Heroscape Star Wars
-
Upload
michael-foster -
Category
Documents
-
view
299 -
download
5
description
Transcript of Heroscape Star Wars
HoSS Master Set: A New Hope The Battle of All Time has come to a Galaxy Far, Far, Away!
This Heroes of Star Wars Scape (HoSS) Master Set combines
the gameplay of Heroscape with the characters of Star Wars.
HoSS Members
HoSS Jedi Council:
mac122
Balantai
Fi Skirata
Porkins
heroscaper2010
White Knight
greygnarl
Yodaking
HoSS Jedi Knights:
Einar's_Strategist
Karat
Arch-vile
HoSS Padawans:
HoSS Art Department:
mac122
White Knight
Tactical Terrain Officer: heroscaper2010
Map Scouts: Fi Skirata, mac122, Arch-vile
Jedi that have become one
with the Living Force:
ibechief
tcglkn
Gurei-Ornery
Necroblade
Granite-M
davidlhsl
Gorthan313
Agent Minivann
Anthasu1
DBC
GreyOwl
SuperflyTNT
IAmBatman
A_Train
INTRODUCTION
A New Hope
A Master Set by HoSS (Heroes of StarWars Scape')
HoSS began on May 19, 2009 when a young(er) simple-minded man thought, "There is a ton of potential
for Star Wars in Heroscape. There is a surplus of miniatures, a large fan base and many talented custom
Heroscape designers. Why can't we have Star Wars Heroscape with the same enthusiasm as we have
with superheroes?" A single thread titled 'Custom Star Wars Thread' was created and the rest is history.
We began as a small group of eager pioneers ready to change the world of Heroscapers.com forever.
Okay. Maybe we weren't that zealous, but we were all very passionate about Heroscape and Star Wars
alike. The project was modeled after C3G, but with the exclusion of testing. Community testing at the time
was at a minimum and trying to get consistent testers would've killed the project. Therefore we moved
forward with 'theoryscaping' as our main form of critique. The early months of HoSS (we didn't have a
name back then) were riddled with discussions about symbols, factions, and force powers. Concepts
were thrown around and egos were tested, but in the end a great group of custom cards emerged.
Unfortunately, I don't remember all of the original designers, therefore, I won't mention anyone by name
as to not offend anyone.
Over the course of the next year, many people came and left. Of the original members of the project, only
Einar's Strategist and myself (Balantai) remain. Fortunately, over the years, we've been blessed with
amazing contributors to this project. When I took a year and a half leave of absence from Heroscapers,
Porkins stepped in and took this project to a whole new level. First order of business: Get rid of that stupid
'Star Wars Customs' title and replace it with a much better name, 'HoSS'. At first much remained the
same, but slowly many of the older decisions were being modernized. Eventually, we made the decision
that if this project was going to attain the same credibility as C3G or C3V, we needed playtesting and
releases. Almost one year after that decision, here we are. And I couldn't be happier. We have a
tremendous group of talented people that helped out with this project. The hours that were put into making
this succeed are staggering and I can't thank all of them enough. I hope you enjoy playing with these
custom figures half as much as we enjoyed creating them.
May the Force with you.
Humbly,
Carl Keiderling (Balantai)
P.S. I'd like to especially thank IAmBatman, mac122 and Porkins. You have dedicated so much of your
time and energy to make this site great. I truly appreciate everything you've all done for me. I may not
have met any of you, but I consider all of you friends.
P.P.S. I'd also like to thank truth for maintaining this fantastic site. You have nurtured a great community
and I am proud to be a member.
Special Thanks
A special thanks to Heroscapers.com for providing the support and inspiration needed for this project!
Disclaimer: Heroscape, Star Wars, Wizards of the Coast and related characters
are trademarked entities and our use of them here is merely for entertainment
purposes only and not for any type of profit in any way. This is an unofficial,
community-made, not for sale project.
Compatibility
This Heroes of Star Wars Scape (HoSS) Master Set is a Heroscape
Expansion Set. The HoSS army cards are fully compatible with the
Classic Heroscape Master Sets and can be used with Classic
Heroscape.
When using HoSS Army Cards with Classic Heroscape, Droids
should be considered equivalent to Soulborgs with respect to Special
Attacks and Abilities. Also, special note should be taken of the Force
symbols used on some HoSS army cards. These symbols are used
to denote additional Special Abilities of certain figures.
Finally, HoSS figures do not follow Classic Heroscape generals.
Instead, they follow different Factions such as the Galactic Empire.
RULES
Get Ready to Play 1. SET UP YOUR BATTLEFIELD
To do this, choose a battlefield and a Master Game Scenario from the
Battlefield & Scenario Section starting on page 15. You may also
create your own battlefield or use one of the battlefields from
Heroscapers.com.
About the Army Cards
Example 1 shows the overall format for HoSS Army Cards.
HoSS Army Cards follow the same rules of battle as normal Heroscape
Army Cards. Life, Move, Range, Attack, Defense, and Special Abilities
all work the same way.
One additional feature on some HoSS Army Cards is the use of Force
Symbols: Force Push, Force Leap, and Force Sensitive. Information
about Force Symbols can be found on pages 11 and 12. Unique/Common: When selecting cards to put in your Army, you
cannot select two of the same Unique Army Card. You may include
two or more of the same Common Army Card.
Hero/Squad: Hero Cards feature a single
(usually powerful) figure. Squad Cards
feature two or more (usually less powerful)
figures. Your Army can include all Heroes,
all Squads, or any combination.
Faction: The Faction to which this Army
Card owes its allegiance (Galactic Empire,
Rebel Alliance, or Independent).
Species: Biological Classification
of the figure(s).
Class: The type of figure(s).
EXAMPLE 1: HoSS Army Card Information
Personality: Dominant characteristic.
Size/Height: The size of the Hero or Squad,
and the number of levels high.
Special Power(s): Most figures have special
powers that allow them to “break the rules”
when moving, attacking, or defending.
Force Symbols: Some Army Cards have special
Force Symbols. There are 3 force symbols: Force Push,
Force Leap, and Force Sensitive.
Move: The maximum number of
spaces the figure(s) may move.
Range: The number of spaces away
that the figure(s) can attack.
Attack: The number of dice you roll
to attack.
Defense: The number of dice you roll
to defend.
Target Point: The orange dot shows
the area from where you determine
Line of Sight.
Hit Zone: The blue area shows what
part of the figure(s) can be attacked.
Used when checking Line of Sight.
Points: The value of an Army Card,
based on the power of its figure(s).
3
RULES 2. GATHER AND PLACE YOUR ARMY
You may use a pre-made Army or a pre-set Army, or you can draft an
Army. These three ways of gathering an Army are explained below.
As you gather your Army, make sure that the total point value doesn’t
exceed the one listed in your chosen game scenario (it can be lower, but
not higher). Players don’t need to have the same number of Army
Cards; for example, you may have three Army Cards, while an opponent
may have four or five Army Cards.
Army Card factions: Unless the Army Cards are specified for a specific
scenario, you may have Army Cards from different factions in your
Army.
Using a Pre-Made Army
Experienced players may know exactly which Armies they want, based
on the game scenario, the point values, their favorite figures, or other
factors. If you’ve already chosen (or brought along) your Army, place
your cards in front of you. Then players roll to see who places his Army
on the battlefield first. Re-roll ties. The highest roller will place his
entire Army on the battlefield first; placement then passes to the left.
You must place your entire Army in the same starting zone. You cannot
place any figures in an enemy-occupied starting zone. Unless stated
otherwise in the game scenario, teammates start in the same starting
zone. If there are more Army figures than spaces in the starting zone,
you can’t use the extra figures.
Using a Pre-Set Army
Some scenarios have the Armies chosen for you. You choose the Pre-
Set Army that you want to control. After choosing your Army, place your
Army Cards in front of you, then place your figures on the battlefield.
Drafting an Army
Drafting is a fair and fun way for players to choose their Army Cards for
a well-balanced game. When you select an Army Card, take the figure
or figures shown on the card and place them in a starting zone
immediately, before the next player selects an Army Card. You must
place your entire Army in the same starting zone. You cannot place any
figures in an enemy-occupied starting zone. Unless stated otherwise in
the game scenario, teammates start in the same starting zone. If there
are more Army figures than spaces in the starting zone, you can’t use
the extra figures.
For a 2-player game, players draft as follows:
1. Both players roll the 20-sided die. Re-roll any ties. The higher
roller drafts first by choosing one Army Card.
2. The other player then chooses two Army Cards.
3. Each player, in turn, then chooses one Army Card, until both
players’ Armies have been completely chosen and placed.
Let’s say you’re playing a scenario that calls for each player to gather a
500 point Army. Example 2 shows the Armies that you and your
opponent chose, and where you placed them.
For a 3- or more-player game, players draft as follows:
1. All players roll the 20-sided die. Re-roll any ties. The highest roller
drafts first by choosing one Army Card.
2. The player to the left then chooses one Army Card, and so on. The
last player to draft chooses two Army Cards.
3. Drafting goes back around the table (it reverses direction). The last
player (the player who drafted first) chooses two Army Cards. The
draft reverses direction again.
4. If at any time a player cannot pick another Army Card because
choosing it would exceed the total Army point limit, that player must
pass. If you pass, you have completed your Army.
5. Continue going back and forth around the table with the last player in
each direction choosing two Army Cards and reversing the draft
direction until all players have completed their Armies.
ORDER MARKERS
Each player takes four Order Markers: 1, 2, 3,
and X. At the beginning of each round, you’ll
place these on your Army Card(s) to show the
order in which your figures will move and attack.
WOUND MARKERS AND DICE
Place all of the Wound Markers and dice near the battlefield.
HoSS was designed to be played with the white combat
dice found in the newer Master Sets and is fully compatible
only with this set of combat dice. When using different dice,
house rules are necessary to ensure full compatibility.
EXAMPLE 2: You Gather and Place Your Armies
Your Army: You choose this Army for a 485-point total and place
them where shown. Han Solo and Chewbacca are in front.
Your Opponent’s Army: He chooses this Army for a 465-point
total and places them in his starting zone as shown. Darth Vader
and an Imperial Officer are in the forefront.
4
RULES
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.
Action 2. Move Figure(s) on the Army Card Now you may move any or all figures on your chosen Army Card, if you
want to. Follow these rules for moving each figure:
• Check the Move number: You can move a figure in any direction up
to the Move number on its Army Card. For example, with a Move
number of 5 a figure can move 1, 2, 3, 4, or 5 spaces. (Uneven terrain
and water may limit movement, as you’ll soon see.) Example 4 shows
basic movement.
• Order of movement: Move Squad figures in any order, one at a time.
The Battle Begins! The game is played in several rounds. A round consists of 3 turns for
each player.
A ROUND OF PLAY
Each round of play consists of the following four steps:
1. Place Your Order Markers
2. Roll for Initiative
3. Players take their turns one at a time, until each player has taken
three turns.
4. Move the Round Marker ahead to the next number.
All of these steps are explained in detail below.
1. Place Your Order Markers On a turn, you’ll move and attack with the figures on one Army Card.
Decide now which Army Card you’ll use on which turn, then place an
Order Marker on those cards (1 for the first turn, 2 for the second turn,
3 for the third turn). You may place two or more Order Markers on the
same card, if you want to use that card for two (or even all three) of
your turns.
Players place their Markers at the same time. Place your Markers
facing you, so your opponents can’t see the numbers on them.
(Teammates can look at each other’s Markers.) The “X” Order Marker
is a decoy: you can place it on any Army Card, just to keep your
opponent guessing.
Note: More competitive players can take turns placing all of their
markers. To do this, roll the 20-sided die. The high roller places all of
his Order Markers first; then the player to the left places all of his
Order Markers; and so on, until all Order Markers have been placed.
Example 3 shows where you and your opponent place your Order
Markers.
2. Roll for Initiative Now all players roll the 20-sided die. The highest roller takes the first
turn, then play passes to the left. If there’s a tie for highest roll, the
tying players re-roll.
In cases where the roll for initiative is affected by a special power, the
power applies to re-rolls as well.
3. On Your Turn During a round, each player will take three turns. Usually, you’ll do
three actions on your turn, in this order:
Action 1. Reveal Your Order Marker
Action 2. Move Figure(s) on the Army Card
Action 3. Attack with Figure(s) on the Army Card
EXAMPLE 3: You Place Your Order Markers
Your Order Markers: On this round, you decide to mobilize Luke
(first turn), Han Solo (second turn), then the Rebel Troopers (third
turn). You place the X Order Marker on Chewbacca, to “fake out”
your opponent.
Your Opponent’s Order Markers: On this round, your opponent
decides to mobilize an Imperial Officer (first turn), then his
Stormtroopers (second and third turns). He places the X Order
marker on Darth Vader.
5
RULES • Passing and landing on other figures: You can move through a
space with a friendly figure on it (one of your own or a teammate’s),
unless the figure is engaged (see Engagement Rules, on page 8). You
can’t move through a space with an opponent’s figure on it, or end your
move on a space with any other figure.
• Moving Down: When you move to a lower level, you don’t need to
count sides on the way down (but there may be a penalty for moving to a
much lower level; see Falling, below). Example 7 shows a figure moving
down.
EXAMPLE 4: Basic Movement
The Rebel Trooper has a move of 5. You advance him the full 5
spaces toward the opposing figures. Note: The Rebel Trooper
may move through the other Rebel Trooper because the Rebel
Trooper is a friendly figure.
EXAMPLE 5: Moving Up
Count the side of each level as you move the Rebel Trooper to
the top of the first ledge. Note: The Rebel Trooper cannot move to
the second ledge because it would take a move of 7, and his
Move number is only 5.
Height Limit: A figure cannot move up a number of levels equal to or
higher than its Height number all at once. See Example 6.
EXAMPLE 6: Height limit for moving up
This Stormtrooper cannot move up to the space marked with
an “X” because it is 5 levels higher than his base and the
Stormtrooper has a Height of 5.
EXAMPLE 7: Moving Down
To move a Stormtrooper down from this ledge, you don’t need to
count the sides of the levels.
Falling: When a figure moves down to a much lower level, it may get
wounded. (This rule does not apply if a figure drops onto a water space.)
A fall is defined as follows:
If the drop is equal to or more than the figure’s height, you must roll one
attack die after moving, to see if it was wounded. Major fall: If the drop is
10 levels more than the figure’s height, you must roll an additional attack
die (for a total of two attack dice).
For each skull you roll, add one Wound Marker to the figure’s Army Card.
Extreme Fall: If the drop is 20 levels more than the figure’s height, you
must roll the 20-sided die. If you roll 19 or 20, the figure does not take
any falling damage. If you roll 1 – 18, the figure is destroyed.
6
• Moving Up: When you move to a higher level, count the side of each
higher level as one space. Example 5 shows how to do this. If your
figure can’t move enough spaces to reach the top of a ledge, then it
can’t move there.
Note: Water spaces do not add height to any spaces on which they are
placed.
1
2
3
4 5
6
7
1 2 3 4 5
6
1
2
3 4
5
1 2 3
4
5
RULES
• Overhangs: An overhang exists when one or more tiles are above
another tile with space in between. Figures that are small enough to do
so may move under overhangs (Example 10 shows an overhang).
EXAMPLE 10: Moving under an overhang
On this battlefield, notice that the Jawa can move under this
overhang but Luke cannot.
• Moving into water: When you move onto a water space from any
other space (even from another water space), you must end your move
there. See Example 9A.
• Moving from water to land: For water spaces that are lower than
their adjacent land spaces, the “moving up” rule applies. When moving
from water to land, count the side of each land space as you move. See
Example 9B.
EXAMPLE 8: Falling
When you move a Stormtrooper down from this 5-level cliff, you
roll one attack die for the fall, because the cliff is equal to his
height of 5. You don’t roll a skull, so the Stormtrooper is safe.
EXAMPLE 9A: Moving into water
When your opponent moves a Rebel Trooper onto a water space,
he must stop there.
EXAMPLE 9B: Moving out of water
When moving a Rebel Trooper from this water space to the
adjacent land space, your opponent counts two spaces.
7
Figures can also move up onto low overhangs: when you move a figure
up a low overhang, count the nearby support tiles. See Example 11.
EXAMPLE 11: Moving up onto a low overhang
Luke counts the nearby support tile as he moves onto this
overhang.
• Keep the base on the space: When you end a figure’s move, make
sure its base lies flat and is on that space only (or spaces, in the case
of double-space figures). No part of its base may overlap on another
space or area between spaces.
• Tight quarters: Some battlefields have narrow passageways, ruins
and overhangs that may limit the movement of some figures. A figure
can’t move through or onto a space that it can’t fit completely onto.
Special Powers: Special powers may also affect a figure’s
movement. Check your figure’s Army Card for special powers.
1
1
2 3 4
5
1
1 2
3
4 5
Example 8 shows a figure falling.
RULES ENGAGEMENT RULES A figure becomes engaged when it moves adjacent to an opponent’s
figure. Adjacent Exceptions: Most of the time, if a figure is next to
another figure they are adjacent. Here are the exceptions to the rule:
• If one figure’s base is on a level equal to or higher than the height of
the other figure, they are not adjacent and therefore not engaged. See
Example 12, below.
Action 3. Attack with Figure(s) On the Army Card Now it’s time for your Hero or Squad to attack.
Who can attack? Any figure(s) on your chosen Army Card within Range,
and with a clear Line of Sight, can attack. If no figure on your Army Card
meets these two conditions, you can’t attack.
Looking for hidden figures: At any time, feel free to walk around the
battlefield to find out which figures are hiding where: behind ruins or
raised terrain areas, etc. (As you do this, other players may want to shield
their Order Markers so you can’t see them.)
Before attacking with a figure, check the Range and Line of Sight:
• Range: A targeted figure must be within the Attacking figure’s Range:
for example, with a Range of 6, your Stormtrooper can attack any figure
within 6 spaces from it. A figure with a Range of 1 can attack a figure only
from an adjacent space.
Engaged figures: If one of your figures is engaged with one or more
other figures, that figure can attack only those figures.
A double-space figure can attack from either space.
When checking the Range, don’t count extra spaces for higher levels.
However, being on a higher level is an advantage during an attack (see
Height Advantage under Attacking). Also, if the distance between you
and the targeted figure includes an area with no spaces (for example,
near the edge of the battlefield), you may still attack it, but you must count
the spaces along the battlefield to check the Range.
Attacking around other figures: If other figures are between you and
the targeted figure, you can’t attack them, but you can attack the targeted
figure if you have a clear Line of Sight.
EXAMPLE 12: Not adjacent
Luke is not adjacent to Darth Vader because Darth Vader is on a
ledge which is 5 levels high, equal to Luke’s height of 5.
EXAMPLE 13: Multiple Engagement
When you move Luke away from two opposing Jawas, your
opponent rolls two attack dice (one for each Jawa). Two skulls are
rolled, inflicting two wounds. You place two Wound Markers on
Luke’s Army Card.
8
• If a ruin is between the two figures, both figures’ heights must be
higher than the ruin to be engaged. If both figures’ heights are lower
than the ruin, or only one figure’s height is lower, they are not engaged.
For example, a ruin has a height of 6. If Luke (height of 5) and Darth
Vader (height of 5) are next to each other with a ruin between them, they
are not engaged.
Leaving an engagement: You may move around a figure that you’re
engaged with, but as soon as you move away from it (onto a space
that’s not adjacent to it), the figure may take a “passing swipe” at your
figure. To do this, the player who controls the figure rolls one attack die.
(You do not roll a defense die for your figure.) If a skull is rolled, your
figure takes one wound. Place one Wound Marker on its Army Card.
Multiple engagements: Your figure may become engaged with more
than one figure at the same time. As you leave each engagement, the
engaged figure rolls one attack die. For each skull rolled, your figure
takes one wound. Example 13 shows a multiple engagement.
RULES
Adusting Figures: Players may touch or move only their own figures,
and may do so only on their own turns. For example, a player cannot
move his figure out of Line of Sight on an opponent’s turn.
If players disagree about whether or not there is a clear Line of Sight,
just roll the 20-sided die; the high roller wins the dispute.
Example 14 shows how to determine if a targeted figure is within an
attacker’s Range and Line of Sight.
ATTACKING The figures on your chosen Army Card attack one at a time, in any
order. Each figure can attack only once, but different figures can attack
the same opposing figure.
Before attacking, consider height advantage and special powers as
explained below. (The you-snooze-you-lose rule: If you forget to do
this, tough luck. Maybe next time, you’ll remember!)
• Height Advantage: If the base of one figure is higher than the base
of the other figure (no matter what their actual size or height), the
higher figure has height advantage, and rolls one extra die. If the base
of the higher figure is 10 or more levels higher then the height of the
lower figure, the higher figure rolls two extra dice.
When figuring height advantage, remember that water spaces do not
add height to the spaces they’re on.
• Special powers and special attacks: Many figures have special
powers or abilities that help them move, attack, defend, and more.
Check your figure’s Army Card to see what special powers or abilities
(if any) your figure can use. Pages 11, 12 and 13 show several
examples of special powers and special attacks. Warning: Use your
special powers and attacks strategically; some are so powerful that
they may affect even friendly figures!
To carry out the attack, follow these steps:
1. Announce which figure is the Attacker, and which figure is the
Defender.
2. Check the Attack number on your Attacker’s Army Card, adding any
extra dice for height advantage or special powers. Then roll that
number of attack dice. After you roll, the Defender rolls the number of
defense dice on his Defender’s Army Card, adding any extra dice for
height advantage or special powers.
3. For every skull the Attacker rolls, the Defender must roll at least one
shield to block it.
• Line of Sight: To attack a non-adjacent targeted figure, your figure
must be able to “see” it from its location. Unlike Range, the Line of Sight
is an imaginary straight line between you and the targeted figure; it has
nothing to do with the spaces on the battlefield. If the targeted figure is
(for example) behind a ruin or a cliff, so that your figure can’t “take aim”
at it, then no attack is possible.
To determine if there is a clear Line of Sight, check the Target Point (the
orange dot on your figure’s Army Card) and the Hit Zone (the blue area
on the targeted figure’s Army Card). Then get behind your figure and
look to see if its Target Point can “see” any part of the targeted figure’s
Hit Zone. If so, there is a clear Line of Sight.
Once you are engaged with a figure, you do not need Line of Sight.
EXAMPLE 14: Range and Line of Sight
You want Luke to attack a Tusken Raider.
1. First, you count the spaces between them: there are 7, so the
Tusken Raider is within Range.
2. Then, you check for a clear Line of Sight from your figure’s
Target Point to the Tusken Raider’s Hit Zone. A Jawa is in the
way, but Luke can still see part of the Tusken Raider’s Hit Zone
(the blue area of the figure), so he can attack.
9
1
2
3 4 5
6
7
RULES • If the Attacker rolls the same number of skulls or less than the
Defender rolls shields, your attack is unsuccessful. The Attacking and
Defending figures stay where they are, and the attack is over.
• If the Attacker rolls more skulls than the Defender rolls shields, your
attack is successful. For each unblocked skull the Attacker rolled, one
Wound Marker must be placed on the Defender’s Army Card.
Life: When a figure has as many Wound Markers as the Life number on
its Army Card, it is destroyed. (A figure with only one Life is destroyed
by only one wound.) The player who controls the destroyed figure
places it on the Army Card. When all figures on an Army Card have
been destroyed, the Army Card is out of play. Do not reveal any Order
Markers that are on that card for that round of play. On future rounds,
you can’t take any turns for that card.
After you’ve finished attacking, your turn is over. The player to your left
then takes a turn.
Example 15 (to the right) shows an attack and its outcome.
SHADOW SPACES A shadow space is NOT a type of water space. Any special
power that applies to a figure on a water space will not work on a
shadow space. However, when a small, medium, or large figure is
standing on at least one shadow space, it rolls 1 additional defense die
when defending.
Note: Shadow spaces do not add height to any spaces on which they
are placed.
EXAMPLE 15: An Attack
Han Solo attacks Darth Vader. You roll 4 combat dice.
Darth Vader has a minor height advantage, so he adds one die to
his Defense number of 6, and rolls 7 defence dice.
You roll three skulls; Darth Vader rolls one shield.
Darth Vader takes two wounds. Place two Wound Markers on
Darth Vader’s Army Card.
10
Han Solo
Darth Vader
Darth Vader had 4 Wound Markers from a previous attack.
He now has 6 Wound Markers and is destroyed. Place Darth
Vader on his Army Card, and leave any Order Markers there
(Darth Vader must skip his turn.)
EXAMPLE 16: Shadow Spaces
Luke Skywalker is on a shadow space. If either the Stormtrooper
or the Jawa attacks Luke, Luke rolls one extra defense die for a
total of 4 defense dice (3 defense + 1 extra die for being on a
Shadow Space). Note that both the Stormtrooper and the Jawa
roll an extra attack die since they have height advantage on Luke.
RULES
11
ENDING A ROUND After the last player takes his third turn, the round is over. Players then
begin a new round by placing their Order Markers and then rolling for
initiative.
ENDING THE BATTLE The Game Scenario sets the victory conditions for each game.
However, if the game hasn’t ended by the time you’ve played a certain
number of rounds, you may decide that the player (or side) with the
most points wins. See Scoring, below.
SCORING In cases where scoring is necessary, each player or team scores points
for each Army Card with figures still on the battlefield. Score the full
points listed on the Army Card, even if there is only one surviving Squad
figure.
Glyphs Depending on the Scenario, s are placed on top of battlefield spaces
either power-side up or symbol-side up. When one of your figures
moves onto a Glyph that is symbol-side up, stop there and turn the
Glyph power-side up; the powers on the Glyph take effect immediately.
When a figure lands on a power-side up Glyph, it must stop. The
Moisture Vaporator Glyph in this HoSS Master Set must always be
placed power-side up.
Note: A double-space figure must stop when its leading end moves onto
a Glyph.
Some Glyphs grant temporary powers, while others grant longer-lasting
ones. This HoSS Master Set only has a single Glyph and it is a
permanent Glyph.
Permanent Glyphs
The power of each permanent Glyph is in effect for as long as a figure is
standing on it.
Glyph of Moisture Vaporator (Healer)
At the end of each round, remove one wound marker from the card
of any non-Droid figure on the Moisture Vaporator Glyph. This
Glyph must be placed symbol-side up in any scenario you may
create.
Special Powers The special power (or powers) of the figures keeps each game exciting,
challenging, and unpredictable. Always be aware of the special powers
of your Army figures; they can make a big difference in your game.
Force Symbols Some HoSS Army Cards have symbols on them representing special
powers.
FORCE SYMBOLS QUICK REFERENCE GUIDE A full-size version of the above Force Symbols guide can be found in
Appendix A.
RULES
12
Force Leap Symbol
Figures with the Force Leap symbol on their Army Card may use Force
Leap during their turn instead of moving normally.
Example 17 shows Darth Vader using Force Leap.
Force Push Symbol
Figures with the Force Push Force symbol on their Army Card may use
Force Push once during their turn, before or after moving or attacking.
Example 16 shows Darth Vader using Force Push on his opponents.
EXAMPLE 16: Force Push
Darth Vader is engaged with R2-D2. He can use Force Push to
move R2-D2 one or two spaces in a straight line. R2-D2 may not
be moved off the battlefield or through objects such as ruins. Note
that R2-D2 does not take any leaving engagement attacks when
moved by Force Push. The red circles below show the spaces
where R2-D2 may be moved with Force Push.
Falling Damage during Force Push
The illustration below shows the height of each of the cliffs. R2-
D2 has a height of 3. If R2-D2 is moved off a cliff onto one of the
spaces indicated below by a yellow arrow (a fall of 3 or 4 levels,
equal to or greater than R2-D2’s height), R2-D2 must roll one
combat die for Falling Damage. If a skull is rolled, R2-D2 takes
one wound. If R2-D2 is moved off a cliff onto the space indicated
by the green arrow (a drop of 2, which is less than R2-D2’s
height), R2-D2 will not take any Falling Damage.
4
3
2
4
4
EXAMPLE 17: Force Leap
Darth Vader uses Force Leap to move 3 spaces, leaping over the
ruin, over the Jawa, and onto the hill.
Darth Vader lands adjacent to Luke. He does not take any
leaving engagement attacks from the Jawa because he leapt over
the Jawa without becoming engaged.
If Darth Vader had been engaged prior to using Force Leap, he
would have taken any leaving engagement attacks when he
started to Force Leap.
1
2
3
1
2
3
Note on Force Leap and Force Push: Players may use both Force
Leap and Force Push during the same turn.
Force Sensitive Symbol
The Force Sensitive symbol does not provide any special powers or
abilities—it is used for reference by other special abilities.
For example, Obi-Wan's special power Jedi Mentor allows you to
choose Luke to be Obi-Wan's Apprentice because Luke has the Force
Sensitive symbol on his Army Card.
RULES
13
Other Special Powers and Abilities
Fire from Cover
Princess Leia can add 1 die to her Attack and 1 die to her Defense when
she is unengaged and is adjacent to any terrain, obstacle, or destructible
object whose height is three or more levels higher than her base.
Example 18 shows when Princess Leia can and cannot use her Fire
From Cover special ability.
EXAMPLE 18: Fire From Cover
In the picture below, Princess Leia is adjacent to the ruin (which
has a height of 6) and a cliff (which is 4 levels higher than her
base). Either object would allow her to use Fire From Cover, so
Princess Leia may add 1 die to her Attack and Defense.
In the picture below, Princess Leia is adjacent to a cliff which is
only 2 levels higher than her base. She cannot use her Fire From
Cover special ability.
Force Intuition
Both Luke Skywalker and Princess Leia have the Force Intuition special
power. They can use the power when both attacking and defending.
Example 19 shows Luke Skywalker using Force Intuition.
EXAMPLE 19: Force Intuition
Luke attacks the Stormtrooper.
Luke rolls 4 Combat Dice (3 for his Attack and 1 because he has
Height Advantage). He rolls 1 skull, 1 shield, and 2 blanks.
Because Luke has Force Intuition, he may re-roll the 2 dice that
showed blanks. He rolls a skull and a blank, giving him a total of 2
skulls. He may not re-roll the blank die a second time.
Stormtrooper
Luke rolls 2 skulls, and the Stormtrooper rolls 1 shield.
The Stormtrooper takes 1 wound and is destroyed.
Luke
RULES
14
Special Powers References on Army Cards Some special powers make reference to the Species, Personality,
Faction, Unique/Common, Hero/Squad and or Class of other figures. For
example, the Imperial Officer makes reference to figures that follow the
Galactic Empire; the Stormtroopers fall into this category. Also, Darth
Vader makes reference to Common Squad figures; the Rebel Troopers
fall into this category.
Using more than one HoSS Master Set Using more than one HoSS Master Set gives you lots of new options.
You can field bigger, more powerful armies. You can “even up the
playing field” by having the same Army as an opponent. But along with
that extra excitement comes a few special rules. . .
Unique Army Cards: If you’re combining two sets of HoSS Army
Cards, make sure that no player has more than one of the same Unique
Army Card in his or her army. (For example, your Army can’t include two
Darth Vader figures.) However, you and an opponent can both have
the same Unique Army Card(s). For example, you and your opponent
can each have one Chewbacca in your armies.
Common Army Cards: Your Army can include two or more of the
same Common Army Card. If so, follow these special rules:
• You don’t need to keep these figures separate (that is, keep track of
which figures belong to which card). For example, if you’re using two
cards worth of Stormtrooper figures, each Order Marker placed on either
Army Card activates any 4 of them.
• When any figure on your Common Army Card is destroyed, you may
place it on any matching Army Card.
Uncommon Army Cards: Your Army can include two or more of the
same Uncommon Army Card. If so, follow these special rules:
• You must keep these figures separate (that is, you must keep track of
which figures belong to which card).
• In all other ways and for special powers and abilities, Uncommon Army
Cards are treated as Unique Army Cards.
Simultaneous Special Powers If you and an opponent are using the same Army Cards with powers that
happen at the same time, you must roll the 20-sided die to see who gets
to use them first. For example, if both you and your opponent are using
the Imperial Officer figures, you’ll have to roll to see who gets to place
their figures first using the We’re Sending a Squad Up special power.
BATTLEFIELD KEY
15
Battlefield Key The graph below shows the color of each tile type and the set it came with. As you build your battlefield, notice the center colors
to identify the tile type, so you’ll know which ones to use. The black borders will help you identify what size tile of that type to use,
from 24, 7, 5, 3, 2 and 1 space tiles.
GLYPHS KEY
PLACED SYMBOL SIDE UP:
GLYPH of MOISTURE VAPORATOR:
SYMBOL-SIDE UP
POWER-SIDE UP
TANTIVE IV BATTLEFIELD
16
Tantive IV Battlefield (Uses 2x Fortress of the Archkyrie)
Map designed by Fi Skirata and mac122
Scenario designed by HS2010
It is a period of civil war. Rebel spaceships, striking from a
hidden base, have won their first victory against the evil
Galactic Empire.
During the battle, Rebel spies managed to steal secret
plans to the Empire's ultimate weapon, the DEATH STAR,
an armored space station with enough power to destroy an
entire planet.
Pursued by the Empire's sinister agents, Princess Leia
races home aboard her starship, custodian of the stolen
plans that can save her people and restore freedom to the
galaxy…
TANTIVE IV SCENARIO
17
Tantive IV Scenario
(2 players) (Scenario) "Commander, tear this ship apart until you've found those plans and
bring me the passengers. I want them alive!"
―Darth Vader
Goals:
Player 1: Stall the Imperial troops long enough to give Princess Leia
enough time to send a message to Obi-Wan Kenobi.
Player 2: Capture Princess Leia before she can send a message.
Setup:
Army 1: Princess Leia, 4 squads of Rebel Troopers
Army 2: Darth Vader, 2 squads of Stormtroopers
Player 1 places the 4 squads of Rebel Troopers in the blue start
zones and places Princess Leia anywhere in the cyan start zone.
Player 2 places the 2 squads of Stormtroopers in the red start zone
and places Darth Vader in the orange start zone.
Both castle doors should be removed from the battlefield.
Victory Conditions:
Player 1 wins if Princess Leia is unengaged in the cyan start zone at
the end of round 4.
Player 2 wins if Princess Leia is destroyed, engaged with an enemy
figure, or outside the cyan start zone at the end of round 4.
Special Rules:
• Figures do not receive any movement bonus for using the wall
walks.
• Figures do not have Line of Sight over voids.
JUNDLAND WASTES BATTLEFIELD
18
Jundland Wastes Battlefield (Uses 1x RotV and 1x SotM Master Sets)
Map designed by White Knight
The Jundland Wastes is a dry, hot, and rocky region
located on the desert world of Tatooine. This remote
area largely consists of a number of canyons winding
around large mesas.
The nomadic Tusken Raiders and the Jundland
Waste Womp Rat inhabit the area. To natives of
Tatooine, "Jundland" means "No Man's Land".
JUNDLAND WASTES SCENARIO
19
Jundland Waste Scenario 1: Utini!
(2 players) (Scenario)
(Requires Major Q9) “Utini!”
Goals: Destroy all of your opponent’s figures.
Setup:
Army 1: 5 squads of Jawas
Army 2: Major Q9
Player 1 places the 5 squads of Jawas in the blue start zone.
Player 2 places Major Q9 in the green start zone.
Victory Conditions:
Player 1 wins if Major Q9 is destroyed. Player 2 wins if all the Jawas
are destroyed.
Jundland Waste Scenario 2: Desert Warfare
(2 players) (Competitive Map) "The Jundland Wastes are not to be traveled lightly."
―Obi-Wan Kenobi
Goals: Destroy all of your opponent’s figures.
Setup: Each player drafts or brings pre-made 500 point armies.
One player starts in the blue starting zone; the other player starts in
the green starting zone.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
BEGGAR’S CANYON BATTLEFIELD
20
Beggar‘s Canyon Battlefield (Uses 2x RotV and 1x BftU Master Sets)
Map designed by Yodaking
Beggar's Canyon is a massive canyon on the desert
planet of Tatooine. It was formed millennia ago by a
junction of three rivers when the planet had water and
vegetation.
"It'll be just like Beggar's Canyon back home!"
―Luke Skywalker
BEGGAR’S CANYON SCENARIO
21
Beggar’s Canyon Scenario 1: Ambush!
(2 players) (Scenario) "The sand people are easily startled, but they will soon be back, and
in greater numbers.“ - Old Ben Kenobi
Goals: Destroy all of your opponent’s figures.
Setup:
Army 1: 5 squads of Tusken Raiders
Army 2: Luke Skywalker, Obi-Wan Kenobi, R2-D2, C-3PO
Player 1 places the his army in the yellow start zones.
Player 2 places his army the red start zone.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
Beggar’s Canyon Scenario 2: Canyon Battle
(2 players) (Casual Map)
Goals: Destroy all of your opponent’s figures.
Setup: Each player drafts or brings pre-made 500 point armies.
One player starts in the yellow starting zone; the other player starts
in the red starting zone.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
MOISTURE FARMS BATTLEFIELD
22
Moisture Farms Battlefield (Uses 2x Battle for the Underdark Master Sets)
Map designed by Typhon2222
Tatooine. Desert planet of sand and rock, where a
few hardy settlers eke out a harsh existence amidst
the wastelands on their moisture farms. Using
moisture vaporators, they collect precious molecules
of water from the arid atmosphere and pump them
into underground chambers where, protected from the
scorching heat of Tatooine's twin suns, crops can be
raised.
But who will defend these moisture vaporators as
the arm of the Empire grows longer?...
MOISTURE FARMS SCENARIO
23
Moisture Farms Scenario
(2 players) (Competitive Map) "What I really need is a droid that understands the binary language
of moisture vaporators."
"Vaporators? Sir, my first job was programming binary
loadlifters—very similar to your vaporators in most respects."
―Owen Lars and C-3PO
Goals: Destroy all of your opponent’s figures.
Setup: Each player drafts or brings pre-made 500 point armies.
One player starts in the yellow starting zone; the other player starts
in the red starting zone.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
MOS EISLEY CANTINA BATTLEFIELD
24
Mos Eisley Cantina Battlefield (Uses 1x Marvel Master Set, 1x RotV Master Set, and
1x FotA Expansion)
Map designed by Arch-vile, HS2010, and White Knight
The Mos Eisley Cantina was a popular drinking and
dining establishment located in the city of Mos Eisley
on the desert world of Tatooine.
“You will never find a more wretched hive of scum and
villainy.“ ―Obi-Wan Kenobi
MOS EISLEY CANTINA SCENARIO
25
Mos Eisley Cantini Scenario 1: Bounty
(2 players) (Scenario) "Koona t'chuta, Solo?”
- Greedo
"Yeah, I'll bet you have." PEW!
- Han Solo
Goals: Destroy all of your opponent’s figures.
Setup:
Army 1: Greedo
Army 2: Han Solo
Player 1 places Greedo in the yellow start zone.
Player 2 places Han Solo in the orange start zone.
Special Rules:
• Greedo automatically wins the initiative for the first round.
• During his first turn, Greedo may not move.
• Figures do not have Line of Sight over voids.
• Figures may not fly, leap, climb, or be thrown over the fortress
walls.
• The Castle Doors are not used on this battlefield.
Victory Conditions: When the other side has no figure left on the
battlefield, you win.
Mos Eisley Cantini Scenario 2:
Bar Room Brawl
(2 players) (Casual Map)
“I’m ready for anything.”
- Luke Skywalker
Goals: Destroy all of your opponent’s figures.
Setup: Each player drafts or brings pre-made 500 point armies.
One player starts in the yellow starting zone; the other player starts
in the orange starting zone.
Special Rules:
• Figures do not have Line of Sight over voids.
• Figures may not fly, leap, climb, or be thrown over the fortress
walls.
• The Castle Doors are not used on this battlefield.
• Players alternate placing Heroes/Squads onto the start zones.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
DETENTION BLOCK AA-23 BATTLEFIELD AND SCENARIO
26
Detention Block AA-23 Battlefield (Uses 2x FotA Expansions and 1x Marvel Master Set)
Map and scenario designed by White Knight and
Yodaking
Luke: I'm Luke Skywalker. I'm here to rescue you.
Princess Leia: You're who?
Detention Block AA-23: Rescue the Princess
(2 players) (Scenario) Imperial Officer: Where are you taking this... thing?
Luke: Prisoner transfer from block one-one-three-eight.
Imperial Officer: I wasn't notified. I'll have to clear it.
Goal: Destroy all of your opponent’s figures.
Setup:
Army 1: Luke Skywalker, Han Solo, Chewbacca, Princess Leia
Army 2: 2 Imperial Officers, 1 squad of Death Star Troopers, 1+
squad of Stormtroopers.
Player 1 places Chewbacca on the green start zone, Han Solo and
Luke on the blue start zones, and Princess Leia on the magenta start
zone.
Player 2 places the Imperial Officer in the orange start zone and the
Death Star Troopers on the red start zones.
Special Rules:
• Player 1 automatically wins initiative for the first round.
• Princess Leia cannot move or attack until Luke Skywalker moves
adjacent to her.
• As soon as a hero steps onto the purple end zone, remove that
hero from the battlefield.
• Player 1’s heroes cannot enter the yellow start zone.
• At the start of Round 3 and at the start of each round after that, if
there are no figures in the yellow start zone, place one additional
squad of Stormtroopers in the yellow start zone.
• Figures do not have Line of Sight over voids.
Victory Conditions: Player 1 wins if he gets all four heroes to the
purple end zone. Player 2 wins if he destroys at least one of Player
1’s heroes.
DEATH STAR HALLWAYS BATTLEFIELD AND SCENARIO
27
Death Star Hallways (Uses 1x BftU Master Set and 2x FotA Expansions)
Map designed by White Knight
HAN: Get back to the ship!
LUKE: Where are you going? Come back!
LEIA: He certainly has courage.
LUKE: What good will it do us if he gets himself
killed? Come on!
Death Star Hallways Scenario
(2 players) (Competitive Map) “Hokey religions and ancient weapons are no match for a good
blaster at your side, kid.“
- Han Solo
Goals: Destroy all of your opponent’s figures.
Setup: Each player drafts or brings pre-made 500 point armies.
One player starts in the blue starting zone; the other player starts in
the green starting zone.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
TRACTOR BEAM SABOTAGE BATTLEFIELD
28
Tractor Beam Sabotage Battlefield (Uses 1x RotV Master Set, 1x BftU Master Set,
1x Marvel Master Set, and 1x FotA Expansion Set)
Map and scenario designed by Yodaking
Han Solo: I don't know what we're gonna do now.
Even if I could take off, I could never get past the
tractor beam.
Obi-Wan: Leave that to me.
Han Solo: Damn fool, I knew that you were going to
say that.
Obi-Wan: Who's the more foolish, the fool, or the fool
who follows him?
TRACTOR BEAM SABOTAGE SCENARIO
29
TRACTOR BEAM SABOTAGE SCENARIO
30
Tractor Beam Sabotage Scenario
(2 players) (Scenario) Map Bio – The Death Star’s Tractor Beam is a powerful tool,
effective at locking onto and holding individual ships in its vicinity.
When repairs need to be made, Imperial Engineers can gain access
to key systems at the Tractor Beam Control Room.
Blue Team (Rebel Alliance) – The Rebels have staged a brazen
raid on the Death Star with multiple top secret objectives. None of
those missions will be considered a success, however, if the Rebel
Agents are unable to escape the Empire’s clutches. A small team
has been dispatched to sabotage the Death Star’s Tractor Beam.
The Tractor Beam has multiple redundant systems in place to ensure
that a single failure will not cripple the system, so the Rebels must
methodically disable 3 different systems permanently in order to shut
down the Tractor Beam and allow for their escape.
Red Team (Imperial Forces) – Rebels are running loose on the
Death Star!!! Reports are coming in of battles taking place on
multiple levels and the main Imperial forces have been dispatched to
put them down. It is not clear exactly what their ultimate objectives
are, but some additional sightings place a small Rebel force in the
vicinity of the Tractor Beam Control Room. Send a small force to
secure that room and prevent the Rebels from any attempt to shut
the Tractor Beam down.
Goals Blue Team – The Blue Team has two goals: Sabotage the Death
Star’s Tractor Beam, and escape with any remaining figures. To
Sabotage the Death Star’s Tractor Beam there are three different
systems that must be disabled. To escape, all of your remaining
figures must be unengaged in the blue start zone.
Red Team – The Red Team has two goals: Prevent the Rebels from
severely crippling the Tractor Beam, and destroy all the Rebels. If
you are unable to prevent them from disabling the Tractor Beam, you
can still take these Rebel Scum down before they can leave the
Control Room. The status of the Tractor Beam really won’t matter as
much, at least not for those Rebels.
Setup Place three Glyphs of any type symbol-side up in the locations
indicated.
The Blue Team places the following Rebel force in their start zone:
Luke Skywalker, Han Solo, Chewbacca, Obi-Wan Kenobi, R2-D2, &
C-3PO (520)
The Red Team uses the following Imperial forces: Darth Vader,
Imperial Officer, & Death Star Troopers x3 (485)
Special Rules • The Blue Team must sabotage the Tractor Beam by moving a
Unique Hero to each one of the three Glyphs on the board. When
one of the Blue Team’s Unique Heroes moves onto one of the three
Glyphs, remove that Glyph from the board and the figures’ turn
immediately ends without attacking or using any special powers.
Once all three Glyphs have been removed, the Tractor Beam has
been successfully damaged such that it will not be easily repaired.
• All Common Squad figures and the Red Team’s Unique Heroes
may move onto the Glyphs without stopping. If they do stop on the
Glyph, their turn does not end and the Glyph is not removed from the
board.
• The water tiles represent open air spaces instead of water. Figures
may not end their turn on an open air space or be placed on one as
part of a special power. Only Darth Vader may move over open air
spaces using his Force Leap special power. Open air spaces count
as normal terrain for Line of Sight for ranged attacks and special
powers.
• The uncapped wall sections may not be moved over or onto by any
means.
• All dungeon tiles are considered to be concrete tiles for all rules
and special powers that specify concrete or dungeon tiles.
• When the Imperial Officer calls in reinforcements, he may have
those reinforcements flank and attempt to trap the Rebels by placing
them in Player 1's Start Zone instead of his own Start Zone.
Victory Conditions Blue Team – The Blue Team can only claim a complete win by
removing the three Glyphs from the board and then having at least 1
figure escape capture by either completely eliminating the other team
or having all surviving Blue Team forces exit the map by being
unengaged, at the same time, in the Blue Start Zone. The overall
Rebel operation is on a strict time schedule and thus this task must
be achieved by the end of round 10. If C-3PO is the last Hero alive
for Player 1 and the Tractor Beams have been disabled, C-3PO
cannot escape and the Rebels only receive a partial win.
Red Team – The Red Team can claim a complete victory by
preventing the Blue Team from removing the three Glyphs from the
board. This is achieved by completely eliminating the Blue Team
from the board. Should the Blue Team succeed in removing all three
Glyphs from the board, the Red Team may score a partial win by
preventing their escape from the Tractor Beam Control Room. To
prevent their escape, the Red Team must either eliminate all the
Rebel Heroes (other than C-3PO) or contain them by preventing
them from all being in the Blue Start zone unengaged by round10.
YAVIN 4 OUTPOST BATTLEFIELD
31
Yavin 4 Outpost Battlefield (Ueses 1 RotV Master Set, 2 RttFF, 1 FotA, and 2 Glyphs
of Rannveig)
Map designed by Black_Charos
"We are approaching the planet Yavin.
“The Rebel base is on a moon on the far side.."
―Death Star intercom report to Grand Moff Tarkin
YAVIN 4 OUTPOST BATTLEFIELD AND SCENARIO
32
Yavin 4 Outpost Scenario
(2 players) (Competitive Map) Goals: Destroy all of your opponent’s figures.
Setup: Each player drafts or brings pre-made 500 point armies.
One player starts in the red starting zone; the other player starts in
the green starting zone. Players may start a figure on a Glyph of
Rannveig.
Victory Conditions: When the other side has no figures left on the
battlefield, you win.
EPILOGUE
33
A New Hope
I am so excited that we at HoSS have finally been able to release the work we’ve done! I’ve been a Star
Wars geek since the first time I saw “A New Hope” in about 1978 or so. I was five or six years old at the
time. Over the next several years I collected action figures, the Millennium Falcon, Yoda’s Dagobah
house, Hoth… I saved up my allowance and bought just about everything I could afford to put my hands
on (you can thank me later George). I even had a Darth Vader carrying case for my figures! As I got
older, my interest in action figures waned and I fell victim to one of the classic blunders: I sold all of it at a
garage sale. I wish I had all that stuff now…
But my love of Star Wars never died. Upon joining Heroscapers.com, I realized that there were these
things called “custom cards.” And when I realized that, the first thing I did was to go looking for Star Wars
cards. I got some Star Wars figures from the minis game. And then I discovered this group that was just
getting started designing cards for the characters from Episode IV. It was a great group to work with!
I cut my custom teeth on my first design: Princess Leia. And here she is today! She has changed
somewhat, of course, but it’s really cool to see all of these characters and ideas that we have
theoryscaped about for so long actually coming to this point.
Before we at HoSS moved to start seriously playtesting and releasing our designs, we were basically
doing “design only” for a couple years, with some occasional playtesting tweaks. We have had kind of a
core group for quite a while now. This has been great because it has allowed us to design everything to
work together and have thematic synergies among factions. As we have run playtests, we’ve used
Classic figures, VC figures and final HoSS figures to try to insure balance and correct point costs and
power sets, as well as theme that screams, “STAR WARS!”
But my point in saying this is to let you know that we have a HUGE backlog of stuff that is already
designed, but not playtested, that we want to get out to you as quickly as we can (nearly 100 cards).
We have plans for seven waves of cards, plus exclusives, terrain, destructible objects and more maps
too! We have enjoyed working on this Master Set, and we hope you enjoy playing with them. And we
hope that you will be able to help out with getting more stuff released by playtesting and by participating in
the HoSS design threads and map threads.
So enjoy this Master Set, and keep an eye out for our next release:
The Empire Strikes Back (translation = Boba Fett!!! )
Porkins
Credits
Playtesters:
Arch-vile
mac122
Balantai
HS2010
Fi Skirata
Porkins
White Knight
greygnarl
fishguy1
Heroscaper Guy
Yodaking
Tiranx
Orgsbane
JESUSFREAK
vegietarian18
IstariofSmoke
Game Contents • 15x Army Cards
• 1x Hold Steady Marker
• 2x Glyph of Moisture Vaporator
• Rulebook
Appendix A
A-1
Force Symbols
Quick Reference Guide
COMING SOON!
Wave 1: The Empire Strikes Back! We’ve got lots more in store!
Wave 1: The Empire Strikes Back is next, with a few exclusives
thrown in along the way. Get ready for bounty hunters and the Battle
of Hoth, plus treachery and intrigue in Cloud City!
Check Out Our Website!
Visit www.Heroscapers.com for more information on HoSS.
Online HoSS Scape Play HoSS Online! All of the HoSS maps have been uploaded to
Google docs and can be used with the Heroscape Online tool.
Visit www.Heroscapers.com for more information