• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

The Holocron of Tusken Raiders

Fi Skirata

New member
The Holocron of Tusken Raiders

HoSS Master Set - A New Hope

rzjP62B.png

2sZYgVM.png


PDF

Rectangular Cards
Spoiler Alert!



The figure used for this unit is a Star Wars figure from the Knights of the Old Republic set. Its model number and name are #52/Tusken Raider Scout.
The figure used for this unit is a Star Wars figure from the Rebel Storm set. Its model number and name are #57/Tusken Raider.
The figure used for this unit is a Star Wars figure from the Alliance and Empire set. Its model number and name are #56/Tusken Raider.
______________________________________________________________

Character Bio - Tusken Raiders, less formally referred to as Sand People or simply as Tuskens, were a culture of nomadic, primitive sentients indigenous to Tatooine, where they were often hostile to local settlers. In the culture of the Tuskens, to expose any part of the flesh was forbidden and seen as a disgrace.
______________________________________________________________

-Rulings and Clarifications-
Q: If I reveal an Order Marker on the Tusken Raiders's Army Card whose figures have all been destroyed, can I use Desert Ambush?

No. You cannot take a turn with a squad that has been destroyed, so you may not use Desert Ambush "before taking a turn with the Tusken Raiders".
______________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received:
Classic:
KHOSUMET THE DARKLORD : Relentless Assault
Having a Relentless personality, the Tusken Raiders may benefit from Khosumet the Darklord’s RELENTLESS ASSAULT attack bonus.

HoSS:
A-ZULMUN : Clan Leadership
Being Tuskens, the Tusken Raiders may benefit from A-Zulmun's CLAN LEADERSHIP bonus.

A-ZULMUN : Tusken Battle Cry
Being Tuskens, the Tusken Raiders may benefit from A-Zulmun's TUSKEN BATTLE CRY bonus.

A-ZULMUN : Tusken Resolve
Being Tuskens, the Tusken Raiders may benefit from A-Zulmun's TUSKEN RESOLVE defense bonus.

JABBA THE HUTT : Underworld Connections
Being figures who follow the Independent faction, the Tusken Raiders may benefit from Jabba the Hutt's UNDERWORLD CONNECTIONS turn bonding special power.


C3V, SoV & Marvel:
• N/A


Synergy Benefits Offered:
Classic:
• N/A

HoSS:
• N/A

C3V, SoV & Marvel:
• N/A
______________________________________________________________

-Strategy, Tactics and Tips-
HoSS Strategy Review: Tusken Raiders

-Power Rankings-
B - The Raiders more consistent 6 offensive figures comes at a cost of possibly no offense compared to their Classic counterpart, the Marro Drones. However, they more than make up for it when they can Ambush their opponent on Sand maps.

-Heroscapers Community Contributions-
• First playtest: Davidlhsl
• Second playtest: Orgsbane
• Third playtest: Fi Skirata
• Fourth Playtest: Fi Skirata
• Fifth Playtest: White Knight
• Art by: mac122
 
Last edited by a moderator:
Tusken Raiders
Independent

Tusken
Common Squad (3 figures)
Warriors
Relentless
Medium 5

Life 1
Move 5
Range 1
Attack 3
Defense 3
Points 50

DESERT AMBUSH
After revealing an Order Marker on this card, and before taking a turn with Tusken Raiders, you may roll the 20-sided die. If you roll a 15 or higher, you may place one of your previously destroyed Tusken Raider figures on any empty sand space. You must place this Tusken Raider adjacent to at least one opponent's figure. After placing this Tusken Raider, choose an adjacent opponent's figure and roll 1 attack die. If you roll a skull, the chosen figure receives one wound.

CLAN ATTACK
Before moving the Tusken Raiders, you must roll the 20-sided die.
• If you roll a 1-4, your turn immediately ends.
• If you roll a 5 -10, you may move and attack with up to 3 Tusken Raiders that you control.
• If you roll a 11-16, you may move and attack with up to 6 Tusken Raiders that you control.
• If you roll a 17-20, you may move and attack with up to 9 Tusken Raiders that you control.
 
Last edited:
These guys look very good. A little worse than the Marro Drones on a map with no sand spaces, although they get to move 6 figures more often, but on a map that's heavy on the sand spaces, an army of Tusken Raiders looks pretty dominant. Swingy unit.
 
These guys look very good. A little worse than the Marro Drones on a map with no sand spaces, although they get to move 6 figures more often, but on a map that's heavy on the sand spaces, an army of Tusken Raiders looks pretty dominant. Swingy unit.

It's hard to get Desert Ambush setup and succeed. You have to be able to place a Tusken on sand adjacent to an opponent's figure. And you have to roll a 15 or higher to do so. The wound after that is even harder, but even if you fail it, you still have at least one Tusken in place for Clan Attack. It's nice.

Very proud of this unit. And can't wait to see some people playing them on Moisture Farms, Jundland Wastes, and Beggar's Canyon. :D
 
These guys look very good. A little worse than the Marro Drones on a map with no sand spaces, although they get to move 6 figures more often, but on a map that's heavy on the sand spaces, an army of Tusken Raiders looks pretty dominant. Swingy unit.

It's hard to get Desert Ambush setup and succeed. You have to be able to place a Tusken on sand adjacent to an opponent's figure. And you have to roll a 15 or higher to do so. The wound after that is even harder, but even if you fail it, you still have at least one Tusken in place for Clan Attack. It's nice.

Very proud of this unit. And can't wait to see some people playing them on Moisture Farms, Jundland Wastes, and Beggar's Canyon. :D
Yeah. They look great on those maps. I would probably play something like

220 Darth Vader
250 5xTuskens
30 R2-D2
500 points, 17 figures

or

350 7xTuskens
120 Han Solo
30 R2-D2
500 points, 23 figures
 
I tried out the Tusken Raiders on a Jundland Wastes map along with some Fyorlag Spiders and a Wyvern against Stormtroopers -- fun unit!

I did come up with one question on Desert Ambush.
I had OM 2 on the Tusken Raiders. During Turn 1, the Stormtroopers killed the remaining Tusken Raiders.

Per Desert Ambush: After revealing an Order Marker on this card, and before taking a turn with Tusken Raiders, you may roll the 20-sided die. If you roll a 15 or higher, you may place one of your previously destroyed Tusken Raider figures on any empty sand space...

Generally, once all units are destroyed for an army card, you cannot take further action based on the card (e.g. bonding). Desert Ambush suggests that even though all Tuskens were killed, I could have rolled the d20 and have brought one destroyed unit back into play, assuming there was a relevant sand hex to place it on. Can you do so?
 
No. The key is this wording:
After revealing an Order Marker on this card, and before taking a turn with Tusken Raiders, you may roll the 20-sided die. ...​
Since you aren't taking a turn with the Tusken Raiders, you cannot use Desert Ambush.

That is how I would rule it at least, the Jedi Council will have to weigh in for an official ruling.
 
I tried out the Tusken Raiders on a Jundland Wastes map along with some Fyorlag Spiders and a Wyvern against Stormtroopers -- fun unit!

I did come up with one question on Desert Ambush.
I had OM 2 on the Tusken Raiders. During Turn 1, the Stormtroopers killed the remaining Tusken Raiders.

Per Desert Ambush: After revealing an Order Marker on this card, and before taking a turn with Tusken Raiders, you may roll the 20-sided die. If you roll a 15 or higher, you may place one of your previously destroyed Tusken Raider figures on any empty sand space...

Generally, once all units are destroyed for an army card, you cannot take further action based on the card (e.g. bonding). Desert Ambush suggests that even though all Tuskens were killed, I could have rolled the d20 and have brought one destroyed unit back into play, assuming there was a relevant sand hex to place it on. Can you do so?

No. The key is this wording:
After revealing an Order Marker on this card, and before taking a turn with Tusken Raiders, you may roll the 20-sided die. ...​
Since you aren't taking a turn with the Tusken Raiders, you cannot use Desert Ambush.

That is how I would rule it at least, the Jedi Council will have to weigh in for an official ruling.
That, plus I believe that you cannot reveal an on on a destroyed unit.
 
Since you aren't taking a turn with the Tusken Raiders, you cannot use Desert Ambush.

That, plus I believe that you cannot reveal an OM on a destroyed unit.

If you look at the Rules (looking at HoSS Rules p 5), it states:
"Action 1. Reveal Your Order Marker
Start your turn by revealing your Order Marker for that turn, then laying it number-side up on the Army Card. Note: Later in the game, it’s possible that the figure(s) on that Army Card will have been destroyed earlier in the round. In such a case, you lose your turn."

So, you definitely Reveal the OM.
The power then says "and before taking a turn with Tusken Raiders".
And, you haven't taken the turn yet, so the criteria to activate Desert Ambush would appear to be met.
The Glossary in the Battle for the Underdark rules also notes: "Powers that state "before attacking", "before moving",or "after attacking" do not require actually doing those actions"

If it does activate, and you can return a Tusken Raider, then you could in fact take the turn with that unit (and not lose the turn). I really don't see anything to prohibit this from occurring
(or from it occurring repeatedly over subsequent turns).
 
The precedent was set by Thanos, here is an entry from his FAQ:


- REJECTED BY DEATH : Rolling for 'dead cards'
If I have a turn order marker on an Army Card, but every figure on the Army Card has been destroyed, can I still roll for Rejected By Death?
No. If the every figure on the Army Card is destroyed, you cannot take that turn, and Rejected By Death would never activate. (Hasbro FAQ)
 
Definitely agree on the precedent. Unfortunately, there is a difference in wording which leaves it open and distinct from the precedent.

Thanos' card states: "At the start of each of your turns after Thanos has been destroyed..."

The Tuskens card states: "After revealing an Order Marker on this card, and before taking a turn with Tusken Raiders"

The Thanos power starts with the turn, Desert Ambush clearly activates before the turn.
 
I see where you're coming from, but the requirement of Desert Ambush is "before taking a turn". If there are no Tuskens left, they cannot take a turn. Check out this FAQ from Tomoe Gozen. It has similar wording.
Q: If I reveal an Order Marker on a Unique Samurai Squad Army Card whose figures have all been destroyed, can I take a turn with Tomoe Gozen?

No. You cannot take a turn with a squad that has been destroyed, so you may not take a turn with Tomoe Gozen "before taking that squad's turn".
 
I see where you're coming from, but the requirement of Desert Ambush is "before taking a turn". If there are no Tuskens left, they cannot take a turn.

That's a satisfactory distinction for me. As with Tomoe Gozen, I recommend adding something on this line in the Clarifications for the Tusken Raiders.
 
Agreed. Here is my proposed FAQ, we just need a Jedi Master to sign off on it (and add to the OP, if this ruling is correct).
proposed FAQ said:
Q: If I reveal an Order Marker on the Tusken Raiders's Army Card whose figures have all been destroyed, can I use Desert Ambush?

No. You cannot take a turn with a squad that has been destroyed, so you may not use Desert Ambush "before taking a turn with the Tusken Raiders".
 
Agreed. Here is my proposed FAQ, we just need a Jedi Master to sign off on it (and add to the OP, if this ruling is correct).
proposed FAQ said:
Q: If I reveal an Order Marker on the Tusken Raiders's Army Card whose figures have all been destroyed, can I use Desert Ambush?

No. You cannot take a turn with a squad that has been destroyed, so you may not use Desert Ambush "before taking a turn with the Tusken Raiders".
Added to first post.
 
Hey guys, Congrats on the successful and really awesome launch of HOSS.

I hope I'm not stepping out of line if I ask questions in an individual thread and if you don't want it here, let me know and I'll delete the post?

I wanted to ask why the single attack die is used in Desert Ambush? Can an opponent roll any defense dice and attempt counter strike? What about any other powers that might trigger when a figure is attacked? I know it is not during the attack phase but rolling an attack die makes me think it is certainly an attack of some kind.

Since the wound is 50% successful, would it have been cleaner to tie the wound into the initial 20 sided die roll? Maybe 15-17 place the raiser, 18 or higher place the raider and a wound marker on an adjacent opponent.

Question 2, one power days before taking a turn and the other says before moving. Since moving is the first action in a turn for the raiders, aren't they kind of the same moment? I'm guessing that before taking a turn is meant to come first so Ambush can happen even if a bad roll comes up with the Clan Attack... Correct?
 
one power days before taking a turn and the other says before moving. Since moving is the first action in a turn for the raiders, aren't they kind of the same moment?

They are distinct. The Customizing Compendium has a very good discussion of the phases. I think the original article on turn flow is here: http://www.heroscapers.com/community/showthread.php?p=644960

Taking a turn comes first, so Ambush happens first. I believe that one advantage of this sequence is that the unit returned can actually participate in the Clan Attack.
 
Hey guys, Congrats on the successful and really awesome launch of HOSS.

I hope I'm not stepping out of line if I ask questions in an individual thread and if you don't want it here, let me know and I'll delete the post?

I wanted to ask why the single attack die is used in Desert Ambush? Can an opponent roll any defense dice and attempt counter strike? What about any other powers that might trigger when a figure is attacked? I know it is not during the attack phase but rolling an attack die makes me think it is certainly an attack of some kind.

Since the wound is 50% successful, would it have been cleaner to tie the wound into the initial 20 sided die roll? Maybe 15-17 place the raiser, 18 or higher place the raider and a wound marker on an adjacent opponent.
I believe that it was meant to be unblockable, and that is how we tested it when we ran the playtests. So I would say run it as an unblockable attack.
We will ruminate on this in the Sanctum and come back with an official HoSS FAQ.

Question 2, one power days before taking a turn and the other says before moving. Since moving is the first action in a turn for the raiders, aren't they kind of the same moment? I'm guessing that before taking a turn is meant to come first so Ambush can happen even if a bad roll comes up with the Clan Attack... Correct?
Correct. Ambush triggers first as it is directly after revealing an OM. We did it that way so that Tuskens brought back with Ambush could be moved with Clan Attack.
 
Hey guys, Congrats on the successful and really awesome launch of HOSS.

I hope I'm not stepping out of line if I ask questions in an individual thread and if you don't want it here, let me know and I'll delete the post?

I wanted to ask why the single attack die is used in Desert Ambush? Can an opponent roll any defense dice and attempt counter strike? What about any other powers that might trigger when a figure is attacked? I know it is not during the attack phase but rolling an attack die makes me think it is certainly an attack of some kind.

Since the wound is 50% successful, would it have been cleaner to tie the wound into the initial 20 sided die roll? Maybe 15-17 place the raiser, 18 or higher place the raider and a wound marker on an adjacent opponent.

Question 2, one power days before taking a turn and the other says before moving. Since moving is the first action in a turn for the raiders, aren't they kind of the same moment? I'm guessing that before taking a turn is meant to come first so Ambush can happen even if a bad roll comes up with the Clan Attack... Correct?
Glad to see you sticking your nose in here, Matt. You're sorely missed.

Regarding the single attack die, there is Vahallascape precedence in the wording we used. Master of the Hunt and Eltahale both use this language and it is has the same meaning as rolling an unblockable attack die.

Regarding question 2, it would be my interpretation that "before moving" would occur directly before the move phase of a turn. Therefore, "before taking a turn" would occur "before moving".
 
What is considered the sweet spot for buying these guys? I've seen armies on the online tourney currently that use anywhere from 4 squads all the way up to 7 squads.
 
I think 4 is the minimum; the Tuskens do best with 5+ squads. I think 7 is a squad too many - at that point you're probably better off spending that 50 points towards range or a special attack to give your army some variety.
 
I think 4 is too little. They're just like the Marro Drones, so I think 5-7 is the best. I can say that there's another Tusken unit behind the scenes that makes x6 nice but you guys don't have to worry about that for awhile.

Personally I ordered 5, but I find myself proxying for 6 or 7 more often than not.
 
With these guys, the more the merrier. The more chances you have with your clan attack at full the more devastating. The longer they are around, the more turn chances you have of getting the ambush. My only problem is that I usually am the architect of the map building, and am always getting accused of putting on too many sand hexes.:lol:
 
Back
Top