Marro Warriors
Friday, November 19th, 2010
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.

A Marro Warrior relates his plans to the Hivelord.











