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Special Powers Overview

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The Special Powers of the figures keep each game exciting, challenging, and unpredictable. Always be aware of the Special Powers your figures possess—they can make a big difference in your game!

Special Attacks: A figure with a Special Power that contains “Special Attack” in its name can use the described attack instead of making a normal attack during its turn. Special Attacks have Range and Attack Values like normal attacks, and follow normal attack rules except where modified. They are often modified by the Special Powers listed as part of their text, so read carefully to find out what makes the attack so special. Special Attacks can never be modified by Glyphs, other Special Powers, or Height Advantages.

Attack Dice and Defense Dice: Combat dice are used for both attack dice and defense dice. Any time an Army Card refers to attack dice or defense dice, use combat dice.

Minimum Zero: Some Special Powers, Glyphs, or other game rules may subtract dice from an attack or defense roll, remove results, or otherwise lower the roll. No roll can contain less than zero dice, or result in a number that is less than zero.

Clear Sight Spaces: Loviatäk the Kyrie Warrior’s Brutality Aura mentions “Clear Sight.” To determine Clear Sight, use Loviatäk the Kyrie Warrior’s Target Point. If she can see any part of your figure (not just the Hit Zone) and your figure is within four spaces of her, they are affected by her Brutality Aura.

Multiple Targets: When a Special Attack targets more than one figure at the same time, the attacker decides the order in which the defenders will roll combat dice for each figure affected.

When a Figure is Destroyed: Some Special Powers have lingering effects on gameplay. Most Special Powers are no longer important when a figure is destroyed (Knight Irene can’t Run if she’s not on the battlefield!). But others, like Misaerx the Kyrie Warrior’s Life Drain Spirit, happen after she is destroyed. As such, it is important to remember that Special Powers can still affect the game even if the figure is destroyed.

Conflicting Timing: When two or more Special Powers would activate at the same time, the players who control the involved figures each roll the 20-sided die. Whoever rolls the highest result determines the order in which the Special Powers are resolved. If a Special Power can no longer be used because a different Special Power was used first, it is prevented.

Conflicting Special Powers: If a Special Power contradicts the Core Rules, that Special Power’s rules override the Core Rules in that instance. If two Special Powers contradict each other, “cannot” overrides “may”.

For example: If one figure’s Special Power says it cannot be moved, and another figure’s Special Power says it may (or simply does) move another figure, the figure that cannot be moved overrides any Special Powers that say otherwise.

Keywords: Some Special Powers are both common and contain a surplus of text. In these cases, just the name of the Special Power is written on Army Cards. The full text of the Special Powers are listed on below.

Flying

When counting spaces for this figure’s movement, ignore elevations. This figure may Fly over water without stopping, pass over figures without becoming engaged, and Fly over obstacles such as ruins. When this figure starts to Fly, if they are engaged, they will take any leaving engagement attacks.

Stealth Flying When counting spaces for this figure’s movement, ignore elevations. This figure may Fly over water without stopping, pass over figures without becoming engaged, and Fly over obstacles such as ruins. When this figure starts to Fly, if they are engaged, they will NOT take any leaving engagement attacks.