Archive for the ‘Figures’ Category

Marro Warriors

Friday, November 19th, 2010

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The Marro Warriors wait to blast their enemies away.

Wave: None

Master set: Master set 1; Rise of the Valkyrie

Home World: Marr

Fights For: Utgar

Hit Zones: Everything but guns

ATTRIBUTES

Marro

Unique Squad

Warriors

Wild

Medium 4

STATISTICS

1 Life

Move-6

Range-6

Attack-2

Defense-3

50 Points

SPECIAL POWERS

Water Clone

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.

NOTES FROM THE AUTHOR

For only fifty points, the Marro Warriors can be a great deal. I, myself have not had A LOT of experience with them, but from what I hear, they are highly esteemed in the HeroScape world. At first glance, they may seem like a cheap strike force. They move fast and strike far. That combo is usually quite good in strike forces. They also can rise again, after your enemy ha blasted them away. One interesting idea I once had was using them as a backup defense. Send three of them out, use them for all their worth, and then, when the three are dead, leave them there. The other one will be situated in a patch of water, close to your must-have area. If the enemy approaches, they start spawning. Of course, Q9 and Q10 could fire away at them until they’re all dead, bur against the less multiple take-out figures, they can be a thorn in the side of any who oppose them.

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A Marro Warrior relates his plans to the Hivelord.

He Who Knows’s HeroScape Stats

Sunday, November 14th, 2010
itsme!3

His motives: obscure. His methods: more so.

Home World: Earth?

Fights For: Who knows what.

Hit Zones: Everything the enemy can see.

ATTRIBUTES

Human

Unique Hero

Talker, Comedian, Goofball

Unpredictable

Medium 5

STATISTICS

5 Lives

Move-7

Range-5

Attack-3

Defense-2

SPECIAL POWERS

The Gift that Keeps on Giving

If this figure is adjacent to an engaged friendly figure, that figure will take no leaving engagement attacks. That figure also receives an extra attack die.

Stride

This figure may move up or down a single level at a time as if he was not doing so. This figure must move up and down more than one level at a time  normally.  This figure has a move of five when Stride is used.

Distraction

When this figure attacks a non-adjacent figure or is attacked by a non-adjacent figure, roll the twenty-sided die. If you roll a fifteen or higher, ignore all combat damage that would be dealt this turn.

Avoid

If this figure is attacked and only one wound would be dealt to it, ignore that wound. Avoid does not apply to counterstrike or leaving engagement attacks.

Brett Favre’s HeroScape Stats

Saturday, November 13th, 2010
black

A very realistic depiction of Brett Favre. (supressed laughing in background)

Home World: Earth

Fights For: Who knows what.

Hit Zones: Everything the enemy can see.

ATTRIBUTES

Human

Unique Hero

Football player, Thinker, Philosopher, and genius

Logical

Medium 5

STATISTICS

5 Lives

Move-6

Range-1

Attack-3

Defense-4

SPECIAL POWERS

Talk the Enemy out of it

When Brett Favre is attacked with an attack from an adjacent figure, he may talk the attacker out of it. Literally or not. If not literally, then roll the 20-sided die. On a roll of 13 or higher, Ignore all damage that would be inflicted by the attack.

Tactics

Whenever a squad figure you control is destroyed, roll the 20-sided die. If you roll a 16 or higher, place the figure back on the board, adjacent to the figure that destroyed it, and attacking that figure. The squad figure remains in play as if it were never destroyed until it is destroyed again. Process repeats.

Abwiechen Gleiche Schatten’s HeroScape Stats

Saturday, November 13th, 2010
Schatten

Scatten, with his many varied tools used for many purposes.

Home World: Earth

Fights For: A reason. What it may be, I know not.

Hit Zones: Everything the enemy wants to attempt to attack except for guns and various other related items That are not a part of him.

ATTRIBUTES

Human

Incredible (a.k.a. Unique) Hero

Football player, Leader, Uh… Winner 🙂

Unbeatable

Medium 5

STATISTICS

6 Lives

Move-5

Range-1

Attack-3

Defense-6

SPECIAL POWERS

Intercept

If an object from a ranged special/normal attack would go past Schatten in its course towards its target, before the defending figure rolls defense die, roll the 20-sided die. If you roll an 11 or higher, 1) Ignore all damage from the attack against the attacked figure and 2) Redirect the attack at a figure of your choice within five spaces. All caracteristics of the attack remain. The target is the only thing different except for the range.

Lie in Wait

If Schatten attacks an adjacent figure or defends against an attack from an adjacent figure while he is next to either an obstacle or a cliff higher than he is, add three to his attack and defense for the rest of the turn.  You may not sue your hands, any other body part, previously destroyed figures, dice, an orange, or any other item that does not belong on the board to create an obstacle.

Sorrowsworn Reaper’s HeroScape Stats

Saturday, November 13th, 2010
A very realistic depiction

A very realistic depiction

Home World: Earth

Fights For: The love of fighting

Hit Zones: Everything but scythe

ATTRIBUTES

Human(possibly)

(Thankfully) Unique Hero

Warlord, Tyrant, General, and Linebacker(A darn good one too)

Despotic

Medium 5

STATISTICS

7 Lives

Move-5

Range-1

Attack-4

Defense-7

SPECIAL POWERS

Clap-of-Dawn Special Attack

Range 1. Attack 6.  When a figure is wounded with Clap of Dawn roll the 20-die.  If you roll 8 or higher lay the wounded figure on its back and remove all order markers.  While on its back a figure may not roll any defense, receive any order markers or be moved over.  On each of the figures following turns roll the 20-die.  If you roll a 16 or higher, you may stand the figure back up and play as normal.  You can not Clap of Dawn a figure already on its back.

Leveling Blow

If Sorrowsworn Reaper attacks a figure that he was 3 spaces away from at the beginning of his turn, add 6 dice to his attack.

NOTES FROM THE AUTHOR

RUN AWAY!!!!!!!!!!!!!!!!!!

Brunak

Thursday, October 21st, 2010

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Brunak prepares to cleave his foes in two

Wave: None

Expansion: Orm’s Return

Home World: Feylund

Fights For: Utgar

Number in Set: 5/5

Hit Zones: Everything but sword

ATTRIBUTES

Trolticor

Unique Hero

Mount

Ferocious

Huge 8

STATISTICS

3 Lives

Move-6

Range-1

Attack-4

Defense-7

110 Points

SPECIAL POWERS

Carry

Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After yu move Brunak, place the chosen figure adjacent to Brunak.

Blood Hungry Special Attack

Range 1. Attack 4.

If Brunak’s Blood Hungry Special Attack destroys a figure, Brunak may Attack asgain with his Blood Hungry Special Attack. Brunak may continue attacking wiht his Blood Hungry Special Attack untio he does not destroy a figure.

Lava Resistent

Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.

NOTES FROM THE AUTHOR

Brunak is an extremely well-rounded figure in my opinion. First, his move of 6 allows him to get into the thick of things and where you need him quickly. He can also grab someone else and carry him into battle too. This is great because you accomplish the work of one-and-a-half order markers with one. Brunak could even troop over the battlefield and take his own personal healer with him!

Second, is his defense. With 7 defense, Brunak is usually a fairly sturdy figure. Although he does have only 3 life, he can sit in the thick of things and almost always come out of a battle alive when most everyone else is long gone.

Third, his attack is incredible. With his Blood Hungry Special Attack, he can wipe out whole squads in one turn if he gets lucky. Also, he’s no wimp at attacking the bigger guys. Although it is no Jötun smash, an attack of 4 can ussually elevate the stack of wound markers on an army card a bit higher.

Lastly, this great figure – to say nothing of his appearence – costs only 110 points!

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Deathwalker stands in awe as Brunak bears down on him

Ana Karithon

Wednesday, October 20th, 2010

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Ana Karithon awaits the wounded behind some battlements

Wave: None

Master set: Master set 3; Battle for the Underdark

Home World: Toril

Fights For: Einar

Number in Set: 7/10

Hit Zones: Everything but staff

ATTRIBUTES

Human

Unique Hero

Cleric

Merciful

Medium 5

STATISTICS

5 Lives

Move-5

Range-4

Attack-2

Defense-3

100 Points

SPECIAL POWERS

Turn Undead Special Attack

Range 4. Attack 4. Turn Undead Special Attack can be used to attack only Undead figures.

Protection from Evil Aura

All small or 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 Protection from Evil Aura does not affect Ana Karithon.

Healing Word

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 or Glyph, you may first roll the 20-sided die. If you roll a 13 or higfher, remove up to 2 wound markers from that Hero’s Army Card.

NOTES FROM THE AUTHOR

Although she is probably less well-known, and therefore less talked about, Ana Karithon is a rather interesting figure. If she is used correctly, she can be a great help to almost any army. If you position her so that she is in a cluster of your medium heroes, she can defend them from Utgar and heal them at the same time. The great thing about Ana is that you don’t have to put order markers on her. Note the Healing Touch. That way, you can strike with your heavier figures – like Sgt. Drake – and not waste any time on Ana. As long your opponent(s) attack you with Utgar figures – which is likely seeing as there are so many of them – You can also use her defense aura. Although definitely not a figure to count on winning a battle with, Ana can be help with the smaller heroes. Her only down side is her bad attack and defense. Ana is obviously not made to fight battles by herself.

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Ana realizes too late that she should never have gone into battle

Darth Vader

Sunday, June 6th, 2010

Darth Vader

Darth Vader

Home World: Tatooine

Fights For: The Empire

Hit Zones: Everything but cape and lightsaber

ATTRIBUTES

Human

Unique Hero

Sith

Forgiving

Medium 6

STATISTICS

6 Lives

Move-5

Range-1

Attack-6

Defense-5

SPECIAL POWERS

Force Choke: Before moving choose one small or medium figure within 4 spaces.  Roll the 20-die, on a roll of 15-20 put one wound on the chosen figure.

Lightsaber Defense: If Darth Vader is attacked by a ranged attack, all excess shields count as unblockable hits.

You Have Failed Me For The Last Time: If one of your unique heroes attacks and fails to put a wound and Darth Vader is within 4 spaces of it, put one wound on the offending figure.

Imperials

“Feel the power of the Dark Side!”

Krug

Thursday, June 3rd, 2010

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Krug hunting for “l’ittle ‘uns”.

Wave: Utgar’s rage

Expansion Pack: Heroes of the Barrenspur

Fights For: Utgar

Number in set: 22/22

Hit Zones: Everything except sword/axe

ATTRIBUTES

Troll

Unique Hero

Beast

Relentless

Huge 8

STATISTICS

8 Lives

Move-5

Range-1

Attack-2

Defense-3

120 Points

SPECIAL POWERS

Wounded Smash: When Krug attacks, he receives one extra attack die for each wound marker he has.

Double Attack: When Krug attacks, he may attack one additional time.

NOTES FROM THE AUTHOR

Krug can be one of two things: an ultimate asset, or an ultimate failure.  Unfortunately for his opponents, he is usually the former.  When he is fully charged he has the best attack in the game, two teeth breaking attacks with NINE attack dice, (ten if you are on a high ground).  Keep everyone you are afraid to lose away from this guy.  His flop times are normally when his general moves him toward the front and then stops putting order markers on him.  Then anyone who has a spare attack will launch a projectile at him every few turns and slowly ooze him down until he has a whopping attack.  Suddenly the general will realize that he has a monster in his army and send him on a mission.  Then someone like Syvarris will shoot him once in his weakened state and kill him before he does anything.  But on almost any battlefield, (except maybe Migol’s Tomb), he can be a great piece, if only to keep your opponent on his toes.  If you can get somebody like Sgt. Drake Alexander into a combat with him, he can most assuredly kill him before Krug himself dies.  Even if the next little nick will kill the old troll it’s a 120-170 trade!

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Krug “bust’en ‘eads”.

Greater Ice Elemental

Thursday, May 27th, 2010

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The Greater Ice Elemental ruling over his remaining territory.

Wave: D-1; Champions of Forgotten Realms

Expansion Pack: Glaun Bog Raiders

Home World: Toril

Fights For: Jandar

Number in Set: 11/20

Hit Zones: Whole Body

ATTRIBUTES

Elemental

Uncommon Hero

Construct

Dauntless

Huge 8

STATISTICS

4 Lives

Move-5

Range-1

Attack-6

Defense-4

130 Points

SPECIAL POWERS

Ice Cold: While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces.  Figures do not have to stop their movement on normal ice spaces.

Ice Spikes 15: If an opponent’s figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die.  If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your dice roll.  If you roll a 15 or higher, the opponent’s figure receives 1 wound.  Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.

Cold Healing: After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental’s Army Card.

NOTES FROM THE AUTHOR

The only time we have used this piece in a game it was destroyed in one turn by the Fen Hydra, but that was an unlucky twist of fate and I wouldn’t count on that in picking.  This figure would be invincible a snow battle and still probably, considering everything, under priced in normal battles.  The only time it is over priced is in battlefields where you wouldn’t want it period.  Its’ lack of lives is the only thing that keeps it in check, and usually it gets off a couple heals anyway.  The “Greater” part in its’ name implies that there will be a Lesser Ice Elemental at some point, but who knows with all the strange stuff d & d is doing.

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The Knights Templar charge into the spikes of the Greater Ice Elemental.


Othkurik the Black Dragon

Wednesday, May 19th, 2010

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Othkurik the Black Dragon lurks atop a mound.

Wave: None

Master set: Master set 3; Battle for the Underdark

Home World: Toril

Fights For: Utgar

Number in Set: 6/10

Hit Zones: Whole body

ATTRIBUTES

Dragon

Unique Hero

Young

Tricky

Large 6

STATISTICS

5 Lives

Move-6

Range-1

Attack-4

Defense-3

140 Points

SPECIAL POWERS

Acid Spray Special Attack: Range 4.  Attack 4.  Choose a figures 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: 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: Standard flying.

NOTES FROM THE AUTHOR

For being cheaper than Mimring, Othkurik is usually better.  He has exactly the same statistics with Acid Spray and Lurking Ambush against his larger kin’s Fire Line.  Of course, Fire Line has a good range (especially when your enemies are lined up) and Mimring is not plagued by the powers that effect Large people, which is why he has some times where he is better.  But Othkurik is a real deal for those looking for a cheap beastie with a bite.  He is naturely quite good in swamp battlefields and it really helps when there is shadow he can land on.  With the Greenscale Warriors he can be a worthy king, having his subjects maul the enemy while he spits over their heads.  He is picked fairly often in our games, doing himself credit for the most part (save that indecent with Migol Ironwill which you will hear about on his page I’m sure).  Like his large gold cousin he is not much good for tanking and should be used mostly for specialist purposes.

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Othkurik prepares to ambush Shiori.



Wyvern

Sunday, May 16th, 2010

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The Wyvern overlooks the battlefield.

Wave: D-1(Dungeons and Dragons 1); Champions of Forgotten Realms

Expansion Pack: Fury of the Primordials

Home World: Toril

Fights For: Aquilla

Number in Set: 6/20

Hit Zones: Whole figure

ATTRIBUTES

Wyvern

Uncommon Hero

Predator

Ferocious

Large 7

STATISTICS

4 Lives

Move-7

Range-1

Attack-4

Defense-4

100 Points

SPECIAL POWERS

Talon Grab: While this Wyvern is flying, you may choose one opponent’s small or medium figure that it passed over this turn.  Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move.  If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks.  Figures under overhangs can never be moved by Talon Grab.

Venomous Sting: When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice.  Venomous Sting does affect destructible objects.

Flying: Standard Flying

NOTES FROM THE AUTHOR

I personally have had no real game experience with this piece.  From mini games we have played he appears to fit in as a specialist that can tank it out with the low to medium hand-to-hand figures, though it’s probably a good idea to keep him away from figures like Sgt. Drake Alexander and Migol Ironwill.  Against most rangers his gift of flying, 7 move, and good stats are a blessing.  It has also been theorized that in a battlefield with pieces from Volcarren Waste, a good way to take out the Hulk would be to Talon Grab him and plunge both figures into molten lava.  Food for thought.


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The Wyvern bears down upon its prey.