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

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1 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.

2 INTRODUCTION A New Hope A Master Set by HoSS (Heroes of StarWars Scape') HoSS began on May 9, 009 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 CG, 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 CG or CV, 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, mac 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. HoSS Members HoSS Jedi Council: mac Balantai Fi Skirata Porkins heroscaper00 White Knight greygnarl Yodaking HoSS Jedi Knights: Einar's_Strategist Karat Arch-vile HoSS Padawans: HoSS Art Department: mac White Knight Tactical Terrain Officer: heroscaper00 Map Scouts: Fi Skirata, mac, Arch-vile Jedi that have become one with the Living Force: ibechief tcglkn Gurei-Ornery Necroblade Granite-M davidlhsl Gorthan Agent Minivann Anthasu DBC GreyOwl SuperflyTNT IAmBatman A_Train 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.

3 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. EXAMPLE : HoSS Army Card Information 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). Get Ready to Play. SET UP YOUR BATTLEFIELD To do this, choose a battlefield and a Master Game Scenario from the Battlefield & Scenario Section starting on page 5. You may also create your own battlefield or use one of the battlefields from Heroscapers.com. About the Army Cards Example 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 and. 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. Species: Biological Classification of the figure(s). Class: The type of figure(s). 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 force symbols: Force Push, Force Leap, and Force Sensitive. Points: The value of an Army Card, based on the power of its figure(s). 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.

4 . 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 -player game, players draft as follows:.both players roll the 0-sided die. Re-roll any ties. The higher roller drafts first by choosing one Army Card..The other player then chooses two Army Cards..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 shows the Armies that you and your opponent chose, and where you placed them. For a - or more-player game, players draft as follows:. All players roll the 0-sided die. Re-roll any ties. The highest roller drafts first by choosing one Army Card.. The player to the left then chooses one Army Card, and so on. The last player to draft chooses two Army Cards.. 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.. 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. EXAMPLE : You Gather and Place Your Armies Your Army: You choose this Army for a 85-point total and place them where shown. Han Solo and Chewbacca are in front. Your Opponent s Army: He chooses this Army for a 65-point total and places them in his starting zone as shown. Darth Vader and an Imperial Officer are in the forefront. ORDER MARKERS Each player takes four Order Markers:,,, 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.

5 The Battle Begins! The game is played in several rounds. A round consists of turns for each player. A ROUND OF PLAY Each round of play consists of the following four steps:. Place Your Order Markers. Roll for Initiative. Players take their turns one at a time, until each player has taken three turns.. Move the Round Marker ahead to the next number. EXAMPLE : 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. All of these steps are explained in detail below.. 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 ( for the first turn, for the second turn, 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 0-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 shows where you and your opponent place your Order Markers.. Roll for Initiative Now all players roll the 0-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.. 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. Reveal Your Order Marker Action. Move Figure(s) on the Army Card Action. Attack with Figure(s) on the Army Card 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. Action. 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. 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,,,, or 5 spaces. (Uneven terrain and water may limit movement, as you ll soon see.) Example shows basic movement. Order of movement: Move Squad figures in any order, one at a time.

6 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. EXAMPLE : 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. 5 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. 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. 5 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 7: Moving Down To move a Stormtrooper down from this ledge, you don t need to count the sides of the levels. 6 Note: Water spaces do not add height to any spaces on which they are placed. 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 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. 7 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 0 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 0 levels more than the figure s height, you must roll the 0-sided die. If you roll 9 or 0, the figure does not take any falling damage. If you roll 8, the figure is destroyed. 5

7 Example 8 shows a figure falling. 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. 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 0 shows an overhang). EXAMPLE 0: 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 9A: Moving into water When your opponent moves a Rebel Trooper onto a water space, he must stop there. Figures can also move up onto low overhangs: when you move a figure up a low overhang, count the nearby support tiles. See Example. EXAMPLE : Moving up onto a low overhang Luke counts the nearby support tile as he moves onto this overhang. 5 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. 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. 5 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.

8 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, below. EXAMPLE : 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 : 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. Action. 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. 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 shows a multiple engagement. 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 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.

9 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 : Range and Line of Sight You want Luke to attack a Tusken Raider.. First, you count the spaces between them: there are 7, so the Tusken Raider is within Range. 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 0-sided die; the high roller wins the dispute. Example 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 0 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.. 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. 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, and 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:. Announce which figure is the Attacker, and which figure is the Defender.. 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.. For every skull the Attacker rolls, the Defender must roll at least one shield to block it.

10 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. EXAMPLE 5: An Attack Han Solo attacks Darth Vader. You roll combat dice. 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 5 (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 additional defense die when defending. Note: Shadow spaces do not add height to any spaces on which they are placed. 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. Han Solo Darth Vader EXAMPLE 6: 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 defense dice ( defense + 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. Darth Vader had 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.)

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. 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. 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. FORCE SYMBOLS QUICK REFERENCE GUIDE A full-size version of the above Force Symbols guide can be found in Appendix A.

12 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 6 shows Darth Vader using Force Push on his opponents. EXAMPLE 6: Force Push Darth Vader is engaged with R-D. He can use Force Push to move R-D one or two spaces in a straight line. R-D may not be moved off the battlefield or through objects such as ruins. Note that R-D does not take any leaving engagement attacks when moved by Force Push. The red circles below show the spaces where R-D may be moved with Force Push. 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 7 shows Darth Vader using Force Leap. EXAMPLE 7: Force Leap Darth Vader uses Force Leap to move 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. Falling Damage during Force Push The illustration below shows the height of each of the cliffs. R- D has a height of. If R-D is moved off a cliff onto one of the spaces indicated below by a yellow arrow (a fall of or levels, equal to or greater than R-D s height), R-D must roll one combat die for Falling Damage. If a skull is rolled, R-D takes one wound. If R-D is moved off a cliff onto the space indicated by the green arrow (a drop of, which is less than R-D s height), R-D will not take any Falling Damage. 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. 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.

13 Other Special Powers and Abilities Fire from Cover Princess Leia can add die to her Attack and 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 8 shows when Princess Leia can and 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 9 shows Luke Skywalker using Force Intuition. EXAMPLE 9: Force Intuition Luke attacks the Stormtrooper. EXAMPLE 8: 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 levels higher than her base). Either object would allow her to use Fire From Cover, so Princess Leia may add die to her Attack and Defense. In the picture below, Princess Leia is adjacent to a cliff which is only levels higher than her base. She cannot use her Fire From Cover special ability. Luke rolls Combat Dice ( for his Attack and because he has Height Advantage). He rolls skull, shield, and blanks. Because Luke has Force Intuition, he may re-roll the dice that showed blanks. He rolls a skull and a blank, giving him a total of skulls. He may not re-roll the blank die a second time. Luke Stormtrooper Luke rolls skulls, and the Stormtrooper rolls shield. The Stormtrooper takes wound and is destroyed.

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 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 0-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.

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