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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 13th, 2007, 01:29 PM
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Abilities outside unit's turn -- The Definitive List

ABILITIES THAT OCCUR OUTSIDE A UNIT'S TURN OF ACTIVATION (Through Wave 7)
Abilities shared by too many units to conveniently list are simply identified as (various).
Abilities occurring during turn of activation and abilities/enhancements conferred to/from other units not listed.
Some terminology is my own for clarity purposes.
Phases on this list are designed to integrate with phases listed in the listing of abilities that occur during phases of a unit's turn of activation.


Before placing Order Markers

Drop, The: Airborne Elite (both rolling and placing)

(B) Movement Phase

(B2a) Counter-Movement

Passing Swipes
This counter-movement attack is optional.

Coward's Reward, A (+1 die to Passing Swipe): Knights of Weston, Sir Denrick
Passing Swipe: (all units, unless in response to Disengage, Ghost Walk, Stealth Flying, Stealth Leap)

Other

Cyberclaw: Gladiation (prevents all further movement/teleportation for adjacent small/medium opponent's figures)
Engagement Strike: Nakita Agents (+1 wound to opponent's small/medium moving into engagement with NA if 15+ rolled on d20)
Improved Cyberclaw: Major X17 (prevents all further movement/teleportation for adjacent small, medium, and large opponent's figures)

(D) Attack Phase

(D4) Defense Phase
Only occurs in response to (D2) Special Attack or (D3) Normal Attack.
Defense bonuses apply to both (D2) and (D3) responses.

(D4a) Eligible target determination
If targeted figure determined ineligible, skip (D4b-e).

Determined when defender is targeted

Glacier Camouflage: Dzu-Teh (ineligible target if Dzu-Teh is adjacent to a Glacier Mountain and targeted by non-adjacent (D3) Normal Attack)
Smoke Powder: Nakita Agents (ineligible target if targeted by non-adjacent (D3) Normal Attack and 13+ rolled on d20, effect permanent for duration of targeting army's turn)
Thorian Speed: Sgt. Drake Alexander (ineligible target if targeted by non-adjacent (D3) Normal Attack)

Determined only if, and after, 1+ skulls rolled by (D3) Normal Attack

Disappearing Ninja: Ninjas of the Northern Wind (ineligible target if 12+ rolled on d20 and can move up to 4 spaces to a hex that is not adjacent to any enemy figure)

Determined only if, and after, 1+ skulls rolled by (D1) (D2) (D3) any attack using attack dice

Vanish: Isamu (ineligible target if 9+ on d20 and can move up to 4 spaces to a hex that is not adjacent to an enemy figure)

(D4b) Adjustments to number of dice rolled

Disciplined Army Defense Bonus: Sacred Band (+1 if all armies you control are disciplined)
Dismiss the Rabble: Templar Cavalry (+1 if against adjacent small or medium squad figure)
Evasive: Elite Onyx Vipers (+8 dice if non-adjacent)
Melee Defense: Gladiatrons (+1 if against adjacent (D3) Normal Attack), Major X17 (+4 if against adjacent (D3) Normal Attack)
Road Strength: Dumutef Guard (+1 if on road)
Shield Wall: Roman Legionnaires (+1 per adjacent RL, max +2)
Snow Strength: Nerak the Glacian Swog Rider (+1 if on snow)
Valiant Army Defense Bonus: 4th Massachusetts Line (+1 if all armies you control are valiant)
Water Suits: Microcorps Agents (+2 if on water)

(D4c) Adjustments to die results after rolling

Adjacent Tough: Hatamoto Taro (+1 shield if adjacent to at least one Einar figure you control)
Shields of Valor (+1 shield per shield rolled): Sentinels of Jandar
Tough: Gorillinators (+1 automatic shield)

(D4d) Damage determination

Defensive Agility: Warriors of Ashra (only vs (D3) Normal Attack, 1 shield blocks all skulls if adjacent)
Eternal Heartbreak: Sonya Esenwein (+2 wounds if you control Cyprien Esenwein and he is destroyed)
One Shield Defense: Crixus (max 1 wound if at least one shield rolled)
Scatter: Deathreavers (if against opponent's (D3) Normal attack, move any 2 up to 4 spaces)
Stealth Armor: Microcorp Agents (cancels all wounds if 15+ rolled on d20)
Stealth Dodge (1 shield blocks all skulls): Deathwalker 7000, Krav Maga Agents

(D4e) Counter Attack

Counter Strike (only vs. (D3) Normal Attack by adjacent attacker): Charos, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers
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  #2  
Old January 13th, 2007, 01:31 PM
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The above list is designed to complement my other list for abilities that take place during an army's turn of activation.

Corrections and suggestions welcome and appreciated.

-David
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  #3  
Old January 15th, 2007, 04:29 PM
jcb231 jcb231 is offline
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Quote:
Originally Posted by davidlhsl
ABILITIES THAT OCCUR OUTSIDE A UNIT'S TURN OF ACTIVATION
Abilities shared by too many units to conveniently list are simply identified as (various).
Abilities occurring during turn of activation and abilities/enhancements conferred from other units not listed.
Some terminology is my own for clarity purposes.
Phases on this list are designed to integrate with phases listed in the listing of abilities that occur during phases of a unit's turn of activation.


Before placing Order Markers

Drop, The: Airborne Elite (both rolling and placing)

(B) Movement Phase

(B2a) Counter Movement

Coward's Reward, A (+1 die to Passing Swipe): Knights of Weston, Sir Denrick
Engagement Strike: Nakita Agents (+1 wound to opponent's small/medium moving into engagement with NA if 15+ rolled on d20)
Passing Swipe: (all units, unless in response to Disengage, Ghost Walk, Stealth Flying)

(D) Attack Phase
Only occurs in response to (D2) Special Attack or (D3) Normal Attack.
Defense bonuses apply to both (D2) and (D3) responses.

(D4) Defense Phase

(D4a) Eligible target determination
If targeted figure determined ineligible, skip (D4b-e).

Determined when defender is targeted

Glacier Camouflage: Dzu-Teh (ineligible target if Dzu-Teh is adjacent to a Glacier Mountain and targeted by non-adjacent (D3) Normal Attack)
Smoke Powder: Nakita Agents (ineligible target if targeted by non-adjacent (D3) Normal Attack and 13+ rolled on d20, effect permanent for duration of targeting army's turn)
Thorian Speed: Sgt. Drake Alexander (ineligible target if targeted by non-adjacent (D3) Normal Attack)

Determined only if, and after, 1+ skulls rolled by (D3) Normal Attack

Disappearing Ninja: Ninjas of the Northern Wind (ineligible target if 12+ rolled on d20 and can move up to 4 spaces to a hex that is not adjacent to any enemy figure)

(D4b) Adjustments to number of dice rolled

Disciplined Army Defense Bonus: Sacred Band (+1 if all armies you control are disciplined)
Evasive: Elite Onyx Vipers (+8 dice if non-adjacent)
Melee Defense: Gladiatrons (+1 if against adjacent (D3) Normal Attack), Major X17 (+4 if against adjacent (D3) Normal Attack)
Road Strength: Dumutef Guard (+1 if on road)
Shield Wall: Roman Legionnaires (+1 per adjacent RL, max +2)
Snow Strength: Nerak the Glacian Swog Rider (+1 if on snow)
Valiant Army Defense Bonus: 4th Massachusetts Line (+1 if all armies you control are valiant)
Water Suits: Microcorps Agents (+2 if on water)

(D4c) Adjustments to die results after rolling

Adjacent Tough: Hatamoto Taro (+1 shield if adjacent to at least one Einar figure you control)
Shields of Valor (+1 shield per shield rolled): Sentinels of Jandar
Tough: Gorillinators (+1 automatic shield)

(D4d) Damage determination

Defensive Agility: Warriors of Ashra (only vs (D3) Normal Attack, 1 shield blocks all skulls if adjacent)
One Shield Defense: Crixus (max 1 wound if at least one shield rolled)
Scatter: Deathreavers (if against opponent's (D3) Normal attack, move any 2 up to 4 spaces)
Stealth Armor: Microcorp Agents (cancels all wounds if 15+ rolled on d20)
Stealth Dodge (1 shield blocks all skulls): Deathwalker 7000, Krav Maga Agents

(D4e) Counter Attack

Counter Strike (only vs. (D3) Normal Attack by adjacent attacker): Izumi Samurai, Tagawa Samurai, Tagawa Samurai Archers
Good list. I can spot at least a couple things you missed, off the top of my head.

Stealth Leap is another power that ignores the passing swipe.

Acolarh's Aura power is not on your list.

Charos has Counter strike, as do Kaemon Awa and the Kozuke Samurai.

A quick flip through the cards will let you know if anything else is missing. Use the official cards, not the card-sized versions.
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  #4  
Old January 15th, 2007, 06:46 PM
Stealth Dodge Stealth Dodge is offline
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Cyberclaw should be on the list
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  #5  
Old January 15th, 2007, 08:02 PM
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davidlhsl davidlhsl is offline
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Quote:
Originally Posted by jcb231
Good list. I can spot at least a couple things you missed, off the top of my head.

Stealth Leap is another power that ignores the passing swipe.

Acolarh's Aura power is not on your list.

Charos has Counter strike, as do Kaemon Awa and the Kozuke Samurai.

A quick flip through the cards will let you know if anything else is missing. Use the official cards, not the card-sized versions.
I'm pretty embarrassed about missing the all of those counter-strike units. Thanks!

I've updated the list with your suggestions. However, I did leave off Acolarh's "Leaf of the Home Tree Aura" on purpose. I wanted to focus this list on abilities that benefit a unit itself. I did need to clarify that in my introduction, so I've changed "conferred from other units" to "conferred to/from other units." Sev_ already has an excellent listing of those abilites.

Thanks again!

-David
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  #6  
Old January 15th, 2007, 08:03 PM
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davidlhsl davidlhsl is offline
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Quote:
Originally Posted by Stealth Dodge
Cyberclaw should be on the list
Thank you! Added to the list, as well as Improved Cyberclaw.

-David
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  #7  
Old October 16th, 2010, 01:22 PM
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Re: Abilities outside unit's turn -- The Definitive List

Counter Movement - Poison Weapons (Deepwyrm Drow), Swirling Vortex (Air Elementa)

Adjustments to Die After Rolling - Warforged Resolve (Heirloom, Warforged Soldiers)

Counter Attack - Arcane Riposte (Sharwin Wildborn), Evil Eye Defense (Gurei-Oni), Evil Eye Protection (Torin), Dying Swipe (Frost Giant of Morh)

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