RulesPal
Chat
Rulebook
Heroscape: Air Marshal Zed Nesbitt Army Expansion thumbnail

Heroscape: Air Marshal Zed Nesbitt 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

Heroscape: Air Marshal Zed Nesbitt Army Expansion Rulebook

Table of Contents

Table of Contents

  • Air Marshal Zed Nesbitt
    • SKYHOOK
    • CRASH LANDING SPECIAL ATTACK
    • FLYING

Air Marshal Zed Nesbitt

Volarak, Vorid, Unique Hero, Champion, Bold, Huge 15. Points: 140. Wound value: 6.

Stats: Move 5. Range 6. Attack 3. Defense 3.

SKYHOOK

After Air Marshal Zed Nesbitt finishes moving, if he used the Flying Special Power during this movement, you may choose any number of friendly Small or Medium Vorids that Nesbitt passed over this turn. Place those figures adjacent to Nesbitt. Figures moved with Skyhook never take leaving engagement attacks.

CRASH LANDING SPECIAL ATTACK

Range 1. Attack 5.

Nesbitt can only use Crash Landing Special Attack if he used the Flying Special Power this turn. All figures adjacent to Nesbitt are affected by Crash Landing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. After using Crash Landing Special Attack, you must place one Wound Marker on this Army Card, and Nesbitt cannot move normally for the rest of the round.

FLYING

Card note: the army card lists the FLYING keyword under this heading with no descriptive text printed on the card. The Flying Special Power is defined in the base game rulebooks, not on this card. See the Heroscape Master Set: Rise of the Valkyrie rulebook (and the Heroscape Master Set: Age of Annihilation rulebook, which defines Flying and Stealth Flying as Special Powers) for the rule.