Official Rules & FAQ'sCompilation and discussion of official HeroScape Rules and Frequently Asked Questions.
**Special attacks never receive any bonuses.**
Not sure if this already exists, but I was unable to find anything similar. I was going to make this for my own reference, but decided I could post it here too. I will be updating it in the future, and once it is complete I might put it in alphabetical order. You may find some duplicates but that is fine, because the wording and names might be different. I am pretty sure every period. dash, colon, semicolon, and comma is in the right place too. When I use the spacebar between sentences and colons I always put two spaces, thanks to 5 years of Microtype Pro, so I am sorry if this bothers you.
Master Set 1: Rise of the Valkyrie
Spoiler Alert!
FIRE LINE SPECIAL ATTACK - Mimring
Range Special. Attack 4.
Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
FLYING - Mimring
When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take any leaving engagement attacks.
ATTACK AURA 1 - Finn the Viking Champion
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.
WARRIOR'S ATTACK SPIRIT 1 - Finn the Viking Champion
When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.
DEFENSIVE AURA 1 - Thorgrim the Viking Champion
All friendly figures adjacent to Thorgrim add 1 to their defense.
WARRIOR'S ARMOR SPIRIT 1 - Thorgrim the Viking Champion
When Throgrim is destroyed, place this figure on any Unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.
BERSERKER CHARGE - Tarn Viking Warriors
After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move all Tarn Viking Warriors again.
GHOST WALK - Agent Carr
Agent Carr can move through all figures.
SWORD OF RECKONING 4 - Agent Carr
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.
DISENGAGE - Agent Carr
Agent Carr is never attacked when leaving an engagement.
STEALTH DODGE - Krav Maga Agents
When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
MING SHACKLE 20 - Ne-Gok-Sa
After moving and before attacking, you may choose any unique figure adjacent to Ne-gok-sa. Roll the 20-sided die. If you roll a 20, take control of that chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne-Gok-Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.
WATER CLONE - Marro Warriors
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.
DOUBLE ATTACK - Syvarris
When Syvarris attacks, he may attack one additional time.
EXPLOSION SPECIAL ATTACK - Deathwalker 9000
Range 7. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figures rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.
RANGE ENHANCEMENT - Deathwalker 9000
Any Soulborg Guards adjacent to Deathwalker add 2 spaces to their range.
ZETTIAN TARGETING - Zettian Guards
When attacking, if your second Zettian Guard attacks the same figure as the first Zettian Guard, add one attack die to the second Zettian Guard's attack.
DEFENSIVE AURA - Raelin the Kyrie Warrior
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defense Aura does not affect Raelin.
FLYING - Raelin the Kyrie Warrior
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
COUNTER STRIKE - Izumi Samurai
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
THORIAN SPEED - Sgt. Drake Alexander
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
GRAPPLE GUN 25 - Sgt. Drake Alexander
Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using Grapple Gun, all engagement rules still apply.
GRENADE SPECIAL ATTACK - Airborne Elite
Range 5. Lob 12. Attack 2.
Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.
THE DROP - Airborne Elite
Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 13 of higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs.
CHOMP - Grimnak
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.
ORC WARRIOR ENHANCEMENT - Grimnak
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.
SLITHER - Elite Onyx Vipers
Elite Onyx Vipers do no have to stop their movement when entering water spaces.
FRENZY - Elite Onyx Vipers
After you take a turn with Elite Onyx Vipers, roll the 20-sided die. If you roll a 16 or higher you may take another turn with Elite Onyx Vipers.
EVASIVE 8 - Elite Onyx Vipers
When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.
Master Set 2: Swarm of the Marro
Spoiler Alert!
TRAMPLE STOMP - Tor-Kul-Na
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll a 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na onto the space that figure occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.
THORIAN SPEED - Sgt. Drake Alexander (Swarm of the Marro)
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.
GRAPPLE ARM - Sgt. Drake Alexander (Swarm of the Marro)
Instead of his normal move, Sgt. Drake Alexander may use his Grapple Arm. Grapple Arm has a move of 4. When counting spaces for Grapple Arm, ignore elevations. Drake may grapple over water without stopping, over figures without becoming engaged, and over obstacles such as ruins. Drake may no grapple more than 45 levels up or down in a single Grapple Arm move. If Drake is engaged when he starts his Grapple Arm move, he will take any leaving engagement attacks.
PISTOL FIRE SPECIAL ATTACK - Sgt. Drake Alexander (Swarm of the Marro)
Range 5. Attack 3.
Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.
WHIRLWIND ASSAULT - Raelin the Kyrie Warrior (Swarm of the Marro)
Raelin may attack any or all figures adjacent to her. Roll each attack separately.
EXTENDED DEFENSIVE AURA - Raelin the Kyrie Warrior (Swarm of the Marro)
All figures you control withint 6 clear sifght spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura does not affect Raelin.
FLYING - Raelin the Kyrie Warrior (Swarm of the Marro)
When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.
CONCENTRATED WILL - Shiori
If Shiori has only one unrevealed order marker on her Army Card, add 1 to her attack and defense.
PHANTOM WALK - Shiori
Shiori can move through all figures and is never attacked when leaving an engagement.
SHURIKEN SPECIAL ATTACK - Shiori
Range 5. Attack Special.
If Shiori is attacking a small of medium figure, roll 3 attack dice for Shuriken Special Attack. If Shiori is attacking a figure of a different size or a destructible object, roll 2 attack dice for Shuriken Special Attack.
MACHINE PISTOL SPECIAL ATTACK - Major Q10
Range 7. Attack 2.
Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack.
WRIST ROCKET SPECIAL ATTACK
Range 4. Attack 4.
Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack.
DRAGON HEALING - Sonlen
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.
DRAGON SWOOP - Sonlen
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.
HIVE MIND - Marro Hive
After revealing an order marker on this Army Card, you may take a turn with any small of medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of MArro Hive prior to its movement.
MARRO REBIRTH - Marro Hive
After taking a turn with Marro Hive, you may roll the 10-sided die. If you roll a 13 or higher, you may place any previously destroyed common Marro Squad figure from your army on an empty space adjacent to the Marro Hive.
STINGER DRAIN - Marro Stingers
After moving and before attacking, you may roll the 20-sided die. If you roll a 1-4, you must destroy a MArro Stinger you control and cannot attack this turn. If you roll a 5-9, add 0 to the attack value of this card. If you roll a 10 or higher, add 1 to the attack value of this card.
SWAMP WATER STRENGTH - Marro Drudge
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.
SWAMP WATER TUNNEL - Marro Drudge
If a Marro Drudge ends its normal movement on 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.
HIVELORD LIVE BONDING - Marrden Nagrubs
Before taking a turn with Marrden Nagrubs, you may first take a turn with any Hivelord you control. Before moving the chosen Hivelord, you may destroy one adjacent Marrden Nagrub you control. If you destroy a Marrden Nagrub with Hivelord Life Bonding, remove 1 wound marker from the chosen Hivelord's Army Card.
CLIMB X2 - Marrden Nagrubs
When moving up or down levels of terrain, Marrden Nagrubs may double their Height.
Master Set 3: Battle for the Underdark
Spoiler Alert!
TURN UNDEAD SPECIAL ATTACK - Ana Karithon
Range 4. Attack 4.
Turn Undead Special Attack can be used to attack only Undead figures.
PROTECTION FROM EVIL AURA - Ana Karithon
All small of medium figures you control within 3 clear sight spaces of Ana Karithon add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar. Ana Karithon's Protect from Evil Aura does not affect Ana Karithon.
HEALING WORD - Ana Karithon
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Ana Karithon, and before using any other special powers on any Army Card of Glyph, you may first roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card.
+2 BROADSWORD - Tandros Kreel
If Tandros Kreel is attacking an adjacent figure, add 2 dice to Tandros Kreel's attack.
CLEAVE - Tandros Kreel
When Tandros Kreel attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Tandros Kreel. If the defending figure receives any wounds from Tandros Kreel's attack, the chosen figure receives 1 wound.
COMBAT CHALLENGE - Tandros Kreel
If an opponent's figure that is adjacent to Tandros Kreel attacks with a normal or special attack, it must attack Tandros Kreel.
FIRE BLAST SPECIAL ATTACK - Erevan Sunshadow
Range 5. Attack Special.
Each time you attack with Erevan Sunshadow's Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with Erevan Sunshadow's Fire Blast Special Attack. You may continue attacking with Erevan Sunshadow's Fire Blast Special Attack until you do not roll a skull on every die.
FEY STEP - Erevan Sunshadow
Once per game, Erevan Sunshadow may use Fet Step. Before moving normally with Erevan Sunshadow, you may place him on any empty space within 5 spaces of his current location. If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any leaving engagement attacks.
SNEAK ATTACK 2 - Darrak Ambershard
If Darrak Ambershard is attacking an opponent's figure that is adjacent to at least one other figure you control, add 3 dice to Darrak Ambershard's attack
DISARM TRAPS - Darrak Ambershard
When you roll the 20-sided die for a Treasure Glyph trap with Darrak Ambershard, you may add 4 to your die roll.
HIDE IN DARKNESS - Darrak Ambershard
If Ambershard is attacked with a normal attack and at least 1 is rolled, roll the 20-sided die. If Darrak Ambershard is on a dungeon space, add 3 to your die roll. If he is on a shadow piece, add 5 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
LOLTH'S WRATH SPECIAL ATTACK - Pelloth
Range Special. Attack 3.
Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.
LURK IN SHADOWS - Pelloth
If Pelloth is on a shadow space, opponents' figures must be adjacent to attack him with a normal attack.
ACID SPRAY SPECIAL ATTACK - Othkurik the Black Dragon
Range 4. Attack 4.
Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
LURKING AMBUSH - Othkurik the Black Dragon
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and add 3 to his Attack value.
FLYING - Othkurik the Black Dragon
When counting spaces for Othkurik's movement, ignore elevations. Othkurik may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Othkurik is engaged when he starts to fly, he will take any leaving engagement attacks.
BLOOD FRENZY - Feral Troll
When attacking with this Feral Troll, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximum of 3 additional attack dice for Blood Frenzy.
REGENERATE - Feral Troll
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's Army Card.
POISON WEAPONS - Deepwyrm Drow
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack, and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
HIDE IN DARKNESS - Deepwyrm Drow
If a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Deepwyrm 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 roll a 1-15, roll defense dice normally. If you roll a 16 of higher, ignore all damage that would be inflicted by the attacker.
(Work in progress)
Last edited by TJByrum; April 6th, 2017 at 08:35 PM.
Wow! Thanks IshMEL and White Knight! Those are very useful! I've been needing a quick reference to the abilities, because I can pass it on some other forumites elsewhere.