Category:Hero

Town
The town is a place that the heroes can retreat to in order to re-supply and train. Dead heroes are also sent back to the town to be resurrected at the temple. A hero in the town may choose to shop by spending three movement points. Note: All heroes in the town are considered adjacent to each other and cannot be targeted by overlord cards.

Ready
When a hero chooses to take a ready action at the beginning of his turn (see “Hero Player’s Turn”) may place one of his four orders (aim, dodge, guard, or rest) face up next to his hero on the board.

A hero can only have one order at any one time. A hero that has already been issued an order cannot receive another order until the first order is used or removed (see below).

Once an order has been used or removed, it is returned to the player’s supply of orders. Each order may be reused throughout the game.

Aim
A hero that has placed an aim order may make an aimed attack.Before the hero rolls dice for an attack, he may use the aim order to declare that he is making an aimed attack. This allows him to re-roll any number of dice after rolling for the attack (including any dice showing the “miss” result). The hero must keep the second result.

An aim order stays with a hero until removed by one of the following events:


 * 1) the hero takes one or more wounds,
 * 2) the hero moves one or more spaces,
 * 3) the hero changes his equipped items,
 * 4) the hero uses the order to make an aimed attack.

''Note: The ready action allows a hero to place an order and either move his speed or make an attack. The hero can place the order at any time during his turn. Thus, a hero may place an aim order and then make an aimed attack, all in one turn.''

Dodge
A hero that has placed a dodge order may, when attacked, force his attacker (usually the overlord player) to re-roll any number of dice rolled for the attack. The hero player may only do this once for each attack, and must accept the second result.

A dodge order stays with a hero until the start of his next turn, which means that he can “dodge” multiple attacks.

Important: If an aimed attack is made against a target that has placed a dodge order, both abilities are ignored for that attack.

Guard
A hero that has placed a guard order may make an interrupt attack.

At any point during the overlord player’s turn (not during a hero’s turn), a hero may use his guard order to immediately “interrupt” the overlord player’s turn and make one attack (following all the normal rules for line of sight and attacking). The overlord player’s turn is immediately halted (even if the overlord player was about to attack with a monster), allowing the hero to resolve his interrupt attack. After the interrupt attack is completed and any casualties are removed, the overlord player may continue his turn.

The overlord player must allow for an interrupt attack at any time, and must reverse any movement/attack if it was made too fast for the hero player to have a chance to declare an interrupt attack. If a hero player declines to make an interrupt attack, however, he may not change his mind later.

A guard order stays with a hero until removed by one of the following events:


 * 1) the hero takes one or more wounds,
 * 2) the beginning of the hero’s next turn, or
 * 3) the hero uses the order to make an interrupt attack.

Rest
A hero that has placed a rest order may use it at the start of his next turn to return his fatigue to its maximum value (see “Spending Fatigue,”). A hero’s maximum fatigue value is the starting value printed on his hero sheet, plus any additional fatigue granted by skills and abilities.

A rest order stays with a hero until removed by one of the following events:


 * 1) the hero takes one or more wounds, or
 * 2) the beginning of the hero’s next turn, when it is used to restore the hero’s fatigue.StoneAlterIcon.jpg

Prolonged Actions
Sometimes heroes want to do something more involved than simply moving and shooting. They may wish to search for a hidden lever to prevent a moving wall from crushing them, or they may want to try and convince a ghost to help them in their quest. That’s when prolonged actions come in handy.

Prolonged actions are typically dictated in the text of a quest, and are performed by taking the Ready action and placing a prolonged action order token on your hero. The prolonged order action is removed from the hero at the end of your turn. However, you may keep the progress tokens that you accumulate from performing the prolonged action

Pronged actions appear like this in the quest text:
 * “Make a prolonged Trait (Difficulty) action to do something.” This sentence is then followed by an instruction as to whether or not the action can be disrupted.

Trait is either Melee, Ranged, or Magic, and tells you which trait you’ll be using for the attempt. Immediately after placing the prolonged action order token on your hero, roll power dice equal to your listed trait. You may spend fatigue to add power dice to this roll, up to a maximum total of five power dice.

Difficulty tells you how many power enhancements you’ll need to roll over the course of several turns to complete the action successfully. For every power enhancement you roll on your prolonged action roll, you gain 1 progress marker towards the completion of the action. If this gives you a total number of progress marker equal to or exceeding the difficulty of the prolonged action, then the action is successfully completed and the listed effects take place.
 * Note : If a prolonged action has a Difficulty of X, then you may choose to complete it with any number of progress markers.

Disrupting Prolonged Actions
Some prolonged actions may be disrupted by certain events, such as spending movement points or losing wounds. The individual quest will specify whether and how a particular prolonged action can be disrupted. If a prolonged action is disrupted, it immediately fails and you discard all progress markers you’ve accumulated for it so far. A disrupted action can be started over as often as the heroes want to keep trying.

Continuous Prolonged Actions
Some prolonged actions are continuous, which means that they must be constantly worked on or they fail. Once a continuous prolonged action has begun, the hero must continue it each turn, or it is disrupted.

Group Efforts
Sometimes the Quest Guide will explicitly allow multiple heroes to contribute to the progress of a prolonged action. In this case, simply combine the progress tokens from the different heroes into one pool to track the progress of the action. If the Quest Guide indicates that a prolonged action can be a group effort and that it is continuous, only one hero must continue the action each turn, even if multiple heroes contribute to its progress.

Contribute to this wiki
To write a new article, just enter the article title in the box below.

width=24 break=no buttonlabel=Create new article 