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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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#9793
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Re: Question Dump: Post Your Questions Here.
I think that would just encourage him.
Don't think of it as being outnumbered. Think of it as having a wide shot selection! Scaper of the Week #17 How to get to Skyknight's house: Drive to the red light, then call him. |
#9794
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Re: Question Dump: Post Your Questions Here.
Buy the large D20, the one that's the size of a golf ball. Every time you need to roll a 20 sider, use it. However, make sure you throw it at him. He'll stop.
Of course, I'm kidding. I don't condone violence. 73 tournaments. 175 - 145 - 1 overall record. 6 tournament wins. |
#9795
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Re: Question Dump: Post Your Questions Here.
I actually bought one of those. Awesome I sent it to my brother out on a lds mission. Sent it to him so he wouldn't miss scaping so much.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#9796
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Re: Question Dump: Post Your Questions Here.
If I use Sir Gilberts JANDAR’S DISPATCH and my squad started on a road. Does it still recieve the +2 move bonus.
thanks |
#9797
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Re: Question Dump: Post Your Questions Here.
A figure can only take road bonus when using their normal move.
So a Knight cannot take road bonus when being moved by Dispatch. The same is true for Gladiatrons getting moved via Blastatrons or Gorillanators getting moved by Skahen or Nakitas. That is just a few examples. There is an entry for these type of situations in the FAQ, link in my sig: Dispatch isn't covered there and it isn't a set value, but it is originating from Gilbert. Once the Dispatch is rolled, the number of symbols would be considered the static move value for that power on that turn. Oh and road bonus is +3 if the entire normal move is on the road. Last edited by Rÿchean; April 5th, 2015 at 05:48 PM. |
#9798
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Re: Question Dump: Post Your Questions Here.
perfect thanks any yes +3 too.
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#9799
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Re: Question Dump: Post Your Questions Here.
Since it's so close to moving the Knights normally, I usually just translate 2 blanks into the Knights get 6 move this turn. Of course, you gotta keep the rules in check when around Roads and terrain.
If I'm not mistaken, the district difference between JD movement and normal movement allows the Knights to move through water faster, being 2 separate movements. Is that correct? ~TAF TAF was the Storyteller... in THE ENEMY'S LAST RETREAT |
#9800
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Knight for a Day
Quote:
~Dysole, bridging the gap My Twitch Channel where I play Scape and other things My YouTube Channel where the games get uploaded later Dysole's Draft Rankings Map Thread (Not responsible for psychic damage) Customs Battle Reports This sentence is seven words long. This sentence is not seven words long. |
#9801
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Re: Question Dump: Post Your Questions Here.
That and you can activate different Knights than the ones that moved through Dispatch.
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#9802
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Re: Question Dump: Post Your Questions Here.
Quote:
you check for road bonus for each moving knight separately, the "squad" does not receive the bonus at all. |
#9803
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Re: Question Dump: Post Your Questions Here.
Just to clarify "Clear Sight Spaces" means even if I don't see any part of your hit zone your still in Clear Sight. For example, I can see a peice of your wings/weapon if your hiding behind a ruin, you are still in my Clear Sight Space.
Thanks |
#9804
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Re: Question Dump: Post Your Questions Here.
Quote:
Clear Sight Space(s) is a little different from straight up Clear Sight, however. If there is a number specified for Clear Sight Space(s), the figure must also be no-more than the specified number of spaces away from any space occupied be the "see-er" (for double-base figures you can measure the spaces from either end - not just the "head" end). ~Z |
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