Anything marked with an * is a suggested revision for clarity.
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Page 1
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*Double Attack
When this figure attacks using a Normal attack, it may attack one additional time.
I already state its Normal Attack only. Or is the sentence order the issue?
Chain Grab
A higher cost version is listed in the text, but not the title.
Removed the higher cost version. If you want a range of 4 on your Chain Grab you have to wait to be an Arachnomancer and use Spider Web Grab.
Surrounded Defense
Like the Cave Dweller, it boosts attack.
Fixed, thanks!
Page 2
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*Defy Death
The text should be changed to read: If this figure would be destroyed by a Normal or Special attack...
I wanted to include destruction by Special Powers, including self-destruction.
Armoc Armor needs a skill point cost.
1 Skill Point.
Page 3
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If Greater Cleave is used on a two-spaced figure, which space can the cleaving figure move to?
Added "If this figure is a small or medium figure..."clause. There aren't any small or medium two based figures right?
Page 4
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Dragon Breath
Range should read "Special".
Changed that and added "Choose [3, 4, 4] spaces in a straight line..."
Arrow Grut Command
The Arrow Gruts need bonding options; as written, they remain fairly useless.
Blade Gruts cost 2 Skill Points per squad where as Arrow Gruts only cost 1. Yet they are both worth 40 points. My rough skill point estimation is 1 Skill Point = 25 Points. 25 Points 3 figures with a range of 6, move of 6 and disengage isn't too bad.
*Raptor Charge/Swog Maul should have the first sentience removed, and the following added at the end:
After using (Power Name), this figure may make a Normal attack.
What if the Hero wants to make a special attack or a special ability that calls for "instead of attacking." Eventually working on a Dismount Special Power, so this wording choice will make more sense once that's ready.
Page 5
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*Double Attack as on page 1.
Still not sure what the problem is.
One Shield Defense
Add a space after "Defense". Also, should this instance modify the figure's life?
No. The only instances of Life +1 for one shield Defense should be on the Gladiator Sub Class, which I named Gladiator's One Shield Defense. This was to balance the fact that they never roll more than 3 or 4 Defense, so its not as useful. Where else does it say Life +1?
Page 6
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No errors here.
Page 7
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*Double Attack as on page 1.
Page 8
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Animate Dead
This power refers to previously destroyed Zombies of Morindan, but no power to acquire them exists. Also, this power affects Undead. That should be addressed.
You don't have to purchase the Zombies to have them raised from the dead. It now reads "... you may place one Zombie of Morindan on the space the figure previously occupied. This Zombie is now under your control. You may only have 6..."
I also intended it to affect Undead too. So if your Zombie is kill you have the chance to immediately raise it back.
(in hindsight this may be too powerful... revision consideration is underway.)
Page 9
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The only error was the Phantom Knight's Possess.
Fixed last night.
Page 10
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Bound
Hit and run tactics are incredibly useful in Heroscape; just look at the Silver Surfer. And, characters can have higher move and range in this system. I think this should be removed.
It usually is 4 skill points unless the figure is melee, and some form of Disengage is required for effective use. But I will put a red flag on this special power.
Page 11
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Bound
See Bound on Page 10.
Ranger has to buy Tactical Disengagement, plus he only has 5 Range. Rogue has no problem with Bound because he is melee AND has to buy disengage. I will still have the red flag up for it though.
Concealment
This should be changed to the official wording for concealment.
I guess I can... I'm not sure why. They say the same thing and the wording I choose follows suit with the rest of Heroscape. Wording from Wave 10 and on is a little inconsistent with its predecessor.
Strafe
See Bound on Page 10.
Strafe I don't nearly have as much of a problem with because it does not actually add to your Movement like Silver Surfer does, you have to split it up. We learned from Moriko that 3 Move while attacking before, during, or after isn't enough movement.
Agile Attack
See Bound on Page 10.
Bound
See Bound on Page 10.
Disengage
The wording should be changed to the official version.
Fixed. Thanks.
Page 12
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Double Attack
There are two instances of Double Attack on this page, both for the same cost. However, one is -2 Attack, the other is -1.
Should be the Attack -2 one. Wow, this text starts to blur together after awhile
Tracking
Should be changed to the official wording.
I'm actually going to stick with the one I have because that's almost word for word aligned with "Wait Then Fire." As mentioned above, Wave 10 is not consistent with its predecessors.
Agile Attack
See Bound on Page 10.
Bound
See Bound on Page 10.
Page 13
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Pounce
The part about "Destroy this Figure" is even worse than normal. I can't see myself taking this power often, and I'd use it even less.
Yea...*sigh*... yea... but I'm not sure what else to do without making it overpowered. I'll add it to my to-do list.
Page 14
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Lumbering Bully
The wording should be changed to "When attacking with this figure using a Normal attack...
Fixed. I also changed it to Attack +1.
One Shield Defense
Remove the section after the comma, and add "the most wounds this figure can take from that attack is one."
Fixed. Thanks.
Page 15
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Vengeful Hunt
This is both confusing and weak. As written, if you attack figure #1, then are attacked by figure #2 who inflicts wounds, you couldn't get the bonus attack against figure #2 because you attacked figure #1. It's also (very) weak compared to Wounded Rage. I'd suggest giving the White Dragon access to the 2-point version of Wounded Rage. (And only the 2-point version.)
Good point. What about this instead: "If this figure is attacked by an opponent's figure..."
Page 16
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See page 15.
Page 17
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You have a Level 3 Special Powers header at the end of the page.
A remnant of Alpha version
Page 18
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Goblins are listed as having access to the Druid and Elementalist schools, but aren't listed as being able to enter the Wizard class.
It does on the Game Guide, but not the Wizard Class sheet. My bad.
Mind Link
This power is only good if you have two other players using Wizards. Perhaps a power that gives you some of the weaker Elf wizards (like Arkmer) as followers?
Just because you haven't seen a game that big doesn't mean it can't happen besides this game has a brighter future than just dinking around with 3-4 Heroes against some Heroscape squaddies. That's just for some easy playtesting. Eventually these Heroes will be mixed in with regular figures, more than just a few Heroes, and up against other Heroes. All in due time...
Warforged Resolve
There is no defense penalty resulting from this; as written, a first level Wizard with this is harder to kill than a first level Warrior with their version.
It should be Defense -2. That's so strange because there's a Defense -2 on my document, but I don't recall ever changing it
The Fire Magic school is useless against Lava Resistant figures. I'd like to point out that figures with Lava Resistant aren't immune to Burning Breath or Majestic Fires...
Bah. You have teammates to take care of guys with Lava Resistance. Buy Arcane Bolt or Magic Arrow if you're that worried. Like I mentioned to someone before, if you're running a Wizard by itself in the first place, then you have worse things to worry about.
Meteor Shower
I think it should be changed to affect only enemy figures, otherwise your party may just hate you.
fine....
Page 19
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Animate DeadSee page 8. Also, the second and third versions should be changed to read as follows: Animate Dead 2
As Animate Dead, except on a 13 or higher, you may place a Shade of Bleakwoode on the destroyed figure's space instead of a Zombie of Morindan. You may only have 3 Shades of Bleakwoode under your control at one time. Animate Dead 3
As Animate Dead 2, except that on a 16 or higher, you may place a Phantom Knight on the destroyed figure's space instead of a Zombie of Morindan or Shade of Bleakwoode. You may only have 3 Phantom Knights under your control at one time.
The wording is intentional, that way if you already have 3 shades or 3 PKs, you can still summon Zombies.
Shocking Grasp
Two separate versions exist on this page at different costs; they need to be combined.
The one with Attack -1 and one Skill Point is the right one.
Page 20
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Entangled Marker
The last sentence should be replaced with: After taking a turn with a figure with Entangled Markers on its card, remove all Entangled Markers from its card.
The whole thing is screwy. I'm thinking of replacing the system to place the Entangled Marker on the figure itself instead...
Entanglement Strike
This should be revised to cost 2 with no lower cost options, and be automatic. You already roll a d20 for Engagement Strike; rolling one for this power just makes it worth less.
But even a failed Engagement Strike calls for an Entanglement Strike roll.
Nature's Wrath
See Meteor Shower on page 18.
Thorn Entanglement
This needs a point on your turn for activation. Also, if all Entanglement Markers are removed at the end the figure's turn, then this makes Shroud of Leaves useless, except against enemy Druids.
Added "Instead of attacking with this figure..."
And Shroud of Leaves still works on Evergreen Tress and Jungle Terrain.
Page 21
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Evasion
Should be changed to reflect official wording.
Fixed.
Master's Influence
The power should be changed to: All Monk Squad figures you control within 2 clear sight spaces of this figure...
Fixed.
Surrounded Defense
It adds attack dice.
Fixed.
Agile Attack
See Bound on Page 10.
Bound
See Bound on Page 10.
Agile Attack
See Bound on Page 10.
Bound
See Bound on Page 10.
Saber Storm
The Attack listing reads 1, 2, or 3, but the text says 1 or 2 until all 4 have been rolled.
Changed to "...and attack by rolling 1, 2, or 3 attack dice until it has rolled all attack dice."
Page 22
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No errors found.
Comments in Red.
*Phew* Making me work Therion Thanks a lot for that man. You're helping me a lot, and even parts I wouldn't have thought needed work when they were issues of clarity.