350 Points
14 Figures
2 # Armies
Bring-2
Heat of Battle
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Bring 2, Strike 1
- Before each game, the players will dice-off (evens/odds, or competing d20 rolls). The winner of the dice-off decides whether to "strike and pick second" or "pick first".
- The player who strikes and picks second may choose one of the four armies and ban it from play in this game. The strike may be declined.
- The player who picks first then chooses one army of the (three or four) armies to play.
- The player who strikes and picks second then chooses one army of the remaining (two or three) armies to play.
Heat of Battle
- Players roll the D20; high roll may choose to place first or defer.
- P1 places first. P2 gets +6 initiative to first round initiative.
- Alternate placing one card of your units on the board.
- Squad figures must be placed within three clear sight spaces of all other squad figures placed that turn.
- You may not place figures on glyphs or adjacent to enemy figures.
Treasure Glyphs
For this event, maps with treasure glyphs should place the treasure glyph face-up in its position. There is no roll and no trap; treasure glyphs may be picked up by any unique hero that ends their movement on top of them.
Glyph Easy Reference
- Belt of Giant Strength (temporary treasure glyph) - This figure may use this belt before rolling attack dice for a normal attack against an adjacent figure. This figure adds 2 additional dice when attacking with a normal attack this turn.
- Dagmar (power glyph) - When you roll for initiative, add 8 to your die roll.
- Gem of Lava Resistance (permanent treasure glyph) - This figure gains the Lava Resistant special power. This figure never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.
- Giant Hunter Stone (permanent treasure glyph) - This figure rolls an additional die when attacking or defending against large or huge figures.
- Heroic Rune (permanent treasure glyph) - This figure adds 1 additional attack die when making a normal attack.
- Lorja Ivor (power glyph) - For each figure you control with a Range number of 4 or more, add 1 to the Range number.
- Scarab of Invulnerability (temporary treasure glyph) - This figure may use this scarab whenever it receives one or more wounds. Roll the 20-sided die. If you roll a 1-15, ignore one of the wounds just received. If you roll a 16 or higher, ignore all wounds just received.
- Sola Astrid (power glyph) - Once per numbered Order Marker, you may add one die to your attack roll when any figure in your army uses a Normal Attack.
- Valda (power glyph) - For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph).
- Wannok (power glyph) - At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.
- Yadulkia (power glyph) - Figures you control are never attacked when leaving an engagement.
- Zawit (power glyph) - At the end of the round, you may place the figure on this glyph on any empty space(s) on the battlefield not adjacent to any other figures. If the teleported figure is engaged, it will not take any leaving engagement attacks.
Ban List
The following figures are banned and not allowed at this event:
- Silver Surfer
- Incredible Hulk
- Abomination
- Iron Man
- Captain America
- Thanos
Army
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