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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.**


 
 
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Old September 19th, 2007, 04:21 PM
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Terrain Influenced Special Abilities - Definitive List

The new swamp water got me to thinking about this one. Corrections and additions are, as always, valued. Updated 6/16/08 through Waves 8 and 8.5.

Terrain Influenced Special Abilities


DUMUTEF GUARD – Road Strength
Add 1 to Dumutef Guard’s attack and defense while on a road space.

MARRO DRUDGE – Swamp Water Strength
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.

MARRO DRUDGE - Swamp Water Tunnel - If a Marro Drudge ends its normal movement in a swamp water space, you may immediately place it on any empty same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.

MARRO WARRIORS – Water Clone
Instead of attacking with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.

NERAK THE GLACIAN SWOG RIDER – Snow Strength
– Add 1 to Nerak’s attack and defense while on a snow space.

OBSIDIAN GUARDS – Lava Resistant
Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

OBSIDIAN GUARDS – Lava Throw
When an Obsidian Guard is on a molten lava space it may add 2 to its range.

OBSIDIAN GUARDS – Water Weakness
An Obsidian Guard on a water space rolls 2 fewer defense dice.

BRUNAK – Lava Resistant
Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.

DZU-TEH – Glacier Traverse
If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.

DZU-TEH – Glacier Camouflage
If a Dzu-Teh is adjacent to a Glacier Mountain, opponents’ figures must be adjacent to that Dzu-Teh to attack it with a normal attack.

DZU-TEH – Snow and Ice Enhanced Movement
Slippery Ice and Heavy Snow only count as 1 space when moving.

VENOC VIPERS – Slither
Venoc Vipers do not have to stop their movement when entering water spaces.

ARMOC VIPERS – Slither
Armoc Vipers do not have to stop their movement when entering water spaces.

ELITE ONYX VIPERS – Slither
Elite Onyx Vipers do not have to stop their movement when entering water spaces.

VENOC WARLORD – Slither
Venoc Warlord does not have to stop his movement when entering water spaces.

MICROCORP AGENTS – Water Suits
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent’s defense while he is on a water space.

WO-SA-GA - Slither -
Wo-Sa-Ga does not have to stop her movement when entering water spaces.

note: when flying, figures do not have to stop when entering a water space

Last edited by Revdyer; June 16th, 2008 at 09:11 AM.
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