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  #1  
Old August 9th, 2009, 08:44 AM
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New FAQs are up!

http://www.heroscapers.com/community/blog.php?b=906

Thanks for the reminder R˙chean!

Wizards of the Coast Tabletop Games Designer

Latest FAQs 13.4 (10/6)
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  #2  
Old August 9th, 2009, 08:48 AM
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Re: New FAQs are up!

SICK!
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  #3  
Old August 9th, 2009, 11:09 AM
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Re: New FAQs are up!

Thanks Sir Dupuis!!!!

A must read for all 'Scapers!
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  #4  
Old August 9th, 2009, 11:16 AM
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Re: New FAQs are up!

Hmm, under "Locked Movement Special Powers" on p. 8, there is an ability listed called "Gain High Ground"... very interesting. Wave 10?
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  #5  
Old August 9th, 2009, 11:24 AM
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Re: New FAQs are up!

Quote:
Originally Posted by Nadom View Post
Hmm, under "Locked Movement Special Powers" on p. 8, there is an ability listed called "Gain High Ground"... very interesting. Wave 10?


That didn't take long.

Quote:
Originally Posted by fomox View Post
(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)
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  #6  
Old August 9th, 2009, 11:33 AM
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Re: New FAQs are up!

Well, in 8.4, there was something about One Shield Defence and Migol Ironwill, so there's been leaks before.


But yeah, that was fast.
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  #7  
Old August 9th, 2009, 12:07 PM
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Re: New FAQs are up!

Great! I guess I'll have something to read on the train. Any glaring new rulings been noticed yet?

HeroScape is back Baby! Whoo Hoo!!!
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  #8  
Old August 9th, 2009, 12:12 PM
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Re: New FAQs are up!

Quote:
Originally Posted by Nadom View Post
Hmm, under "Locked Movement Special Powers" on p. 8, there is an ability listed called "Gain High Ground"... very interesting. Wave 10?
Maybe Quasatch Hunters next to a tree are automatically considered to have a height advantage? Very interesting indeed! Good catch.
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  #9  
Old August 9th, 2009, 12:16 PM
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Re: New FAQs are up!

Quote:
Originally Posted by tom View Post
Quote:
Originally Posted by Nadom View Post
Hmm, under "Locked Movement Special Powers" on p. 8, there is an ability listed called "Gain High Ground"... very interesting. Wave 10?
Maybe Quasatch Hunters next to a tree are automatically considered to have a height advantage? Very interesting indeed! Good catch.
But it's in the fixed movement category, so I don't think that works. Maybe...

Gain High Ground
Instead of moving normally a Quasatch Hunter may move up to 4 spaces ignoring elevation, provided the final space is at least 3 levels higher than the one on which the Quasatch Hunter started.
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  #10  
Old August 9th, 2009, 12:41 PM
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Re: New FAQs are up!

Thanks, Guru!

Man, that was a quick find! Maybe something like...

GAIN HIGH GROUND
[Unit] may move up to 3 spaces, ignoring elevations, as long as it ends this movement on a higher level and adjacent to a figure with which it is already engaged.


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  #11  
Old August 9th, 2009, 01:10 PM
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Re: New FAQs are up!

Quote:
Originally Posted by NecroBlade View Post
Thanks, Guru!

Man, that was a quick find! Maybe something like...

GAIN HIGH GROUND
[Unit] may move up to 3 spaces, ignoring elevations, as long as it ends this movement on a higher level and adjacent to a figure with which it is already engaged.
GAIN HIGH GROUND
If any opponent's figures tries to leap over [unit], that figure has it's arms and legs cut off, and is turned into a evil cyborg.
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  #12  
Old August 9th, 2009, 01:18 PM
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Re: New FAQs are up!

Quote:
Originally Posted by Lord Pyre View Post
Quote:
Originally Posted by NecroBlade View Post
Thanks, Guru!

Man, that was a quick find! Maybe something like...

GAIN HIGH GROUND
[Unit] may move up to 3 spaces, ignoring elevations, as long as it ends this movement on a higher level and adjacent to a figure with which it is already engaged.
GAIN HIGH GROUND
If any opponent's figures tries to leap over [unit], that figure has it's arms and legs cut off, and is turned into a evil cyborg.

CLEARLY this FAQ entry is a Star Wars 'scape hint!!!
(Too bad you posted this while I'm out of rep. I'lll get you later. )


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