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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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  #25  
Old July 30th, 2010, 11:37 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Taeblewalker View Post
The elementals.
Greater Ice Elemental - Ice Cold and Cold Healing.
Fire Elemental - Lava Resistant, Negative Element
Water Elemental - Water Mastery, Water Tunnel
Earth Elemental - Underground Movement (an odd entry, since it's anything but water)
Quasatch Hunters - Jungle Tracking

As for the Granite Guardians, that is iffy, since it's an elevation thing. If you included them you might as well include Jotun for Throw, Drow Chain Fighter for Chain Pull, and the Wolves of Badru for Pounce. And that's not happening.

Edit: 'd.
This was mentioned too.

Thanks for updating all the Definitive Lists, Rev. I recommend, like other, you create spoilers with the following separate ordering:
  • Alphabetically by Character
  • By Terrain Type
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  #26  
Old July 30th, 2010, 11:48 AM
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Re: Terrain Influenced Special Abilities - Definitive List

I'll see about getting around to that; but it will be after GenCon, for sure. Feel free to do it yourself, and I'll be glad to index it.
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  #27  
Old September 5th, 2010, 06:46 PM
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Re: Terrain Influenced Special Abilities - Definitive List

Updated list on page 2.


The 21st post not my other list.
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  #28  
Old October 16th, 2010, 10:41 AM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by spongewyatt View Post
You forgot the Ice Elemental's "Cold Healing" and "Ice Spikes" (You get a +2 bonus to Ice Spikes' roll while on ice or snow, if you didn't know)
This can be added to post #21.

Ice Troll Berserker - Ice Troll Charge and Cold Regenerate.


Last edited by Taeblewalker; October 16th, 2010 at 08:36 PM.
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  #29  
Old October 21st, 2010, 04:51 PM
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Re: Terrain Influenced Special Abilities - Definitive List

ROAD

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

WATER AND SWAMP WATER

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.

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

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

FEN HYDRA- Slither The Fen Hydra does not have to stop its 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.

EARTH ELEMENTAL-Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non-water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks.

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.

WATER ELEMENTAL-Water Mastery- When a Water Elemental is on a water space add one to its attack and defense

WATER ELEMENTAL-Water Tunnel- If a Water Elemental ends its Normal movement on a water space you may immeditately place it on any empty same level water space within 5 spaces if a water elemental is engaged when it starts to water tunnel it will not take any leaving engagement attacks.

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

FIRE ELEMENTAL-Negitive Element- A fire Elemental can never roll defense dice when it is on a water space.

ONLY SWAMP WATER

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.
Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.

LAVA

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.

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.

FIRE ELEMENTAL- Lava Resistant- a Fire Elemental never rolls for molten lava damage or lava field damage and it does not have to stop in molten lava spaces.

SHURRACK-Lava ResistantShurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.

IRON GOLEM-Lava ResistantThis Iron Golem never rolls for molten lava damage or lava field damage and it does not have to stop in molten lava spaces.

MOLTENCLAW-Lava Resistant: Moltenclaw never rolls for molten lava damage or lava field damage, and he does not have to stop in molten lava spaces.

SNOW AND/OR ICE

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

ICE TROLL BERSERKER- Ice Troll Charge: After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.

ICE TROLL BERSERKER- Cold Regenerate: After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.

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

GREATER ICE ELEMENTAL-Ice Spikes 15: If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponents figure receives 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.

GREATER ICE ELEMENTAL- After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card

GLACIER

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.

JUNGLE AND EVERGREEN

Quasatch Hunters- Jungle Tracking
If a Quasatch Hunter begins its turn adjacent to an Evergreen Tree or Jungle Piece. it may move 2 additional spaces.

ICE AND WATER
GREATER ICE ELEMENTAL- Ice Cold
while a Greater Ice Elemental is on a water or ice space, that space and all same level water spaces adjacent to that Greater Ice Elemental are Considered normal ice spaces. Figures do not have to stop thier movement on normal ice spaces.

SHADOW

DARRACK AMBERSHARD-Hide In Darkness
if Darrack Ambershard is attacked with a normal attack and at least 1 skull is rolled roll the 20 sided die. if Darrack Ambershard is on a dungeon space add 3 to your die roll. if he is on a shadow space, add 6 to your die roll. if you rolla 1-15, roll defense dice normally. if you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

DEEPWYRM DROW- Hide in Darkness
if a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled roll the 20 sided die. if that Deepwyrn Drow is on a dungeon space add 3 to your die roll. if it is on a shadow space, add 6 to your die roll. if you rolla 1-15, roll defense dice normally. if you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

DROW CHAINFIGHTER-Hide in Darkness
if a Drow Chainfighter is attacked with a normal attack and at least 1 skull is rolled roll the 20 sided die. if that Drow Chainfighter is on a dungeon space add 3 to your die roll. if it is on a shadow space, add 6 to your die roll. if you rolla 1-15, roll defense dice normally. if you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

PELLOTH- Lurk in Shadows
If Pelloth is on a shadow space opponents' figures must be adjacent to attack him with a normal attack.

MIKA CONNOUR-Shadow Ambush-If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn.

MIKA CONNOUR-Shadow Dance-If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.

SWAMP WATER AND SHADOW

OTHKURICK THE BLACK DRAGON- Lurking Ambush
if Othkurick starts his turn unengaged and on a at least one shadow or swamp water space, for this turn add 1 to Othkuricks Movement and add 3 to his Attack value.

LAND SPACES ONLY

MIKA CONNOUR-Blend Into Shadow
Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.

Let me know what I missed.

Last edited by killergoat72; October 21st, 2010 at 04:56 PM.
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  #30  
Old October 21st, 2010, 05:45 PM
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Re: Terrain Influenced Special Abilities - Definitive List

Wouldn't Height Advantage powers be considered Terrain abilties (Microcorp Agents, Granite Guardians) or Climb, Scale and Gain High Ground?? Just curious

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  #31  
Old October 21st, 2010, 06:09 PM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Majora's Incarnation View Post
Wouldn't Height Advantage powers be considered Terrain abilties (Microcorp Agents, Granite Guardians) or Climb, Scale and Gain High Ground?? Just curious
Well you can have height on any type of terrain, so I'd say no.
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  #32  
Old October 21st, 2010, 06:50 PM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by killergoat72 View Post
Quote:
Originally Posted by Majora's Incarnation View Post
Wouldn't Height Advantage powers be considered Terrain abilties (Microcorp Agents, Granite Guardians) or Climb, Scale and Gain High Ground?? Just curious
Well you can have height on any type of terrain, so I'd say no.
I'd say, "No," too. I'd call Height Advantage a Height Advantage. <sweet smile>

Good stuff, killergoat72, by the way.
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  #33  
Old October 21st, 2010, 06:53 PM
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Re: Terrain Influenced Special Abilities - Definitive List

Quote:
Originally Posted by Revdyer View Post
Quote:
Originally Posted by killergoat72 View Post
Quote:
Originally Posted by Majora's Incarnation View Post
Wouldn't Height Advantage powers be considered Terrain abilties (Microcorp Agents, Granite Guardians) or Climb, Scale and Gain High Ground?? Just curious
Well you can have height on any type of terrain, so I'd say no.
I'd say, "No," too. I'd call Height Advantage a Height Advantage. <sweet smile>
It's also the same with Climb and Scale. They can be used on whatever terrain you choose. Besides, all they do is help you get height advantage.
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  #34  
Old November 10th, 2010, 06:09 PM
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Re: Terrain Influenced Special Abilities - Definitive List

D3 added
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  #35  
Old March 6th, 2011, 08:37 AM
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Re: Terrain Influenced Special Abilities - Definitive List

This may be the next list that I cast my "visual" eye upon...

-Ryougabot

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  #36  
Old March 6th, 2011, 03:48 PM
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Re: Terrain Influenced Special Abilities - Definitive List

Yeah, killergoat72's listing is definitive and a visual of it would be great.
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