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G.I. JOE Heroscape: G.I. Joe is There – Mission Specialists Army Expansion thumbnail

G.I. JOE Heroscape: G.I. Joe is There – Mission Specialists Army Expansion

Expansion for Heroscape Marvel: The Conflict BeginsExpansion for Heroscape Master Set: Battle for the UnderdarkExpansion for Heroscape Master Set: Age of AnnihilationExpansion for Heroscape Master Set: Rise of the ValkyrieExpansion for Heroscape Master Set: Swarm of the MarroExpansion for Heroscape: Battle for the Wellspring Battle Box

G.I. JOE Heroscape: G.I. Joe is There – Mission Specialists Army Expansion Rulebook

Table of Contents

Table of Contents

  • Army Card: Beachhead (ability side)
    • RIGOROUS TRAINING
    • SWIM
  • Army Card: Beachhead (basic side)
  • Army Card: Gung-Ho (ability side)
    • EXPEDITION LEADER
    • COMBAT CHALLENGE
    • NO FEAR, ALL FIGHT
  • Army Card: Gung-Ho (basic side)
  • Army Card: Flint (ability side)
    • GLIDE IN 11
    • TACTICAL ACUMEN
  • Army Card: Flint (basic side)
  • Army Card: COBRA Major Bludd (ability side)
    • BLUDD'S BLASTER SPECIAL ATTACK
  • Army Card: COBRA Major Bludd (basic side)
  • Army Card: COBRA Zartan (ability side)
    • DESTRUCTIVE FORCE
    • PRIME OPPORTUNITY
    • CHAMELEON
  • Army Card: COBRA Zartan (basic side)
  • Army Card: COBRA Firefly (ability side)
    • DRONE-DEPLOYED BOMBS
    • DETONATE SPECIAL ATTACK
    • DEFUSE 10
    • PHANTOM WALK
  • Army Card: COBRA Firefly (basic side)
  • Glyph Card: Remote Bomb (Tech Glyph)
    • TEMPORARY TREASURE GLYPH

Army Card: Beachhead (ability side)

Faction: G.I. JOE

Name: Beachhead

Keywords: Human, Unique Hero, Ranger, Fierce, Medium 5

Stats:

  • Life: 4 (red wound-splat icon printed with the number 4)
  • Move: 5
  • Range: 6
  • Attack: 1
  • Defense: 1
  • Points: 30

RIGOROUS TRAINING

Beachhead adds 1 automatic skull to his attack rolls and 1 automatic shield to his defense rolls.

SWIM

Beachhead does not have to stop his movement when entering a water space.

Army Card: Beachhead (basic side)

Faction: G.I. JOE

Name: Beachhead

Set information (as printed): Earth, 2 of 11, G.I. JOE is There

Stats:

  • Move: 5
  • Range: 6
  • Attack: 3
  • Defense: 3

The basic side shows no Life, Points, keywords or abilities. None are transcribed for this side, and none are inferred from the ability side above.

Army Card: Gung-Ho (ability side)

Faction: G.I. JOE

Name: Gung-Ho

Keywords: Human, Unique Hero, Champion, Fearless, Medium 5

Stats:

  • Life: 5 (red wound-splat icon printed with the number 5)
  • Move: 6
  • Range: 5
  • Attack: 2
  • Defense: 3
  • Points: 80

EXPEDITION LEADER

Gung-Ho and friendly figures within 2 clear sight spaces may choose to ignore any effects from terrain tiles they move onto or occupy other than molten lava.

COMBAT CHALLENGE

Figures engaged with Gung-Ho cannot make an attack unless that attack affects an engaged figure with the Combat Challenge special power.

NO FEAR, ALL FIGHT

Gung-Ho increases his Attack and Defense Values by 1 for each figure he is engaged with.

Army Card: Gung-Ho (basic side)

Faction: G.I. JOE

Name: Gung-Ho

Set information (as printed): Earth, 3 of 11, G.I. JOE is There

Stats:

  • Move: 5
  • Range: 5
  • Attack: 4
  • Defense: 5

The basic side shows no Life, Points, keywords or abilities. None are transcribed for this side, and none are inferred from the ability side above.

Army Card: Flint (ability side)

Faction: G.I. JOE

Name: Flint

Keywords: Human, Unique Hero, Soldier, Arrogant, Medium 5

Stats:

  • Life: 5 (red wound-splat icon printed with the number 5)
  • Move: 5
  • Range: 6
  • Attack: 3
  • Defense: 3
  • Points: 75

GLIDE IN 11

Flint does not start the game on the battlefield. If Flint has not been placed on the battlefield, before revealing a numbered Order Marker, you may roll the 20-sided die. If you roll an 11 or higher, place Flint on an empty space. You cannot place Flint adjacent to other figures or on Glyphs. Then you may move any or all of your unrevealed Order Markers to this Army Card.

TACTICAL ACUMEN

When Flint or a G.I. JOE or Soldier figure you control within 3 clear sight spaces of Flint defends, it increases its Defense Value by 1 if Flint has height advantage on the attacking figure.

Army Card: Flint (basic side)

Faction: G.I. JOE

Name: Flint

Set information (as printed): Earth, 1 of 11, G.I. JOE is There

Stats:

  • Move: 5
  • Range: 6
  • Attack: 3
  • Defense: 3

The basic side shows no Life, Points, keywords or abilities. None are transcribed for this side, and none are inferred from the ability side above.

Army Card: COBRA Major Bludd (ability side)

Faction: COBRA

Name: Major Bludd

Keywords: Human, Unique Hero, Profiteer, Vain, Medium 5

Stats:

  • Life: 5 (red wound-splat icon printed with the number 5)
  • Move: 5
  • Range: 5
  • Attack: 3
  • Defense: 3
  • Points: 70

BLUDD'S BLASTER SPECIAL ATTACK

Range 5. Attack 0 + Special. Explosion 1. Add 2 automatic skulls to the attack roll. Major Bludd is not affected by his own Bludd's Blaster Special Attack. Bludd can use this attack only once per round.

Army Card: COBRA Major Bludd (basic side)

Faction: COBRA

Name: Major Bludd

Set information (as printed): Earth, 4 of 11, G.I. JOE is There

Stats:

  • Move: 5
  • Range: 5
  • Attack: 5
  • Defense: 3

The basic side shows no Life, Points, keywords or abilities. None are transcribed for this side, and none are inferred from the ability side above.

Army Card: COBRA Zartan (ability side)

Faction: COBRA

Name: Zartan

Keywords: Human, Unique Hero, Agent, Tricky, Medium 5

Stats:

  • Life: 3 (red wound-splat icon printed with the number 3)
  • Move: 6
  • Range: 5
  • Attack: 4
  • Defense: 2
  • Points: 60

DESTRUCTIVE FORCE

Adjacent figures reduce their Defense Value by 1 when defending against Zartan.

PRIME OPPORTUNITY

After Zartan destroys an adjacent figure, Zartan may make an additional normal attack. Zartan may continue attacking until he does not destroy an adjacent figure.

CHAMELEON

When an enemy figure attacks with a normal attack, if it can target a figure you control without the Chameleon Special Power, it cannot target a figure you control with the Chameleon Special Power.

Army Card: COBRA Zartan (basic side)

Faction: COBRA

Name: Zartan

Set information (as printed): Earth, 5 of 11, G.I. JOE is There

Stats:

  • Move: 5
  • Range: 5
  • Attack: 3
  • Defense: 6

The basic side shows no Life, Points, keywords or abilities. None are transcribed for this side, and none are inferred from the ability side above.

Army Card: COBRA Firefly (ability side)

Faction: COBRA

Name: Firefly

Keywords: Human, Unique Hero, Ninja, Destructive, Medium 5

Stats:

  • Life: 4 (red wound-splat icon printed with the number 4)
  • Move: 6
  • Range: 5
  • Attack: 3
  • Defense: 4
  • Points: 80

DRONE-DEPLOYED BOMBS

Start the game with 4 Remote Bomb Treasure Glyphs on this Army Card. At the start of each round, after placing Order Markers, you may place a Remote Bomb Treasure Glyph from this Army Card power-side up onto a space within 6 spaces of Firefly.

DETONATE SPECIAL ATTACK

Range Special. Attack 4. Choose 1 Remote Bomb Treasure Glyph on the battlefield. All figures within 1 space of the chosen Glyph are affected, regardless of engagement and line of sight. Roll once for all affected figures. Each figure rolls defense dice separately. Figures do not have height advantage against this attack. After this attack is resolved, remove the chosen Remote Bomb Treasure Glyph from the game.

DEFUSE 10

Firefly may add 10 to his 20-sided die rolls for Traps and to pick up Treasure Glyphs.

PHANTOM WALK

Firefly can move through all figures and never takes leaving engagement attacks.

Army Card: COBRA Firefly (basic side)

Faction: COBRA

Name: Firefly

Set information (as printed): Earth, 6 of 11, G.I. JOE is There

Stats:

  • Move: 5
  • Range: 5
  • Attack: 5
  • Defense: 4

The basic side shows no Life, Points, keywords or abilities. None are transcribed for this side, and none are inferred from the ability side above.

Glyph Card: Remote Bomb (Tech Glyph)

Set line (as printed): G.I. JOE Mission Specialists

TEMPORARY TREASURE GLYPH

When a figure attempts to pick up this Treasure Glyph, if it is power-side up roll the 20-sided die:

  • If you roll a 1–5, each figure within 1 space of this Glyph takes 2 wounds. Then remove this Glyph from the game.
  • If you roll a 6–15, you fail to pick up this Glyph.
  • If you roll a 16 or higher, you pick it up.