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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.

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Page 1: 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.

Page 2: Heroscape 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.

Page 3: Heroscape Star Wars

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

Page 4: Heroscape Star Wars

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

Page 5: Heroscape Star Wars

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

Page 6: Heroscape Star Wars

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

Page 7: Heroscape Star Wars

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.

Page 8: Heroscape Star Wars

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.

Page 9: Heroscape Star Wars

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

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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.

Page 11: Heroscape Star Wars

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.

Page 12: Heroscape Star Wars

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.

Page 13: Heroscape Star Wars

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

Page 14: Heroscape Star Wars

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.

Page 15: Heroscape Star Wars

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

Page 16: Heroscape Star Wars

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…

Page 17: Heroscape Star Wars

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.

Page 18: Heroscape Star Wars

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".

Page 19: Heroscape Star Wars

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.

Page 20: Heroscape Star Wars

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

Page 21: Heroscape Star Wars

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.

Page 22: Heroscape Star Wars

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?...

Page 23: Heroscape Star Wars

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.

Page 24: Heroscape Star Wars

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

Page 25: Heroscape Star Wars

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.

Page 26: Heroscape Star Wars

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.

Page 27: Heroscape Star Wars

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.

Page 28: Heroscape Star Wars

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?

Page 29: Heroscape Star Wars

TRACTOR BEAM SABOTAGE SCENARIO

29

Page 30: Heroscape Star Wars

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.

Page 31: Heroscape Star Wars

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

Page 32: Heroscape Star Wars

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.

Page 33: Heroscape Star Wars

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

Page 34: Heroscape Star Wars

Appendix A

A-1

Force Symbols

Quick Reference Guide

Page 35: Heroscape Star Wars

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!

Page 36: Heroscape Star Wars

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