of Kira Jax's turn. Kira Jax can only use Exploit Weakness once per turn.


()PRIORITY TARGETING
An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless that M-43 Resistance Fighter is engaged with a hero figure.

()GUERRILLA TACTICS
After taking a turn with the M-43 Resistance Fighters, for each M-43 Resistance Fighter you control that attacked an opponent's figure this turn, you may move any Mariedian figure you control that did not attack this turn up to 3 spaces. A Mariedian figure may only be moved by Guerrilla Tactics once per turn.


()First Assault 2
When attacking with Maltiz Tez, if the defending figure was not adjacent to Maltis Tez at the start of this turn, Maltis Tez receives 2 additional attack dice.

()Strategic Repositioning
After taking a turn with Maltis Tez, if Maltiz Tez attacked an opponent's figure this turn, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher or lower. Maltis Tez never takes any leaving engagement attacks when using Strategic Repositioning.

()Master's Influence
All Monk squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.

()Master's Assault
Master Woo may attack any or all figures adjacent to him. Roll each attack seperately.

()Stealth Leap 25
Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap, he will not take any leaving engagement attacks.

()Battle Fury
If a Mohican Rive Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice.

()War Cry
After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control.

()Concealment 19
If a Mohican River Tribesman is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and the Mochican River Tribesman. Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the Mohican River Tribesman just received.

()Combat Leader
If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.

()Commander's Strike
After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.

()Tough
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.

()CALL LIGHTNING SPECIAL ATTACK
Range 6. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Call Lightning Special Attack. Myrddin only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Myrddin can be affected by his own Call Lightning Special Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack.

()MYSTIC SACRIFICE
After rolling the 20-sided die for the Army Card of a Small, Medium, or Large Unique Hero you control within 4 clear sight spaces of Myrddin, you may place 1 or 2 wound markers on Myrddin’s Army Card. Add 1 to your 20-sided die roll for each wound marker you placed, even if this was enough wounds to destroy Myrddin.

()Feral Rage
When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch Hunter cannot attack the same figure more than once per turn.

()Techno Hatred
When attacking a Soulborg figure, Quasatch Hunters receive one additional attack die.

()Jungle Tracking
If a Quasatch Hunter starts its turn next to an Evergreen Tree or a Jungle Piece, it may move 2 additional spaces.

()Dragon Breath Special Attack Range Special Attack 3
Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

()Lay On Hands
After moving and before attacking, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.

()HUNTING PARTY
After taking a turn with a Scout or Tribesman Hero you control, you may immediately move up to 6 Teeth of the Makwa figures you control up to 3 spaces each.

()SHIELD OF THE GREAT BEAR 16
When a Teeth of the Makwa figure receives one or more wounds, before removing that figure, roll the 20-sided die. If you roll a 16 or higher, ignore any wounds.

()SILVER BOLTS SPECIAL ATTACK
Range 5. Attack 3.
When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound.

()DIVINE MISSION
After revealing an order marker on Van Nessing's Army Card, after taking Van Nessing's turn, you may reveal an "X" order marker that is on Van Nessing's Army Card and take another turn with Van Nessing. During this additional turn, Van Nessing adds 2 to his normal attack against Undead figures.

()HOLY RELIC
When the 20-sided die is rolled for a special power on an opponent's Undead Army Card and at least one of the figures from that Army Card is within 3 clear sight spaces of Van Nessing, subtract 3 from the die roll.

()VARKAANAN BLADE DEFENSE
A Varkaanan Blade Dancer rolls one additional defense die for each opponent's figure she is engaged to.

()DEFENSIVE VAULT
After a Varkaanan Blade Dancer rolls defense dice against a normal attack from an adjacent opponent's figure, if she is still adjacent to the attacking figure, you may place that Varkaanan Blade Dancer on any other space adjacent to the attacking figure, if possible. A Varkaanan Blade Dancer does not take any leaving engagement attacks when using Defensive Vault.

()Water Mastery
While a Water Elemental is on a water space, add 1 to its Attack and Defense.

()Water Tunnel
If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space that is within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.



Last edited by Heroscaper 101; June 1st, 2019 at 06:23 PM.
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