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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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List of Once per Round/Once per Game powers
I was thinking about building a Ranjit Singh army, and noticed how the Overextend Attack power, working only once per round, dovetails nicely with Ranjit’s incentive for spreading out his order markers to one per card. This lead me on a quest to find out what other powers are only once per round and since no one else had compiled a list yet, I thought I’d take it upon myself. Then I thought I might as well be thorough and put the powers that don’t work with Ranjit too (in case someone is curious for a different reason). So, here’s all the powers limited to per-round or per-game that I could find, VC included.
ONCE PER ROUND Airborn Elite: The Drop (at the start of each round, before you place Order Markers) ONCE PER GAME Airborn Elite: Grenade Special Attack (Start the game with a grenade marker) TWICE PER GAME Mika Connour: Blend into Shadow (starts each game with up to 2 shadow tiles) THREE TIMES PER GAME Morsbane: Rod of Negation (Start the game with 3 brown Negation Markers on this card . . . if you roll a 16-19, place a Negation Marker) Last edited by Strack9; August 18th, 2022 at 02:22 AM. Reason: Updating for Clayton Pierce |
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Re: List of Once per Round/Once per Game powers
Useful information! + rep if I could.
Was just wondering about once per round abilities. Overextend attack (used surprisingly x4) was the only optional once per round ability you could use during any of the 3 turns that doesn’t revolve around an om reveal, and now we have diplomatic subterfuge. I wonder though, would these abilities be able to be used a second time if after the first use they were enslaved, mind shackled or soul devoured and used by a different player? Uzogs trophy skull collect is “optional” but has a requirement, the same as SirH’s Rujin Submission. |
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Re: List of Once per Round/Once per Game powers
With the induction of Clayton Pierce, there are now 2 more once-per-round powers, and Shootout seems made for Ranjit.
The lawmen are all different Generals which makes placement of the Order Markers hassle free for the Lion of Punjab power. Then, in addition to their own turn, the Lawmen that get order markers get to take advantage of their improved offense a second time during the round if they take a turn courtesy of Clayton's Shootout power. With Order markers on Clayton, Mad Dog and McCreach (under the right conditions) you could potentially get 10 attacks out of a round; 9 of which would benefit from the Lion of Punjab's extra dice. Also, conveniently: Clayton Pierce = 90 |
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