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The Book of Avernus

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The Book of Avernus

Large Expansion Pack 5 (CVL2) - Navess's Repentance

c3v_avernus_master.jpg

Basic Card:
Spoiler Alert!


The printer-friendly .pdf version of this card can be found HERE.

The figure used for this unit is a Reaper figure from the Bones set. Its model name is Large Fire Elemental
The figure fits on a Small or Large peanut style base.​

Figure picture and where to buy:


Promotional Text: Avernus, the final arrival from Toril, will burn what he cannot conquer. His scorched-earth tactics make him a great asset for Talingul's construct armies. Good luck putting this fire out, General Jandar!

SPECIAL POWERS
  • WAVE OF FLAME
    Before moving normally with Avernus, and each time Avernus moves onto a space during normal movement, you must roll the 20-sided die once for each figure adjacent to Avernus. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Wave of Flame. Avernus cannot roll for Wave of Flame against the same figure more than once per turn.
  • LAVA RESISTANT
    Avernus never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
  • NEGATIVE ELEMENT
    Avernus can never roll defense dice while it is on a water space.

Rulings and Clarifications-
  • Negative Element: Water Plus Bonuses
    Q. If Avernus is on a water space but has other bonuses (glyphs, height advantage, etc) can it roll defense for those bonuses?
    A. No. When on a water space, a Fire Elemental cannot roll any Defense Dice. [FAQ 11.3 for Fire Elemental]
  • Q: Can Avernus roll defense dice if standing on only one water space?
    A: No,
    Negative Element applies even if only half of Avernus's base is in water.
  • Q: If Avernus moves adjacent to Cathar Spearmen, which triggers first, Wave of Flame or Braced Spear?
    A: You dice off to decide the order the powers trigger.
    If there are multiple spearmen that could use Braced Spear, roll one d20 for each of them. All spearmen whose d20 results are higher than Avernus's result then roll for Braced Spear. If Avernus survives, Avernus then rolls Wave of Flame against all eligible targets. After Wave of Flame completes, any surviving spearmen whose d20 results were lower than Avernus's result may roll for Braced Spear.
  • Q: If Avernus moves next to both Parmenio and a Sacred Band, which does Avernus roll for first?
    A: The player that activated Avernus decides the order for Wave of Flame rolls. So the player could choose to roll for Parmenio first in hopes of killing him off before rolling for the Sacred Band.
  • Q: Can Avernus move onto uneven ground (different height hex under each space of Avernus) during its movement and use Wave of flame?
    A: Possibly If there is any possibility that by moving onto a specific space, a double-hex figure could be forced to end their turn on an illegal spot, then that figure is forbidden from moving onto that space. No matter how small the chance may be, if there is any probability of an ability such as Wave of Flame failing, the player is not allowed to move that figure onto a space where failure (and a subsequent forced illegal placement) might occur. If however there is always a guaranteed legal move left, Avernus can move onto uneven ground and trigger Wave of Flame.

-Combinations and Synergies-

Synergy Benefits Received
  • TALINGUL: MASTER OF GREAT CONSTRUCTS: As a Large Construct Hero, Avernus may benefit from Talingul's Master of Great Constructs by taking a turn along with one other Large/Huge Construct Hero instead of Talingul.
  • ORNAK : Red Flag of Fury
    As a Unique Hero that follows Utgar, Avernus may benefit from Ornak’s RED FLAG OF FURY activation synergy.

Synergy Benefits Offered

Synergy Imposed

-Heroscapers Community Contributions-

Strategy, Tactics and Tips

-Power Ranking-
  • @dok Not quite as devastating as Augamo and Boreos, but a worthy addition to the construct army. B+
  • TBA
 
Last edited:
What does "(CVL2)" stand for ?

~ Dan, trying to figure out any small detail from the Valhalla Custom newcomers... :3
 
I saw that... I guessed it was around such things, but no acronym development convinced me...

A strict definition would be something like
- C3V Large pack 2 => CVL2... but it doesn't feel logic IMO

A "logical" one would have been for example :
- C3V Large Expansion Pack 2 => CLE2 / CLEP2
- C3V Large Pack 2 => C3VLP2 / C3VL2
- Valhalla Custom Large Pack 2 => VCL2 / VCLP2

As is, I just can't understand what the writer has in mind... and it frustrates me. :p
 
Has anyone tried this figure outside of a Talingul build? I’m not a huge fan of Talingul and it seems quite good for a 135pt. hero. 4 defense, 7 life, rolling multiple Waves of Flame and then swinging for 4 each attack phase is nice. The double space is a plus I think, you can engage a tad more with it. Negative Element still sucks though. Maybe...

Avernus 135
Raelin 80
Krav 100
Warforged x2 160
Eldgrim 30

(Another filler if you’re under 505)
 
The C3V Rules Team would like to add the following R&Cs:
Q: If Avernus moves adjacent to Cathar Spearmen, which triggers first, Wave of Flame or Braced Spear?
A: You dice off to decide the order the powers trigger.
If there are multiple spearmen that could use Braced Spear, roll one d20 for each of them. All spearmen whose d20 results are higher than Avernus's result then roll for Braced Spear. If Avernus survives, Avernus then rolls Wave of Flame against all eligible targets. After Wave of Flame completes, any surviving spearmen whose d20 results were lower than Avernus's result may roll for Braced Spear.

Q: Can Avernus roll defense dice if standing on only one water space?
A: No,
Negative Element applies even if only half of Avernus's base is in water.

Q: If Avernus moves next to both Parmenio and a Sacred Band, which does Avernus roll for first?
A: The player that activated Avernus decides the order for Wave of Flame rolls.
So the player could choose to roll for Parmenio first in hopes of killing him off before rolling for the Sacred Band.
 
Has anyone tried this figure outside of a Talingul build? I’m not a huge fan of Talingul and it seems quite good for a 135pt. hero. 4 defense, 7 life, rolling multiple Waves of Flame and then swinging for 4 each attack phase is nice. The double space is a plus I think, you can engage a tad more with it. Negative Element still sucks though. Maybe...

Avernus 135
Raelin 80
Krav 100
Warforged x2 160
Eldgrim 30

(Another filler if you’re under 505)

I like playing Avernus with Ornak, but maybe the double hero bonding is what you don't like about Talingul.

Yes, Avernus is a nice figure all by his lonesome. Just keep him away from your own units! I played him a few times in a thematic Firestorm. Looks so cool on the board with that army.
 
True Murray brought Him to the Utah monthy last year when Avernus was in Public Playtesting. Talingul was not in Public Playtesting, so they ran Avernus in addition to a Fire Elemental build with Kurrok.
 
Has anyone tried this figure outside of a Talingul build? I’m not a huge fan of Talingul and it seems quite good for a 135pt. hero. 4 defense, 7 life, rolling multiple Waves of Flame and then swinging for 4 each attack phase is nice. The double space is a plus I think, you can engage a tad more with it. Negative Element still sucks though. Maybe...

Avernus 135
Raelin 80
Krav 100
Warforged x2 160
Eldgrim 30

(Another filler if you’re under 505)

I like playing Avernus with Ornak, but maybe the double hero bonding is what you don't like about Talingul.

Yes, Avernus is a nice figure all by his lonesome. Just keep him away from your own units! I played him a few times in a thematic Firestorm. Looks so cool on the board with that army.

Yeah I think he reminded me of Kurrok too much initially so I was a bit turned off by him but looking at him again I guess he's closer to Ornak in his armies, and I like Ornak. I think if he could choose to take a turn with either 2 constructs, or 1 construct+himself I'd like him a lot better. But I do like him more than Kurrok.

Talingul aside, Avernus looks solid.
 
The text transcription has some differences from the actual card:
  • WALL WAVE OF FLAME
    Before moving normally with Avernus, and each time Avernus moves onto a space during normal movement, you must roll the 20-sided die once for each figure adjacent to Avernus. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Wall Wave of Flame. Avernus cannot roll for Wall Wave of Flame against the same figure more than once per turn.
  • LAVA RESISTANT
    Avernus never rolls for molten lava damage or lava field damage, and it does not have to stop on in molten lava spaces.

HOWEVER, regarding that last difference, I think the transcription text is actually correct and it's the card that isn't using the standard/best version of the text template. I assume the army card copied this text from Brunak, because he is the only other unit with this ability that uses the awkward preposition "in." Literally all other Lava Resistant figures (Fire Elemental, Iron Golem, Moltenclaw, Obsidian Guards, Shurrak) say they don't have to stop on molten lava spaces. (And since "on" makes more Heroscape grammar sense, in this case the majority is actually right.)
 
@Just_a_Bill good catch. I updated to WAVE of Flame. On the on/in you are probably right should be changed to later unit wording. Probably not worth a preprint it would be nice to have updated card.
 
So what happens if you move avernus to a space that he can't stop on and doesn't kill any units and can't continue moving? Is there an implied "must be on level ground" like with tor-kul-na?
 
So what happens if you move avernus to a space that he can't stop on and doesn't kill any units and can't continue moving? Is there an implied "must be on level ground" like with tor-kul-na?

It’s a rule that any double spaced figure can not move into a spot that would prevent them from being able to end their movement on level ground. Avernus having the ability to kill figures during movement doesn’t bypass that rule.
 
So what happens if you move avernus to a space that he can't stop on and doesn't kill any units and can't continue moving? Is there an implied "must be on level ground" like with tor-kul-na?

It’s a rule that any double spaced figure can not move into a spot that would prevent them from being able to end their movement on level ground. Avernus having the ability to kill figures during movement doesn’t bypass that rule.


But what is "into a spot"? If a double spaced figure can't ever exist on two spaces that aren't level then they can't legally be played. In this special instance the figure could go into the proposed position and could keep moving if there is a clear space after wave of flame but couldn't reverse due to lack of movement to climb.


So all that being said, I totally understand if the ruling is that Avernus must be able to stop on the spot where he rolls for wall of flame like how tor kul na does for stomp. It is what it is but I think it makes the figure considerably worse under certain circumstances. but thats how it goes sometimes.
 
PXL_20240120_204327288.MP.jpg


Pulled this photo from caps, here’s my understanding of the legal moves Avernus can do here (assuming he starts his turn in the position shown):

Avernus moves down from level 4 lava field onto level 2 swamp. Costs 1 move, still has 5 left, no problem. Assuming he gets no kills, he still can reverse onto level 4 lava field and safely end his movement on level ground. This down-and-up maneuver would only take 2 spaces of movement, because Avernus could switch his leading space after moving down, and move his “back end” along the level 4 which doesn’t cost extra movement.

But say you want to go further. One space down into the level 2 swamp, no kills, but you want the level 1 molten lava to engage a few more Varks. Still no problem.

1 move down onto level 2 swamp, 1 move down onto level 1 lava field. Switch leading spaces so you are counting from the level 2 swamp. 3 move up onto level 4 lava field, 1 more move even onto the other level 4 lava field. A total of 6 move, which Avernus has, so Avernus is indeed allowed to take the second forward space into molten lava.

Note that he could take the first step down and back up with only 2 movement on a drop of any size, he’d just potentially have to roll for falling.

If the lava field in this example was level 5, Avernus could not make the second move onto molten lava because there would be no guaranteed path to level ground.
 
Also, from what I am hearing you asking, stomp must replace the figure killed where Avernus does not need to move onto the spot where the figure is burned up. If Avernus does not burn someone, he does not need to stop, but TKN must stop at that point so must already be on level ground.
 
PXL_20240120_204327288.MP.jpg


Pulled this photo from caps, here’s my understanding of the legal moves Avernus can do here (assuming he starts his turn in the position shown):

Avernus moves down from level 4 lava field onto level 2 swamp. Costs 1 move, still has 5 left, no problem. Assuming he gets no kills, he still can reverse onto level 4 lava field and safely end his movement on level ground. This down-and-up maneuver would only take 2 spaces of movement, because Avernus could switch his leading space after moving down, and move his “back end” along the level 4 which doesn’t cost extra movement.

But say you want to go further. One space down into the level 2 swamp, no kills, but you want the level 1 molten lava to engage a few more Varks. Still no problem.

1 move down onto level 2 swamp, 1 move down onto level 1 lava field. Switch leading spaces so you are counting from the level 2 swamp. 3 move up onto level 4 lava field, 1 more move even onto the other level 4 lava field. A total of 6 move, which Avernus has, so Avernus is indeed allowed to take the second forward space into molten lava.

Note that he could take the first step down and back up with only 2 movement on a drop of any size, he’d just potentially have to roll for falling.

If the lava field in this example was level 5, Avernus could not make the second move onto molten lava because there would be no guaranteed path to level ground.

I checked the build instructions for this map and Avernus’ initial position is indeed level 5, not 4, so he cannot move 2 spaces forward here, just 1. Sorry for misreading the photo.
 
I think I get the issue. Avernus is different from most other double-spaced figures because he can "attack" while moving normally.

Imagine Avernus was descending a staircase for his entire move. On space 5, he is on uneven ground and becomes engaged with an enemy unit. If he succeeds the roll, Avernus could then end his movement on the space the figure occupied (level ground), but if it fails, there is nowhere else that he can legally move to (like back up the stairs), and now the turn has ended on uneven ground.
Granted, this is an extreme example, but that photo above is a decently similar condition.

For a casual game, I would either have the entire turn "undone" so something legal can be played (not a second attempt) or just let Avernus end the turn on uneven ground just this once.
 
Imagine Avernus was descending a staircase for his entire move. On space 5, he is on uneven ground and becomes engaged with an enemy unit. If he succeeds the roll, Avernus could then end his movement on the space the figure occupied (level ground), but if it fails, there is nowhere else that he can legally move to (like back up the stairs), and now the turn has ended on uneven ground.
Granted, this is an extreme example, but that photo above is a decently similar condition.

I think you're misunderstanding. To quote a post earlier in this thread:

It’s a rule that any double spaced figure can not move into a spot that would prevent them from being able to end their movement on level ground. Avernus having the ability to kill figures during movement doesn’t bypass that rule.

In the example you're giving, Avernus would not be able to move onto 'space 5' in the first place, because there is a chance that by doing so, he would be forced to end his turn on an illegal space. If Wave of Flame worked 100% of the time, then yes, Avernus would be able to move onto space 5 (and would then have to move onto the space the opposing figure occupied with his final move). However, because there is a non-zero chance that by moving onto space 5, Avernus would be forced to end his movement on an illegal spot, the rules bar him from moving onto space 5 altogether.

Put it another way: if there is any possibility that by moving onto a specific space, a double-hex figure could be forced to end their turn on an illegal spot, then that figure is forbidden from moving onto that space. No matter how small the chance may be, if there is any probability of an ability such as Wave of Flame failing, the player is not allowed to move that figure onto a space where failure (and a subsequent forced illegal placement) might occur.
 
We did not intend for Avernus to have to be on two level spaces to use Wave of Flame, but we did not think of this scenario. This is an interesting issue that I wish we had handled. We probably would have required Avernus to be on flat ground.

Put it another way: if there is any possibility that by moving onto a specific space, a double-hex figure could be forced to end their turn on an illegal spot, then that figure is forbidden from moving onto that space. No matter how small the chance may be, if there is any probability of an ability such as Wave of Flame failing, the player is not allowed to move that figure onto a space where failure (and a subsequent forced illegal placement) might occur.
This is how this needs to be played. Avernus cannot be allowed to move onto uneven ground if there is a chance he could be forced to end his movement there.
 
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