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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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  #1  
Old January 11th, 2007, 02:09 PM
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Abilities active for a unit's turn -- The Definitive List

ABILITIES THAT OCCUR DURING PHASES OF A UNIT'S TURN OF ACTIVATION (Through Wave 7)
Abilities shared by too many units to conveniently list are simply identified as (various).
Defensive abilities and abilities/enhancements conferred from other units not listed.
Some terminology is my own for clarity purposes.
All phases A-F occur regardless if actions are taken during those phases.

Instead of taking a turn

Red Flag of Fury Aura: Ornak (Order Marker 1 only)
Utgar's Orders: Minions of Utgar

Before you take a turn (also after revealing order marker)

Bonding: (various)
Eternal Hatred: Marcu Esenwein

(A) Pre-Movement Phase ("Before moving")

Carry (part 1 -- figure selection): Brunak, Theracus
Crippling Gaze: Dund
Hive Swarm: Marro Drones
Soul Devour: Shades of Bleakewoode
Unleashed Fury: Anubian Wolves
Wild Pack Movement: Marrden Hounds

(B) Movement Phase
Only (B1) or (B2)

(B1) Instead of normal move

Glacier Traverse: Dzu-Teh
Grapple Gun: Sgt. Drake Alexander
Stealth Leap: Shaolin Monks

(B2) Normal Movement

Charging Assault: Kozuke Samurai
Climb x2: Deathreavers
Disengage: Agent Carr, Arrow Gruts, Blade Gruts, Deathreavers, Heavy Gruts, Ninjas of the Northern Wind, Swog Rider, Tornak
Flying: (various)
Ghost Walk: Agent Carr, Ninjas of the Northern Wind
Horde Movement: Zombies of Morindan
Lava Resistant: Brunak, Obsidian Guards
Phantom Walk: Isamu
Slither: Armoc Vipers, Elite Onyx Vipers, Venoc Vipers, Venoc Warlord
Snow and Ice Enhanced Movement: Dzu-Teh
Stealth Flying: Cyprien Esenwein, Einer Imperium, Empress Kiova, Shades of Bleakewoode, Taelord the Kyrie Warrior
Water Suits: Microcorp Agents

(C) Mid-Turn Phase
(C1), (C1a) and (C1b) are functionally equivalent

(C1) After moving and before attack

Berserker Charge: Tarn Viking Warriors
Chilling Touch: Cyprien Esenwein
Healing Touch: Kelda the Kyrie Warrior
Helm of Mitonsoul Aura: Runa
Marro Plague: Marrden Hounds
Mind Shackle: Kee-Mo-Shi, Ne-Gok-Sa
Net Trip: Retarius
Paralyzing Stare: Me-Burq-Sa
Spear of Summoning: Saylind the Kyrie Warrior
Throw: Jotun
Whip: James Murphy

(C1a) After moving (functionally equivalent to (C1))

Carry (part 2 -- figure placement): Brunak, Theracus

(C1b) Before attacking (functionally equivalent to (C1))

Chomp: Grimnak

(D) Attack Phase
Only D1, D2, or D3

(D1) Instead of [normal or special] attacking
Engagement restrictions don't apply

Poisonous Acid Breath: Braxas
Self-Destruct: Deathwalker 7000
Sharpshooter: Deadeye Dan
Stare of Stone: Sudema
Water Clone: Marro Warriors

(D2) Special Attacks
All special attacks. Attack bonuses don't apply

(D3) Normal Attack

Bloodlust: Tagawa Samurai
Deadly Shot: Omnicron Snipers
Deadly Strike: Minions of Utgar
Dishonorable Attack: Isamu
Double Attack: Einar Imperium, Guilty McCreech, Krug, Syvarris
First Assault: Valguard
Galloping Charge: Templar Cavalry
Giant Killer: Sir Denrick
Homing Device: Blastatrons
Lava Throw: Obsidian Guards
Lethal Sting: Rechets of Bogdan
Maul: Deathstalkers
Righteous Smite: Templar Cavalry
Road Strength: Dumutef Guard
Shaolin Assault: Shaolin Monks
Sighting: Microcorp Agents
Snow Strength: Nerak the Glacian Swog Rider
Sword of Reckoning: Agent Carr
Wait Then Fire: 4th Massachusetts Line, Ashigaru Harquebus
Water Weakness: Obsidian Guards
Wounded Smash: Krug
Zettian Targeting: Zettian Guards
Zombies Rise Again: Zombies of Morindan

(E) Post-Attack Phase ("After attacking")

Life Drain: Cyprien Esenwein, Iskra Esenwein, Marcu Esenwein, Sonya Esenwein
Toxic Skin: Kee-Mo-Shi

(F) End of Turn Phase ("At the end of your turn")

Rod of Negation: Morsbane

After you take a turn

Frenzy: Aubrien Archers, Elite Onyx Vipers, Venoc Vipers
Jandar's Dispatch: Sir Gilbert
Overextend Attack: Alastair Macdirk, Eldgrim the Viking Champion
Stab in the Back: Sir Hawthorne
Summon the Rechets of Bogdan: Iskra Esenwein
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  #2  
Old January 11th, 2007, 02:40 PM
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Good list! I don't fell like looking it over to double-check it at the moment, but it looks good.

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  #3  
Old January 11th, 2007, 02:57 PM
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Nice list!
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  #4  
Old January 11th, 2007, 03:02 PM
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Missing:
3) Tarn Viking Beserker Charge

Also, you might want to list carry (Theracus,Brunak) twice because picking up the unit and placing occur at 2 different times in the turn.

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  #5  
Old January 11th, 2007, 03:14 PM
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Quote:
Originally Posted by ASmiles
Missing:
3) Tarn Viking Beserker Charge

Also, you might want to list carry (Theracus,Brunak) twice because picking up the unit and placing occur at 2 different times in the turn.
Your eyes are sharper than Deadeye Dan's!

Thanks!

-David
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  #6  
Old January 11th, 2007, 04:43 PM
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Awesome list.

To be INCREDIBLY picky, Morsbane's Rod of Negation does not take place "After you take a turn", it takes place "at the end of the turn". Interestingly enough, this splits the time after an attack (or after choosing not to attack) into 3 timeframes:

1) After attacking
2) At the end of the turn
3) After taking a turn

Chronolgically all 3 times could exist on a card. If they made a character with Rod of Negation, Frenzy, and Toxic Skin, you could use all 3 but you'd have to use them in this order:

1) Toxic Skin
2) Rod of Negation
3) Frenzy

Talk about splitting hairs
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  #7  
Old January 11th, 2007, 05:00 PM
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Quote:
Originally Posted by Eclipse
Awesome list.

To be INCREDIBLY picky, Morsbane's Rod of Negation does not take place "After you take a turn", it takes place "at the end of the turn".
Thanks! I knew I'd have to mop up these type of things, because I was using the card-size cards for reference instead of the official cards.

One thing I was considering was whether to include opponent's abilities that could take effect during the turn, such as counterstrike. This could be merged with this list (I'd further divide the phases and need to distinguish these abilities) or created under a separate list.

-David
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  #8  
Old January 11th, 2007, 05:08 PM
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Quote:
Originally Posted by davidlhsl
One thing I was considering was whether to include opponent's abilities that could take effect during the turn, such as counterstrike. This could be merged with this list (I'd further divide the phases and need to distinguish these abilities) or created under a separate list.
I don't know if I'd go that far, but one thing you could incoropate are things that take place during movement and during attacks.

Such as During Movement: Slither, water suit, flying, disengage, ghost walk, lava resistance.

During Attacking (but not special attacks): double attacks, deadly strike, sword of reckoning

Do not meddle in the affairs of dragons; for you are crunchy and taste good with ketchup.
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  #9  
Old January 11th, 2007, 09:22 PM
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Krub. lol. Yeah you misspelled Krug under double attack.

Insanity is the best medicine.
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  #10  
Old January 11th, 2007, 09:55 PM
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Quote:
Originally Posted by Su_Nan
Krub. lol. Yeah you misspelled Krug under double attack.
My "g" got knocked upside down. Thanks.

I've modified the listing considerably from the original post to implement ASmiles suggestions. I'd have to agree that defensive abilities are probably best avoided.

-David
"I once sang, 'What would you do if I sang out of tune? Would you stand up and walk out on me?' Do you know what happened? They stood up and walked out on me!!!"
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Old January 11th, 2007, 10:08 PM
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Again, David, nicely done. I've added your list to the "Definitive List" sticky index.

Thanks for the good work!
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  #12  
Old January 12th, 2007, 11:21 AM
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