G.I. JOE Heroscape: Strike Forces – Army Expansion
G.I. JOE Heroscape: Strike Forces – Army Expansion Rulebook
Table of Contents
Table of Contents
Army Card: G.I. JOE Lady Jaye
Faction: G.I. JOE
Name: Lady Jaye
Keywords: Human, Unique Hero, Soldier, Daring, Medium 5
Stats: Move, Range, Attack and Defense are not visible in the card image (they are hidden by the adjacent Jinx and Kamakura card).
- Points: 60
MOTORIZED ZIPLINE
Start the game with 3 Zipline Glyphs on this card. Before and after moving normally, you may place up to 1 Zipline Glyph on an empty space within 1 clear sight space of Lady Jaye.
MASTER OF DISGUISE 14
The first time each turn that Lady Jaye is targeted for an attack by a Squad figure, roll the 20-sided die. If you roll a 14 or higher, Lady Jaye cannot be targeted by that attack or any other attacks this turn.
Army Card: G.I. JOE Jinx and Kamakura
Faction: G.I. JOE
Name: Jinx and Kamakura
Keywords: Human, Unique Squad, Ninja, Tricky, Medium 5
Stats:
- Move: 6
- Range: 4
- Attack: 2
- Defense: 4
- Points: 90
The card also shows a red wound-splat icon printed with the number 3 above the stat block. The card does not label this icon; it is transcribed as printed.
LEARN FROM THE MASTER
After revealing an Order Marker on and before taking a turn with this Squad, you may first take a turn with a Ninja Hero you control.
COORDINATED TAKEDOWN
While attacking, roll 1 additional attack die for each other friendly Ninja adjacent to the target.
PHANTOM WALK
Members of this Squad can move through all figures and never take leaving engagement attacks.
Army Card: COBRA Crimson Twins
Faction: COBRA
Name: Crimson Twins
Keywords: Human, Unique Squad, Entrepreneur, Entwined, Medium 5
Stats:
- Move: 6
- Range: 5
- Attack: 3
- Defense: 3
- Points: not visible in the card image
The card also shows a red wound-splat icon printed with the number 6 above the stat block. The card does not label this icon; it is transcribed as printed.
ONE TWIN FEELS WHAT THE OTHER TWIN FEELS
The Crimson Twins share a Life Pool. Put all Wound Markers either Twin receives on this Army Card. Both Twins are destroyed when this Army Card has Wound Markers equal to its Life Value. This special power cannot be negated.
BANKROLL
At the start of the game, you may choose one Unique Hero in your Army. For this game, that figure's Affiliation is COBRA, regardless of what it says on the figure's Army Card.
BUSINESS OPERATIONS
After a Crimson Twin attacks with a normal attack, you may move another unengaged COBRA figure you control up to 2 sp[...]
Gap note: the Business Operations text is cut off at the right edge of the photograph after "up to 2 sp"; the rest of the sentence is not legible and is not transcribed.
Army Card: COBRA Baroness
Faction: COBRA
Name: Baroness
Keywords: not legible in the card image (the left edge of the card, where the keyword block sits, is covered by the adjacent Crimson Twins card and shows only icons)
Stats:
- Move: 6
- Range: 7
- Attack: 4
- Defense: 3
- Points: 120
The card also shows a red wound-splat icon printed with the number 5 above the stat block. The card does not label this icon; it is transcribed as printed.
INTELLIGENCE CHIEF
The first time each round you [...]eal a numbered Order Maker [...]rmy Card, instead of [...]ith Baroness you [...]h up to 2 [...]Agent Heroes [...]ess can be one
Printed as "Order Maker" on the card. Gap note: the left edge of this text is covered by the adjacent Crimson Twins card, so the first word or two of most lines are hidden and are marked [...]. The complete wording of this power is not legible and is not reconstructed here.
FALSE ORDERS 16
The heading is cut off in the card image; only the number "16" is visible.
[...]ss' turn, you may choose [...] within 6 clear sight spaces [...] 20-sided die. If you roll a 16 or [...] you may look at an Order Marker [...] that figure's Army Card. You may then move that Order Marker to the Army Card of another of that player's figures which is within 6 clear sight spaces of Baroness.
Gap note: the left edge of this text is covered by the adjacent Crimson Twins card, so the first word or two of most lines are hidden and are marked [...]. The complete wording of this power is not legible and is not reconstructed here.
DISENGAGE
Baroness never takes leaving engagement attacks.
Permanent Power Glyph: Zipline (Tactical Move)
Name: Zipline
Type: Tactical Move
Permanent Power Glyph
Once per turn, when a Small or Medium figure ends its movement on a Zipline Glyph while moving normally, you may choose another Zipline Glyph within 6 spaces of that Zipline Glyph. Place that figure on a space within 1 of and on the same level as that Glyph. A figure that is engaged when it starts to zipline will take any leaving engagement attacks. Figures may move over a Zipline Glyph without stopping.
Gap note: the lower-right lines of this text sit close to the hex border of the photographed card and are read as printed; their wording is legible but the photograph is low resolution. The reverse of the glyph card and the three printed Zipline glyph tokens (which carry the same Zipline name and art) are not transcribed beyond their name and art. The printed set and copyright line on the card and tokens is not transcribed.