Professional Documents
Culture Documents
EDITORIAL
HS Codex
Senior Editor
Grant Clark
Bunjee
Tim Frankovich
Clay Hales
Writers
Stephen Mackey
Zac Dortch
Colby Dauch
Periodical Contributors
Gibberish_47
Grishnak
Icebear
LilNewbie
Preston Miller
Noodles
SkyKnight
Cover Artist
Interior Art
The thing about GenCon is that its like gamer Mecca. If you like playing games, theyve got
em. If you like buying games, theyve got em. If you want to be able to tell your friends
that you went to the biggest gamer con in the contiguous United States, you have to go
to GenCon at some point.
What the PR information fails to mention is that whenever you get 25,000 people in one
place, youll get some freaks. And when those 25,000 people are gamers, you get a
disproportionate number of freaks. By freaks were talking people who go out to dinner
wearing padded foam demon horns, or people for whom bath is a four-letter word.
Were talking about LARPers who hook up at three in the morning to stalk taxi cabs with
foam swords and padded arrows. You know, freaks.
Editors
Bad_Calvin
Bobofett
Chicano
John Clowdus
Steven Del Toro
FallenTemplar
GaryLasq
f you ask nearly any gamer in the country where they ought to go to see all the new
games, theyll tell you GenCon. Small wonder this little Indianapolis get-together hosts
more than 25,000 gamers for four days. And in case youre wondering, no, its not all that
awesome to spend four days with 25,000 gamers in a crowded convention hall.
But its really not all that bad. If you can get over the occasional stench (its hot in that
dealers hall, and a distinct lack of deodorant can really carry in a crowded room), there
are a ton of cool things to do at GenCon. Any denizens of Heroscapers.com have had a
chance to read about the Heroscape tournaments, which were awesome, and there was
a great big pile of new Heroscape stuff that really got us excited.
Easily my favorite thing about GenCon, however, happened after the convention hall
closed. Indianapolis has a nice little downtown, and I dont have any trouble at all recommending the Ram to anyone who ever visits this city, and warning you at all costs to avoid
Alcatraz. Meeting people youve only seen online is great, and playing games with friends
until eyelids were drooping was a great highlight. In fact, the nights were so great that I
might consider going back next year but I may not buy a ticket to the show.
Matt InfinityMax Drake
Editor in Chief
editor@hscodex.com
Photographs
Bad_Calvin
Caravaggio
Colby Dauch
Steven Del Toro
Grishnak
Buddy Lee
LilNewbie
ISSUE 4
CONTENTS
Heroic Contents
Issue #4
04 News
Gencon WrapUp
MarvelScape
Tournament Schedule
07 Game Play
Tactical Counsel
Fortress of Archkyrie Review
Unit Crossfire: Sgt Drake Alexander
13 Game Variants
Rorkes Drift
33 Customizing
Features
17
30
33
44
49
Custom glyphs
No exclusives / No Problem
Custom Unit Spotlight : Apache Plains
Riders
The Halls of Valhalla
44 Mapping
Worlds of Heroscape
Earth Battlefield and Scenario
Zaravi Incursion Battle Report
63 Players Guide
NEWS
HS Codex
GenCon Wrap-Up
By Matt Drake
GenCon this year provided us with an exceptionally exciting new array of expansions.
Most of these have been reported thoroughly at various news sites, but the new
stuff was exciting enough to warrant a good
wrap-up.
The first order of business is Sir Hawthorne,
the GenCon exclusive figure. This figure is a
repaint of one of the knights of Weston, and
as expected, has caused a lot of uproar and
eBay gouging. Thanks to BoB for the photo.
Thoras Vengeance, the fifth wave of Heroscape figure boosters, was released at GenCon, and sold out every day. It included the
following squads:
Blastatrons
Deathreavers
Deathstalkers
Kozuke Samurai
Nakita Agents
Warriors of Ashra
Ninjas of the Northern Wind
Interestingly enough, the only heroes in Thoras Vengeance are three gladiators, namely
Crixus, Retiarius, and Spartacus.
Images, stats and special abilities for these
figures can all be found at the Heroscape official website, heroscape.com.
ISSUE 4
NEWS
The final new teaser figures were the standard bearers, one for
each general, with special powers to augment the various armies
they serve. These pictures are thanks to LilNewbie and Bunjee.
The Curse of
NE-Gok-Sa:
Presented in issue 3, this
game has become a big hit
at Heroscapers.com. Creator Zac Dotch says Member
response has been tremendous, and its really taken
off. Acting as story master
he invites all to come and
join him in ta the contest
forum at Scapers. Can you
spot the Mindshackled Puppets or become one yourself.
Fall 06
Tournaments Calender
DFW TOURNAMENT!! PRIZES!!
(TX OK NM AR GA)
October 21st
Stonebridge
6201 Virginia Pkwy, MC Kinney, TX
TO ONTARIO SCAPEFEST
Nov 11, 2006
Church Of Christ, (basement)
750 Clark Blvd, Brampton, Ontario, Can
GEN CON SoCal (Anaheim) Nov. 16-19
Visit http://heroscapers.com community
event forums for more information on
these and other local event near your.
NEWS
HS Codex
MARVELScape!
ISSUE 4
Game Play
Tactical Counsel
By Grant Clark
Military leaders are trained in two separate disciplines: strategy and tactics.
The difference is not well understood.
Even someone trained in both may have
trouble articulating the difference, but
both are essential elements of what
makes an effective general.
Tactics involves knowing the capabilities of your units and using them cor-
Game Play
A Battle is a four dimensional geometry involving the shape of the terrain and the flow
of the battle across it in time. Being a good
strategist implies that the general has already
mastered the principles of sound tactics. A
tactical outcome is the points, lines and angles that shape the four-dimensional world
of his battle plan.
Area of Effect:
Concentration of Force:
Attacking Time:
HS Codex
your entire army in 1-2 rounds. The way to
limit time is to limit the Area of effect that
your opponents units have. Set up ranged
unit on terrain that is difficult to assault. Try
to channel units and large unique heroes to
where you can strike first without repercussion. Use obstacles and terrain features (lava,
snow, etc.) to slow them down. Use terrain, trees and obstacles to block their Line
of Sight. Use picket units placed ahead of
your forces to slow them down. Picket units
should be difficult for them to get through, if
they are to be of value. This can be due to
high defence (Sentinels of Jandar, DW7000,
maybe, Charos, etc.), due to large numbers
( 2 squad of Roman Legionnaires or several
squads of Ocr Grut Warriors) or special
abilities (Gladitrons, Samurai, etc.) as long as
it will take them more than a round or two to
go through the picket. In the meantime, you
may concentrate on the rest of their army, or
you can move further away, attacking their
time even further.
Terrain
ISSUE 4
to eliminate them through fire power. Troops
with high defense (and a high life score
will also aid) out front will absorb a lot of
fire-power that might have otherwise killed
off your important squads. For that matter,
troops with low defense can do that too,
but theyll quickly lose their effectiveness.
Sometimes that sacrifice is worth it. Rune and
Walls also block LOS, but this works both
ways. Your squad behind a wall cannot be
seen, but it also cannot see, so wall screens
tend to be more useful for melee elements
or Lob attacks. You can also use fire-power
to help protect your units. If you manoeuvre
a unit so that terrain and objects block line of
sight to it from all but one enemy unit, then
fire on that unit until it is destroyed, it will be
very hard for your opponent to destroy your
unit.
Remember, used correctly terrain is like a
second weapon in your hand, equal in use
to your forces. A small force can take on
a larger force by channelling them between
impassable terrains, or by attacking them
piecemeal as they trudge through difficult
terrain. Ambushes can be set up using terrain,
and flank attacks are made easier. Remember
that a tricky opponent will also be looking for
ways to use terrain to his advantage, always
watch for these same tactics from him.
Before we leave the subject of terrain, it is
important to note that terrain can have an
adverse affect on your overall battle plan
and the formation of your army. If the center
of the table is dominated with difficult and
impassable areas, youll likely be making
many flank attacks. If the sides of the table
are congested with obstacles, then a push
across the center of the battlefield may be
necessary. Sometimes, it is necessary to split
your forces to move around a large obstacle,
though this can be used to your advantage
as you hit your opponent with two forces
from different sides of his army. Try not to
ever let the terrain totally dictate your battle
plan; predictability loses more games for a
general than many other factors combined.
Unit Tactics
Most of the unit specific tactics in Heroscape generally involve the special powers
each unit comes with, so get to know what
each units capabilities are. The best units
have several different tactic options open to
them. We look for some or all of these qualities range, speed, high attack in melee and
good defense. A good number of unique
characters are available although squads with
most of these attributes are seldom found,
but a few good ones exist. Many of the units
Game Play
in this versatile category have ranged attack
as special powers, for example Mimring is
just a brawler without his Fire Line Special Attack. The addition of this opens up tactical
opportunities by dramatically increasing his
Area of Effect.
Masters of Terrain are those units that have
special abilities regarding specific types of
terrain. These characters should not be over
looked during army selection. The Obsidian
Guards and Brunak should be serious draft
candidates on battlefields with a considerable amount of lava on them. When waters
is a prevalent map feature Vipers, Microcorp
agents and Marro Warriors will do better than
normal. Fliers are the way to go on boards
with large elevation changes and impassable
areas. Pay attention to terrain as you draft it
may be to your advantage.
The Instant Kill hero is always a wild card in
most battle for the simple reason that these
powers rely on 20-sided rolls for success.
These characters are always a gamble one
game worth their weight in gold worthless
the next. Use these character with either
reckless abandon or sparingly. Why, because
the more you the 20-sided die the higher
the chances for success, alternatively saving
this character for the end game when force
are depleted make them more dangerous
and effective. The question when defending against one of these characters is it worth
going after them yearly in the game. Well it all
depends on your army composition; if you
are heavy on unique hero then yes eliminating this threat can be paramount to success.
On the other hand if you are great in numbers the damage done be these characters
should not be crippling.
I have often heard it said that a certain squad
or character isnt worth its points. The rational
is often that the character never kills enough
opponents to equal its cost. This is in many
cases is false logic. Many units value is not in
the number of notch on their belts. Lets look
at Kelda first; her stats are typically average
unique hero numbers 5 life, move 6, range
1, attack 3, defense 3. The biggest asset she
has is her healing Touch ability. Where is she
going to best serve our army? Kelda is a support unit; her job is to aid wounded heroes
when needed. Putting her in the front lines is
a waste of her true value, even if she was to
destroy double her points value in return.
DW7000 is a much maligned unit. This type of
unit is to be used for sacrificing attacks. Victory is Sacrifice, every grand master of Chess
knows the value of this saying. His value is
in what you use him to use his Self-Destruct
Conclusion:
Game Play
HS Codex
by Noodles
10
ISSUE 4
and against normal attacks from small and
medium figures automatically gets 2 shields
added to its roll of 4 defend dice. Against a
large figures normal attack, you only receive
1 bonus shield added to your roll. Against
special attacks, you receive no bonus and
just have to take your natural roll. The door
is tough and if you are defending the castle
you will be glad! It was the only thing that
saved us from being slaughtered early in the
scenario. Trust me, when the door is being
assaulted and youre at the top raining down
arrows and whatnot, you will fall in love with
the game all over again.
Game Play
castle you will notice how clean the walls
and battlements look. It could definitely use
a wash of some sort to dirty it up and make
it more realistic looking. Like I said, this is just
me nitpicking to find something wrong with
a near perfect Heroscape expansion. I highly
recommend picking Fortress of the Archkyrie
up at your local store. It makes a great addition to an already great game.
Like any expansion for Heroscape, it is completely modular and does not have to be
used in the game. It adds a wonderful dynamic to the game and lends itself to many
new scenarios such as capture the flag, but
it is not required to play by any means. For
roughly $25, it is well worth the price for
everything that is included in the box. And
you cant put a price on the added enjoyment that it brings to the game.
The only thing negative I can say about this
new terrain expansion, and this is really
nit-picking, is that it doesnt have the same
dirty look as the roads. When you build the
11
Game Play
HS Codex
Unit Crossfire
Based on the good old rating out of ten, Unit Reviews are
based on playablitiy, cost, creativity, and overall coolness.
1. unplayable. 5. mediocritor - draft if needed. 10. godlike- draft every chance you get. You fill in the gaps.
Move, Life, and Defense give him a decent survivability. His Grapple Gun has
some novelty, but probably wont see
much use. With the arrival of castles
and walls, this movement power has
the potential to be really handy, but it is
also fairly easy for an enemy to counter.
So far, Drakes not looking bad, but hes
nothing to write home about yet either.
ion,
In addition to having, in my opin
the
in
pts
one of the coolest flippin scul
ut
abo
love
to
game (I mean whats not
a
with
do
man
com
a sword wielding
y?)
grapple gun, reall
k
Not to mention his awesome bac
t
mos
the
of
one
g
bein
and
y
stor
round
t
grea
a
is
popular master set guys, Drake
a
ing
hold
unit for both attacking and
position, he can travel slightly faster than
a lot of heroes and can work with Marcus making him ever better. In addition
ed
hes great for killing those pesky rang
trou
have
guys
r
othe
t
mos
that
ds
squa
.
t
grea
is
k
ble even getting to his attac
he
ve
belie
I
His other stats are all Ok.
ntial
is priced fairly good and is an esse
les.
unit in many batt
POWERS:
Thorian Speedul
Probably one of, if not the most usef
be
to
you
ing
powers in the game, allow
in
invulnerable to most all ranged attacks
get
to
you
s
allow
er
pow
the game. This
and
close to your pesky ranged enemy
draw
the
,
dice
k
attac
6+
with
hem
crus
back in this power is that it doesnt stop
special ranged attacks so be careful.
Grapple Gun 2525
This power allows you to move up to
es
ther
,
ation
elev
in
n
dow
or
levels up
lets
a huge drawback however, it only
to
ose
cho
you move one space if you
e
edg
an
e
quit
do this, still this can be
out.
les
cast
new
especially with the
FINAL WORDS
12
8.5 9.1 / 10
8/10
ISSUE 4
Game Variants
Rorkes Drift
By LilNewbie
From Wikipedia:
Rorkes Drift was a mission station in Natal, South Africa situated near
a natural ford (drift) on the Buffalo River. The defense of Rorkes Drift
(January 22 January 23, 1879) during the Anglo-Zulu War immediately
followed the British Armys humiliating defeat at the Battle of Isandlwana
earlier in the day. At Rorkes Drift 139 British soldiers successfully defended their garrison against an intense assault by 4,0005,000 Zulu warriors. Eleven Victoria Crosses were awarded to the British defenders, the
most ever received in a single action. The Victoria Cross (VC) is the highest recognition for valor in the face of the enemy that can be awarded
to members of the British and Commonwealth armed forces of any rank in
any service, and civilians under military command. It is also the highest
award in the British Honors system.
13
Game Variants
HS Codex
The Concept:
The Map:
The map used for this scenario is a special rendition of Rorkes drift.
There is no water in play and very little obstacles. The Buffalo River
runs near the mission but was not a factor in the conflict. The walls
and buildings served as a protection for the defenders and will be a
big factor in winning the scenario for both armies. The original mission had several buildings which are not depicted on the map for
simplicity sake.
Scenario Objective:
The Armies:
Zulu Units:
Setup
British figures start in the yellow start zones. Zulu figures start on
the red start zones. All figures must be deployed at the start of the
game.
Rules
The game consists of 8 rounds. Each round proceeds in the following order (detailed rules follow):
British Units:
Round Overview
14
1.Roll initiative
2.Turn 1
a. First Player rolls on the activation chart (see below) to
see how many figures are activated during the turn.
b. First Player moves a number of figures equal to or less
than the number determined from the activation roll.
c. First Player conducts attacks with the same figures
moved (if possible).
d. Second Player rolls on the activation chart (see below)
to see how many figures are activated during the turn.
e. Second Player moves a number of figures equal to or
less than the number determined from the activation roll.
f. Second Player conducts attacks with the same figures
moved (if possible.)
3. Turn 2
a. (Follows same order as Turn 1)
4. Turn 3
a. (Follows same order as Turn 1)
ISSUE 4
Game Variants
5. End Phase
a. Check for Zulu Victory.
b. British roll for Tend to the Wounded (if possible.)
c. Zulus roll for reinforcements.
Round Details
1. Roll initiative
a. Standard HS initiative rules apply. Winner of initiative is
considered First Player for the entire round. The other play
er is Second Player for the entire round.
2. Turns 1, 2 and 3
a. First Player rolls a D20 and consults the Activation chart
below:
Activation Chart
D20
Roll
British
Mv/Att
Zulu
Mv/Att
1-5
4
8
6-10
6
10
11-14
8
12
15-20
10
14
The number is how many figures the player may activate
(move and attack) in the turn.
15
Game Variants
are placed in the Zulu starting zones and only one Zulu
Warrior may be placed in each Zulu starting zone during
an End Phase.
At the end of the 8th Round, if the Zulus have not secured a victory as described above, the British win.
Special Rules:
The Compound: Figures do not receive a height bonus
for attacking or defending while inside the British starting zone. Also the spaces inside the compound do not
count as road spaces so figures do not receive the road
movement bonus.
Walls: The British receive a 1 Def bonus die while they
remain in the British starting zone and as long as there are
no Zulus inside the British starting zone.
Zulu Surge: Once per game, instead of rolling on the
activation chart, the Zulu player may declare a Zulu Surge.
Half of the Zulu models on the board (round down) may
make a move but may not attack during the same turn that
the Zulu Surge is called.
Fire at Will: Once per game, instead of rolling on the
activation chart, the British player may declare Fire at Will.
The British player chooses up to 15 figures to attack. The
chosen figures may not move during the same turn that
Fire at Will is called.
16
HS Codex
ISSUE 4
by Grishnakh
17
HS Codex
Materials:
18
ISSUE 4
19
HS Codex
especially important on the rock tiles since
the rock you are gluing on is thicker than the
grass/dirt flock material. If you get too much
glue on the tile or if the glue runs, simply wipe
it off with a corner of a wet paper towel or
scrap it away with an exacto knife.
Step 4: Sealing:
Part II
Stream/River/Lake Edges
20
ISSUE 4
Heres some reference shots out of a book
that sort of shows the look Im going for:
Step 2: Painting
Step 3: Flocking
Step 1: Planning
21
HS Codex
You carefully pull some of it out of the bag
trying your best to keep it together as a
clump.
Step 4: Grass
22
ISSUE 4
While the grass dries youll have to prop it up
so that it does not fall over. The Elmers glue is
pretty tacky but it can still let the grass droop
or fall over. (As you can see form the photo
I personally like to pull out my very old and
valuable Frank Frazetta books to prop up this
gluey mess with.)
Step 7: Sealing
23
Materials:
24
HS Codex
ISSUE 4
Sometimes youll have to go in and cut a little deeper into the corners of your cut. Cut
down on one side and then the other. The
important thing to attempt is not to cut into
your base.
25
HS Codex
[3-13]
Once that dries then add in some dirt colored flock as shown. The dirt I used is Woodland Scenics number T60, Coarse Turf Earth.
Step 4: Flocking:
Next comes the green flock. I usually spread
glue onto the base with a paint brush so that
I can control where the glue goes. Afterwards dip the base into your flock and press
it down with your finger if you need to. Refer
to my previous customizing guides for more
information about how to apply flock.
Materials:
26
ISSUE 4
Step 4: Flocking:
Next comes the gravel flock. I try to spread
the glue onto the base in a way that looks like
piled up gravel. This is a great way to hide
any glue that might be showing around the
edges of the rocks or other imperfections.
Afterwards dip the base into your flock and
press it down with your finger if you need to.
Refer to my previous customizing guides for
more information about how to apply flock.
27
HS Codex
28
ISSUE 4
As the Romans are beaten back by the
orcs, reinforcements arrive across the
lake....
29
HS Codex
Bad_Calvins
Cityscape
By Matt Drake
Where Grishnakh can take a master set and turn it into a masterpiece, Bad_Calvin takes a
completely different approach. Calvin is happy enough with his tiles and plastic trees, but he
wants to add something desperately missing from Heroscape so far buildings. Sure, weve
got castles, but how about a stable? Or a house? Does nobody in Valhalla ever sleep?
Calvins impressive constructions bring a
wide range of variety to your Heroscape table, and are measured and built to fit with
the terrain. Perhaps his simplest pieces provide an example of what is possible with just
a little ingenuity and imagination. The bone
hedges are a great way to add to your Heroscape maps with minimal effort.
30
ISSUE 4
If the stone, sandstone and bone hedges were all Calvin made, they
would still be an accomplishment. But to really kick it up a notch,
Calvin also makes this impressive wide bridge. This arched creation
spans several spaces of water, and allows for figures to cross the
double-wide bridge and battle all along its span.
31
HS Codex
The crowning achievement in Calvins collection is the dice tower.
This beautiful piece can rest right in the middle of your map, as scenery and gaming aids merge into one. The battle can rage around the
tower while the dice roll through it.
32
ISSUE 4
Customizing
Glyphs can unbalance the game if used incorrectly, but if used sparingly and strategically they can add excitement to the game. Unfortunately, Hasbro has not included new glyphs with any expansion
packs since the release of Malliddons Prophecy. The time involved
in testing new glyphs and cost of producing them seems to have
deterred Hasbro from producing more for now. This has opened
up the field for Heroscape players to create custom glyphs to fill the
void left by the lack of new glyph releases.
Play testing custom glyphs does not have to be that difficult, especially if the concept for the glyph is simple. Custom glyph concepts
range from the incredibly simple Glyph 13 to the more complex
Glyph of Deimos. Just as with testing custom units, you will need to
think carefully about how the glyphs power will affect or interact
with the existing game figures and rules. Small or medium maps with
3 or 4 glyphs to experiment with tend to work nicely for play testing depending on the types of glyphs you have designed. In some
scenarios the glyphs can be placed front and center to draw players
out to battle over them, while in others, you can situate them in inaccessible places to make players work to get them. This works well
when the glyph is not hidden so players know the advantage they
33
Customizing
HS Codex
will get by holding it. Placing glyphs on lava
field tiles also works nicely, because it forces
players to make hard choices about whether
to grab a glyph or not. If the glyph is hidden
and on a lava field tile, it is even riskier.
The presentation of custom glyphs varies. In
the photos on the previous page, you will
see glyphs and cards that mimic the Malliddons Prophecy glyphs and a new condensed version of the glyphs created by
Hex_Enduction_Hour that provide you with
all of the information you need right on the
glyph piece. This new design works great for
simple glyphs or as a reminder of the glyphs
power even if you have a more detailed description on a card or on a summary sheet.
Remember that the Rise of Valkyrie glyphs are
a little different from the Malliddons Prophecy glyphs. The original glyph rules were summarized in the Heroscape instruction manual
and did not include cards. If you would
like cards to use with the Rise of the Valkyrie
glyphs, you can find them pre-made for your
use at http://www.heroscapers.com/community/viewtopic.php?t=411.
Here are some of the various available custom glyphs and tips on how they can be
used in your games:
34
ISSUE 4
Customizing
GLYPH 13
GLYPH OF DEIMOS
35
Customizing
HS Codex
GLYPH OF TIME
GLYPH OF TARNA
Bonding is one of the most powerful special abilities in Heroscape. This custom glyph,
created by Malechi, brings that unit synergy
to an immediate halt. Bonding reliant armies
need to try to prevent enemy access to the
glyph early in the game. If the glyph is held
against them, they run the risk of taking the
glyph just to regain their armys bonding flexibility once again. This can be a crippling
glyph for many of the popular tournamentstyle armies players are fond of using.
36
ISSUE 4
Customizing
GLYPH OF REISA
GLYPH OF SHOGT
This glyph by Hex_Enduction_Hour was interesting with the terrain that was available
prior to the castles, but with the castle release, it takes on a whole new dimension.
This glyph would obviously be devastating
to castle defenders if used against them. If
the defenders control it, however, it would
allow them to make sorties from almost anywhere in the castle walls they desire without
relying on having to exit through the gates.
They can also easily return to safety behind
the walls, since their opponents would be
unable to follow.
37
Customizing
HS Codex
NO EXCLUSIVES? NO PROBLEM!
Painting Great Mock Exclusives for the Painting Impaired and/or Broke
By JustJohn Clowdus
38
ISSUE 4
Customizing
SIR HAWTHORNE
Step 3
Step 5
Step 6
Step 1
Step 4
Step 2
39
Customizing
HS Codex
NERAK
Step 6
Step 3
Step 4
Step 5
Step 1
Step 2
40
ISSUE 4
Customizing
41
Customizing
Halls of Valhalla
TARK
42
HS Codex
ISSUE 4
Customizing
SAS COMMANDOS
43
Mapping
HS Codex
Worlds of HeroScape
Intro Story
As war wages in Valhalla the Valkyrie general secure more and more wellsprings in their quest of greed, power and false justice. With these
wellsprings came visions of lands other than the bloodied land of Valhalla. These lands were beautiful and were familiar to them. These were
the lands of their warriors: Earth, Feylund, Grut, Icaria, Marr and Alpha Prime.
Yet same as with wellspring, the Valkyrie rush to capture these lands in greed. The chance of unlimited resources and unlimited troops is
just a chance the Valkyrie just can not ignore. They also love the fact that they can wage war for other magical object to use to capture the
wellsprings from their opponent generals. These choices have obviously put the warriors of all time in hard choice, protect their world or help
subjugate them.
The Battle of All Time has spread, Rebellions will rise, Empires will fall, People will die and the cause of war is strewn. Through the greed of
one race the march to galactic Ragnarock has begun. It began in Valhalla; land Kyrie the starting point of the nal Battle of Time.
The energy source of the wellsprings are large, symmetrical and unbreakable crystals of unknown origins. When placed correctly, a single crystal can power the wellsprings of an entire region.
Empires rise and fall over the centuries of mankind, and now for
most cities only ruins are left. But the wars are over and peace nally
seems to have come true.
Four of them have been discovered; two by Jandar and two by Utgar. After many battles and exhaustive searches, no other crystals can
been found. The focus now turns to taking them from each other.
Each general has carefully extracted, contained and taken his crystals
to remote and separate locations.
by GaryLASQ
44
by Ch1can0
The best human warriors gather in North America to combat this new
and unknown menace and prepare for their Last Battle.
The Battle for Earth.
Editors Note:See page 48 for the entire Earth Scenario
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All signs and information coming in indicate that the Soulborgs are
on the very brink of beginning their universal domination. There is
still time for those allied against them. The Soulborgs do not have the
strength of numbers to begin a full scale invasion.
The Defensive army stationed on the beach has been wiped out only
a few battle hardened vets remain and the odds are bleak as the true
size of the Valhallan force is revealed. All of the warrior who remain
from the rst assault know if they lose it will be a head on march to
the Queen and
Feylund, their mother world, will fall.
by ICEBEAR
Only one hope remains, to hit the borgs and hit them hard before they
can reactivate the Forging Mill.
by Fallen Templar
For thousands of years the orcs have been on Grut. Through their
isolation they have honed their kind into a cruel, powerful species
bent on conquest.
The time has come to take the battle to the Orc homeland and deliver
them a message they shall not soon forget. As the allies prepare for
their invasion, the orcs too are prepared. In deep dripping caves they
pour forth to challenge the invaders, through sacrice of prisoners
into the molten lava of Grut they gain Utgars favor.
This is the orcs ultimate battle, the very battle that will decide the
continued existence of the their warrior clans.
The pieces are set, the generals watch on, let all Hell be released!!!
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HS Codex
Icaria was a prosperous planet full of life and happiness. The world
was composed of three major kingdoms: Agrad, Grisnar, and Kaldurag.
The Primadons recorded the rise of the Raptorians around 5,000 B.C.
By 3,500 they had a force large enough to wage war. They quickly
gained the Venoc Swamp through many decisive victories. However, they could not defeat the Primadons, and an uneasy alliance was
formed in 3,484.
Agrad was the elemental kingdom of water and its inhabitants were
of the sea and the sands. Grisnar, the kingdom of nature, was home to
the sprawling and forbidding forests of Isbane. And then to the south,
as ery as Hell itself, lies the kingdom of Kaldurag, brimstone and
sulfur clouds pollute this wasteland of re where only the evilest or
bravest of heart dare approach.
by gibberish_47
The vipers of the Venoc Swamps were taken as slaves following their
defeat. They were used as slaves, because most were semi-intelligent, but some showed uncanny intelligence. These advanced vipers
turned out to be the end of the Raptorian Empire in 1,589 B.C. The
Venoc Warlord, along with his cohorts, the highly developed Armocs,
planned an uprising. The Venoc Vipers agreed to help and on a cool
autumn morning, the vipers rose and struck down there oppressors.
Their assault was so sudden the Raptorians did not have time to respond.
Most of the Raptorians were slaughtered by the relentless Venocs.
While the turmoil in southern Marr roar on, in the northern barren
lands evil stirred. An eerie race of skeletal creatures rose and undisturbed by the southern races, they multiplied rapidly. For 2,000
years their forces grew, until the hive was literally overowing with
them. One of the more prominent hivelords, Me-Burq-Sa, wanted to
split off and form a second hive. When his notion was struck down
by Ne-Gok-Sa and Su-Bak-Na, he staged a coup. Many drones were
killed in the ensuing chaos, but no great harm was done. Ne-GokSa decided to spare Me-Burq-Sa, but stripped him of his power and
grandeur.
However, the Marros did send scouts south. They crossed the Sea
of Valinoc, multiplying in the water as they went. They struck out
into the Venoc Swamps, and nding the Venocs, decided to wage
war. The Venocs, with victory fresh in their minds, fought back. The
swamps have become stinking putrid, quagmire, and the land to the
east of the Sea of Valinoc has fallen into decay.
The last recording by the Primadons came a few years after the outbreak of the Great War, with accounts of whole armies vanishing, and
Primadon scouts never returning
46
by bobofett
Harmony ruled Agrad and Grisnar, and peace dominated the landscape. But the same was not to apply to Kaldurag, home of the Black
Hordes. The lord of Kaldurag has passed, a new heir has risen to the
throne, he wears upon his brow a crown of blood. Viciousness that
has not been seen in a thousand years now sits upon the seat of power,
an iron st rules the land and pushes the hordes into Grisnar for the
sole purpose of destruction. War has been declared.
Alas the peace has died between Agrad and Grisnar for Agrad refuses
to send support and claims much of Grisnar for themselves. With Grisnar now split between the two factions the lord of Kaldurag whips
his forces into a bloodied frenzy that has never been seen upon Icaria. Agrad defends itself bravely but is no match for the hordes, all is
lost.
The great Dragon King of Kaldurag has become fat off the lands and
slow to respond in his false sense of security, it is a mistake he will
not live to repeat.Those who he believed loyal, take him by surprise
and rend his body into pieces.The warlords of the horde then turn on
each other to gain supreme control of Icaria. Soon there will be nothing left of Icaria to rule, it has come to this, a nal
battle of the dragons, in the most sacred of all Icarias sites. A battle of
evil that has no limits, but alas there remains hope, for out of the mists
rises a small but new army, that of the former Agrads and Grisnars.
Will this new army be enough to rest control from the clutches of
the Kalduragianhorde? Only you general have the power, only you
can save this once beautiful land. You must go to Icaria and lead the
forces of good or all is lost.
I bid you good luck.
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Earth
(2 Teams of players)
Required Sets: 3 Master Sets
Other Sets: 3 Forgotten Forest
Scenario Goal:
Empires rise and fall over the centuries of mankind, and now for
most cities only ruins are left. But the wars are over and peace nally
seems to have come true.
However, disturbing information of a new force frightens Earth.
Somewhere deep in Asia a portal has opened and cruel creatures
ood into the land. Only a few eyewitnesses survived this rst attack
and they report that wild skeletal warriors, hordes of orcs, massive
battle robots built for destruction and even dragons are invading the
human home planet.
The best human warriors gather in North America to combat this new
and unknown menace and prepare for their Last Battle.
The Battle fopr Earth: Conquer/ Defend Earth or destroy allenemiesbefore round 12
Player Info:
Each player may draft armies of equal points.
Indiviidual one-on-one game 600 points
Team two-on-two 400 pointsd each.
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Mapping
Glyphs:
Hidden glyphs are suggested spot to place any glyphs if desired
Special Rules:
Humans Agianst invaders
Before drafting teams roll the 20 sided die.The team with the highest roll plays the part of the humans and is only allowed to draft
human gures. If the supply of humans to draft runs out, any other
gures may be drafted.to complete their army.
Home Field Advantage
All humans have +2 movement
Portals:
The glyphs of Brandar are portals between America and North Asia
and The other pair of glyphs of Brandar ar potals between Africa
and Australia.
Victory Conditions:
If at the end of any round a player/team holds all 5 continents by
standing on the yellow spots, they win the game.
After 12 rounds the team/player holding the most conitnentswins the
game.
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wreak havoc upon the established skirmishlines in Valhalla. Then, we told you about a
little contest to try to win some of these exclusive HeroScape custom units for yourself.
We received 27 entries total, each contestant
building their own 450-point army of ofcial
HeroScape units to strike down the Zaravi in
a team battle with our Common Foe scenario rules. There were plenty of great armies
submitted, but after three weeks of assessing and evaluating each entrys strengths and
weaknesses, the Codex Judges managed to
choose the top four. We pitted them against
each other in a real-life HeroScape battle to
determine the winner of the Grand Prize.
Here are the nalists, and some highlights of
how the seven-hour battle unfolded:
Jandars best Soldiers joined-up with their
counterparts from Einars ranks under the
natural leadership abilities of Decimus Gallus to form Marcus Marauders (submitted by Jimmy Johnson of Garland, TX). In
spite of their conicting allegiances, these
units work exceptionally well together. Two
squads of Roman Legionnaires can form an
impressive Shield Wall to defend the rest of
Mapping
ing 2 extra Moves to the Vipers and an extra
5% chance every turn that the Vipers or the
Archers can Frenzy for an extra one. Hes
also the only hero in this army, and the only
thing with any signicant staying-power as
an end-game mop-up unit. Ullars Frenzy
took position to the right of Marcus Marauders (in the blue starting zone).
Fighting on behalf of General Vydar were
The Sharpshooters (submitted by Kenton
Henry of Eugene, OR). Major Q9 leads this
team, with plenty of repower out to 8 Spaces
away, and the undeniably useful exibility of
the Queglix Gun for assaulting multiple foes
at closer range. His 4 Life and 7 Defense
also guarantee that hell be in the battle for
the long haul. Q9 commands two squads of
Microcorp Agents. Though the Water Suits
probably wont see much use, theyll have
plenty of opportunities to double their effectiveness at decent range by Sighting on approaching Zaravi. Stealth Armor could also
potentially save the Agents from a plethora of
nasty Zaravi Special Attacks. Though Deadeye Dan shows some questionable loyalty in
joining Vydars troops, his Sharpshooter attack ts right in with the theme of this army.
He wont last long once the Zaravi close in
for the kill, but while theyre approaching,
hes got a 10% chance every turn of putting
an instant drop on a big Zaravi Powerhouse,
which could denitely be a game-maker if he
gets lucky. The Sharpshooters opted to cover
the allies rightmost ank (in the red starting
zone).
And lastly, General Utgar sent The Marro
(submitted by Jake Eliason of McFarland,
WI) to deal with the demon invaders. Three
squads of Marro Drones make up this armys
front lines, with the potential to move and
attack with six or even all nine in one turn.
The Marro Warriors provide ranged support
and the possibility of regenerating lost troops
with Water Clone. Ne-Gok-Sa is a tank, with
high Defense and the chance (though slim)
to majorly impact the tide of battle by Mindshackling a big Zaravi unit. Su-Bak-Na completes the roster. Hes expensive (some even
say overcosted), but his Hive Supremacy
bonus will help every other unit in the army
on every single turn. Whether Swarming,
Cloning, or shooting for the game-winning
Mindshackle, the extra 5% chance of success
every turn will denitely add up as the match
proceeds. Though his survivability is limited, his 7 Attack Dice also pose a heavy threat
to all of those high Defense Zaravi Heroes.
The Marro setup their hive-mind between
Ullars Frenzy and Vydars Sharpshooters (in
the orange starting zone), chittering loudly as
the rst Zaravi units drifted menacingly into
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HS Codex
view across the river...
The match began with Marcus seizing the
initiative and charging headlong toward the
enemy. He led half of his Legionnaires and
Linemen forward to setup a formation atop
the nearest hill - the highest spot on his side
of the river that wasnt on the lava dome.
The right ank followed suit, with Dan, Q9,
and half of the Microcorp detachment moving toward higher ground near the center of
the battleeld. Ne-Gok-Sa, the Marro Warriors, and a single Drone squad (low d20
roll) trudged slowly between the low-lying
hillocks and secured the mid-eld roadway.
Proceeding cautiously (lowest initiative), an
Aubrien squad reconnoitered the lava dome,
and discovered a (relatively useless) Wind
Glyph at its base.
Seeing his leader in trouble, the SpectrumShifting Xohar ashed green and sped to her
side. Jemais began to ascend the lava dome
while building her Tornadic Spin. Three
Soulspawn engaged the high-ground Archers, killing the one on the Glyph and inicting the rst allied casualty. Feeling that one
mortal death was insufcient to her pain,
Adlilum charged the Roman wall and vented
her fury, slaying three of the Legionnaires in
a vicious Temporal Glimmer and ending the
rst round.
The second round began with the Airborne
Elites Dropping into the fray. Two elites
landed in the sand near Marcuss deteriorating formation, while the other two bravely
planted their boots across the river, near
the Zaravi starting zone. Marcus Marauders won initiative this round as well, and
the Elites seized the opportunity to lob their
Grenades. Unfortunately, only one of them
remembered to pull the pin rst. Three of
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51
Mapping
lilum. Miraculously, the arrows pierced her
defenses and she fell, scoring the rst Zaravi
trophy of the game for Ullars Frenzy! With
their leader slain, the Soulthrall Overseer Lunoma stepped forward to lead the Zaravi and
headed for the river. Marro Drones rushed
forward to avenge their fallen leader, but Jemais laughed off their attacks.
The second wave of Zaravi was slowly closing in from across the river. A pair of Morsuvox headed toward the Sharpshooters ank
on the right, while the lightning-bringer
Quevalus drifted over the widest part of the
river. A second squad of Soulspawn paused
long enough to kill the last Airborne Elite,
then followed the Morsuvox toward larger
quarry. Q9 and the Marro Drones were starting to wear down Almalain, but the 4th Line
was having no effect against the hardened
purple Xohar near the lava dome. The Aubriens moved up to the edge of the river and
52
HS Codex
dealt some damage to the approaching Lunoma, but their tight formation earned them a
Lightning Bolt from Quevalus, and one of the
Elves was struck down. As the Marro tightened the noose around Almalain, the tornado
Jemais streaked away across the eld toward
easier prey, building her Spin as she neared
the Venoc Warlord standing dumbfounded
out in the open.
Somewhere along in here, the player of
Ullars Frenzy pointed out that he had 240points worth of kills (from Adlilum) with
very minimal casualties, and that if he
Scourged the last two Glyphs, he would win
the contest. Technically, all of the players
would lose the scenario against the Zaravi,
but hes playing for the prize, not the scenario win, and he would have the highest point
total of kills plus survivors, therefore his
army would take the Grand Prize. However,
he felt that this would be a cheesy victory
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53
Mapping
HS Codex
the river and began to slay the fearsome Archons. Xohar shifted a ery red in an attempt
to slaughter the Marro Hivelord, but left SuBak-Na one single wound short of death.
Launching a coordinated thrust against the
invaders, Gallus killed the last Soulspawn on
the battleeld (again), then Q9 vanquished
the Spectrum-Shifting Xohar. The Aubriens
then quickly (and surprisingly) destroyed the
last two Zodiac Archons, leaving the remaining Zaravi temporarily dumbfounded (with
VERY few remaining viable Order Markers
for the round). The allies regrouped quickly, with Dan and the few remaining Marro
heading for mid-eld high-ground and the
Minutemen charging for the Tomospar to
join Marcus. Q9 blasted a Morsuvox attempting to cross the river. The demonic
pox-bearer Hashtira asserted his presence by
smiting Marcus with a Rot Marker, but the
Zaravi condence was denitely beginning
to falter.
Down but not out, the Zaravi made one last
push for dominance in Round 7, with 3 Order Markers on every available unit. Elven
arrows wounded Quevalus deeply, but his
Lightning response cost one of the Aubriens
his life. The Marro, Q9, and the Archers all
jockeyed for position and concentrated re
on the lightning-bringer, but it was an Aubrien Arrow that eventually found its mark and
destroyed Quevalus. In desperation, the last
Morsuvox tried to kill a lone Elf with an earpiercing Shriek, but only managed to drop
one of its own Puppetmasters nearby. The
remaining Puppetmasters tried feverishly to
Spawn more Marionettes, but with no success. Hashtira roared in deance of the oncoming allies, spreading Rot markers to one
Archer, two Drones, and all three remaining
bluecoats before the rounds end. The Linemen pulled themselves out of the waters to
secure a rocky bank with their backs to the
ruins, but the Zaravi Rot overwhelmed one
of them (and one of the Drones) before they
could receive new Orders.
The allies rallied for victory in round 8. Finally seeing their opportunity to strike, the
Venoc Vipers rushed forth from their starting
zone, but failed to Frenzy. Hashtira plunged
forward to meet them (and get out of range
of the 4th Line), but he couldnt land a Rot
Marker on Dan. The Drones pursued him
and scored several wounds on the sorcerer.
Marcus managed to dispatch another Puppetmaster while the last Roman closed in on
its nal surviving sister. The last Morsuvox
soared over an isolated Archer to slay the
Elf with its claws from height. Fresh and
eager from 7 rounds of inactivity, the smell
of battle nally lled the Venocs lungs as
54
they dogpiled Hashtira, ripping the last major Zaravi demon into shreds. After many
failed attempts, the last Puppetmaster in the
corner eventually Spawned a single Marionette to aid in its defense. Q9 boldly strode
over a lava-ow to get within 8 spaces of
the last Morsuvox, then expertly lanced the
banshees spine with an energy beam, killing
her instantly. Marcus moved sluggishly to-
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HS Codex
56
ISSUE 4
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hunt the weaker Zaravi alone, he tallied-up
some impressive numbers, just not enough
to win the gold, or outlast Q9. The Marauders take third place, with 460 points in kills
(26% of the Zaravi) but no survivors.
...And then there were three. Two Venoc Vipers (miraculously avoiding Lava Field damage) stared down from the silicic dome at Q9
standing knee-deep in the riverbed. It was
now round eleven, and without the Glyph of
Dagmar to aid the Vipers, the Soulborg fared
better with the d20 and attacked rst. Q9
stepped back ashore briey to move upstream
and bring his new quarry within range. 1
blue die was no match for 4 red ones, and the
Vipers body exploded as if it had swallowed
a live grenade.
In the seat if its primitive mind, the last Viper
knew that it was doomed. Buried in its primal
hunting instincts, however, it also knew that
the only shred of a chance it had for survival
was to get that cold, metal juggernaut within
reach of the razor-sharp talons it wielded.
The shiny war-thing had a weapon that kills
from afar, and kills WELL, and it would
never come close to the Vipers claws on its
own. So the serpent knew it must charge.
Yes. It must charge, and it must Frenzy, and
it must open the glossy can with its talons
and tear out everything inside...
It steels itself in its resolve, then lunges over
the hill. It plunges toward the water. The
prey is close now, ...close enough to almost
touch. Then it summons the killing urge
within it that is needed to Frenzy those last
few spaces. It rolls the 20-sided die...
...a 4.
57
Game Play
HS Codex
By Stephen Mackey
Notes: This story happens at roughly the same time as the Soldier and Deaths Angel. Erevu is a randomly found
Swahili name with an appropriate meaning behind it for Carrs personality (the word means crafty), and flows well
with Carrs full name and title. I like the concept of an overall fanfic continuity, but not enough to make Carr into
Morpheus. ;) Names for the Krav Maga were likewise grabbed at random with slightly altered spellings to make em a
bit more futuristic, save for naming the femme KM Mattie, which I obviously borrowed from Buddy Lee (hope ya dont
mind that I snagged that while ditching the Morpheus thing). The primary villains for this story are the creations of
my own imagination, with various tidbits about voodoo found via Google thrown in for flavor. (And I would like to
mention that I do not think all practictioners of voodoo are evil zombie-raising racists. This is your public service
announcement for the day.)
This story is rated R, for zombie-related gore, violence, mature situations, foul language, and probably some other
stuff I forgot about.
Enjoy. Or not, as you prefer.
Things have seldom been more grim for Vydars top operatives.
The Krav Maga and Carr have had to endure a mildly nightmarish
day and night in the clutches of a zombie-raising Southerner. But
now that the night is past, their time has run out, and their captor
intends to inflict the grotesque transformation of undeath upon
them. Theyve run out of time and slack, and as the grip of their
foe tightens, so does Carrs inner desperation and drive to do
anything to escape.
At dawn, Carr was greeted with the smell of something
burning and loud prayers entoned in a voice so dramatic and
swelled with oratorial self-importance that he barely recognized
it as Daviss. The latter were conducted partially in English, partially in French, partially in Swahili, and partially in total gibberish.
Even the words Carr could make out barely seemed to make
any sort of sense, and concentrating on them gave him a serious
headache, so he stopped trying.
Shortly thereafter, the other agents woke up, looking
riled.
Bad dreams?
Bad dreams.
They seemed reluctant to share the latest tales from the
sandman, but Willson muttered something about a huge snake
crawling down his throat. For his part, Carr remembered that
only recent dreams were remembered by the waking mind, and
that the dreams would have had to have taken place around the
time Davis had started his prayers.
Davis hadnt come in to see them at all, not even to let
them have a morning outhouse trip.
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ISSUE 4
By contrast, the more un-Jhones-like Jhones got, the
more Thompsoune-like Thompsoune got. Quieter, calmer-looking, more objective. Carr recognized the sight of a mans soul
tightening inside like a coiled spring while the outer shell just got
harder and harder, and knew that unless they got a lucky break
of some sort, Thompsoune would probably break. Most likely
at the exact moment that Jhones became one of Daviss honeys.
Men that strong didnt break often, but when they broke, they
really broke. And Carr was helpless to think of anything to do to
stop any of it.
If only hed fought harder, ran faster, been more alert...
avoided Daviss perimeter warding spell, or had Jhones, with her
spare boot knife, fight when shed had the chance... he refused
to accept that he had stumbled into an unbeatable situation.
There was some way to beat this, he just had to figure out how!
He had to wonder why only Jhones had a fever, and
whether or not it was a blessing or a curse that he and the other
men had been spared.
Jhones finally slipped down into a slumber deep as
death itself, and all three agents kept track of her shallow breaths
as though each breath was their own lifeline, not hers. They
were all expressionless as a trio of statues, but inside Carr felt an
unfamiliar cold rage growing and growing.
Was this how it ended, then?
Turned into mindless meat-puppets for a cripple who
fed bits of his own legs to his zombie lover?
He would never have guessed it.
H-hey... Jhones croaked through a dry throat.
Three sets of eyes latched onto her.
Uh, hi, Jhones, Willson replied weakly, obviously
unsure what to say.
D-dyou mind if I, tell a, um, story? she asked vaguely,
eyes staring at nothing in particular, her voice vague and completely lacking in the self-assured, crisp wit that normally made
up her verbal repetoire. Mom always said, she said that stories
help make ya feel better. Course... she meant listenin to em,
but I really fuh, feel like talking right now.
Go ahead, Mattie, Thompsoune said very, very gently.
Carr just did what he was best at when it came to relating to other people, and watched, and listened.
I saw a, um, a thingy, a long time ago... a hummingbird,
that was what I saw. Id never seen one before, yknow. Those
wings just flippity-flapping along so fast. I was, mustve been...
thirteen? Something like that. It was so damn pretty. I wanted
to see it closer, so I... s-so I tried to get closer. Sneakers tried to
get closer too, though.
She paused a moment to cough, a wet, rattling sound,
and then went on, her voice a bit more raspy.
Sneakers... he wuh... was my pet cat, a cute little guy.
Tawny brown an black, looked like a tiny little cougar. So Sneakers tried to eat the poor hummingbird, but I grabbed him and
saved it. Catsre good at looking pissed off, you know... you
know how their pupils get all big and their tails smack around?
He was like that, and I tried to pick him up and pet him, but
he ran off. So of cour... of course I had to chase im. If youve
ever tried to chase a cat before, youll know, heh, snot a bright
idea. Lil bastards ran pretty fast. I, uh, I ran right into an abandoned apartment building next door, trying to catch him... he
slinked through a hole in the wall. So I went around and around
Game Play
in there looking for him... calling him, you know, doing that little
clucking thing. I found him in this scary, right outta a vampires
mansion type basement. It was dark as Satans ass and twice as
hot down there. And I was so glad to find him... I pretty much
pounced on him, but when I did that, some crates tipped and
started a cute little avalanche... least, it woulda been cute if it
hadnt covered the stairs up. I tried to pull the boxes outta the
way, but this was before Id had my martial arts training, so I
wasnt all that strong, and the boxes had all kinds of junk in them
I couldnt budge. I yelled and yelled for a while, but no one
came, so it was just me and Sneakers, down in that dim, hot old
basement, all by ourselves.
It was hard to keep track of time, but it felt like a long
time. Sneakers took a leak in one corner after a bit, and I followed suit... same corner, you know, to keep things clean and
stuff. The smell was really bad after a while, it had nowhere to
go, and the heat didnt h-help. And then it got even darker...
and Sneakers just kept pawing at stuff and meowing all whining and sad, and I started crying. So I cuddled him up to my
stomach and tried to go to sleep on that rough concrete floor.
Dont know if I did or not. Its hard to keep track of stuff like that,
when its that hot and that dark and theres no way to tell one,
um, one minute from the next.
I could keep track of the days, though, sort of, by
keeping track of whether it was just dark or really dark. I really...
really thought someoned come the next day. Screamed myself
a sore throat. But no one came. No one came the day after
that, either... and it just got hotter and hotter, and the stink got
worse and worse, and Sneakers just totally spazzed out.
Ever wonder how thirsty youd have to be to drink
your own piss? I got to learn that one. Not a fun lesson, I dont
recommend. I couldnt even get it down, though... gag reflex,
psychological conditioning, all that stuff. Choked on it and spat
it back up. And then I thought about Sneakers... that damn cat
that I loved more than anything else in the world, and about
how small animals needed things like food and water more
often than people, because of their biological clocks or whatsit.
And I panicked for a while, when I saw him getting weaker and
weaker. I even slapped him around a little to try and keep him
awake, something Ive never... never, ever done before. Then
I got this bright idea. I cut myself on the arm with some sharp
metal poking out of one of the crates, and let it all drip down
into a recess in the floor, and practically shoved my cats nose
into it. And he sneezed, and then he started drinking it. Licking
it up, the way cats do... really slowly, choking on it, but he did it
all the same. So Sneakers had himself something to drink.
They found us eventually, yeah... otherwise I wouldnt,
uh, I wouldnt be here, ruh, right? Heh. Yeah. They found us.
We all got out safe and sound and all got better in the end...
although Sneakers got killed by a goddamned drunk driver a
year later, but thats nothing tdo with nothing. I guess the point
of this story... I guess its that... well. Um. Sneakers loved me. I
know he did. As much as a cat can love a person. But he drank
my blood cause he had no other choice if he wanted to keep
on living. And animals dont know anything they love more than
life. But I think, sometimes, thats what differentiates us from
animals... that we can take some random, arbitrary, stupid thing,
and put it above living. S-so, what I guess Im trying to say is...
um... if I turn into one of those nasty, rotten old... things... you
59
Game Play
have my permission to blow my fucking brains out. Because
theres worse things than dying, I figure, and sometimes the shit
you have to do to keep on walking around and functioning in
this silly little world isnt worth doing. S-so... um... thats it. And
they all lived h-happily ever, uh, after. Amen, sleep tight, dont
let the doggins bite.
And it was it. Agent Mattie Jhones drifted back into
unconsciousness and didnt wake up for the rest of the day.
She didnt die, though.
Carr watched her every breath to make sure of that.
He didnt want her to die.
But he also... didnt want her to... talk.
Not after that last grand speech, in which hed learned
more of her life than shed ever told him while coherent and in
good health. And it had left him wishing he could go back to
knowing less, because the images those words had brought him
simply wouldnt stay out of his mind now. The images wrapped
around his mind like the cold, decaying fingers of the dead
come to claim their own.
And so, in a very sick, morbid sort of way, he
supposed her condition, living but quiet about it, was the
best that could be hoped for.
Not long past noon, the zombie woman slipped
in again, once again accompanied by several of Daviss
honeys. Carr stiffened in anticipation, but all she did was
wrinkle her nose in distaste after sniffing the air for a
moment before turning away.
Wait! Carr said suddenly, urgently, before
she could get more than one foot out of the door.
She paused and looked back over her shoulder
at him, eyes narrowed with a mixture of scorn
and suspicion. Those eyes were, for once, still
in their gaze. Perhaps we could strike a deal,
he offered.
What kind of deal does the
old meat have to offer me? she replied,
sounding noncommittal and bored.
Carr frowned slightly. Were not part of
Daviss entourage yet, he replied, for Thompsounes sake not
mentioning the probably soon-to-be exception of Jhones.
Of course you arrrre, she said, drawing the word
out lazily and grinning with teeth that somehow disturbed Carr
despite looking perfectly ordinary. The rate of the process varies, but youre all done. No good eating, now, she added in a
mutter, her grin melting into a grimace of disgust.
A full-fledged plan began to coalesce in Carrs mind,
while he idly watched Thompsoune and Willson start at the
news. He was mildly surprised and disturbed by it himself, but
almost instantaneously resolved to work with it. Times were
grim, but he had a grim plan to suit them.
Then Davis would be the only fully living person here,
yes? Carr suggested gently, watching her closely for a reaction.
Those skittering eyes settled on him for the second
time, a long moment. Her face was expressionless.
Quite true, she said coolly, leaning against one of her
guard/captors as though its undead body were a wall. The
only one...
I think we can help each other, Carr said gently. If
youre willing to help and be helped, that is.
60
HS Codex
Her smile was horrific in its childlike glee.
***
The escape had gone off without a hitch. The undead woman
had loosened their restraints, and together they had quickly
overpowered the relatively few zombies in the room. Carr, the
two conscious agents (Thompsoune carrying Jhones), and the
zombie woman had torn through the nearby forces straight towards Mothusi and Mothusis backpack full of weaponry. And
Davis had been near Mothusi, of course. The womans reward
for helping them, and the mans death, horribly gory and pitiable
as it had been, had disorganized the ranks of the other zombies
into pathetic fodder that were more of a threat to themselves
than to anything else.
They had left the woman feasting on Daviss remains
greedily, and hadnt even had to run to get through the great
mass of shambling, confused zombies safely. A jog had been
more than sufficient, and had allowed them to conserve energy
for later.
Which was good, because Carr planned on getting
back home as soon as humanly possible. There had to
be a cure for whatever process Davis had
used on them. If there was a cure, Vydar
would know of it, and make use of it.
They were too valuable in the war to
lose.
Failing that, Vydar would at least appreciate
the sword back, Carr was sure.
They stopped for a grudging but
sadly necessary break to water the trees,
having not had the chance to do so
since yesterday. When he was done,
Carr walked back through the foliage,
footsteps crunching in the snow, to
where theyd left Jhones propped up.
Her breathing had gotten quieter and
quieter over the past few minutes, and
he decided it would be best if he carried her from this point onward, in case she
started
to become... not... herself.
The sight that greeted him when he got back to her
was one that would linger in his nightmares for years to come.
Jhones was awake, and lapping from cupped hands,
like a cat. Thompsoune was standing just in front of her, one
bared arm held out and dripping red down into her hands.
Thompsoune held Jhoness own boot-knife in his free hand,
close to his bare arm. The cut was deep enough, and in the
right spot, to bleed a great deal. Judging from the stains all over
Jhoness face, she had been drinking for at least a little while
already, rather than just starting.
The sound of his footsteps in the snow caused Thompsoune to look up from her. His eyes locked with Carrs, and his
eyes were remarkably alive, for someone who had been considered not worth eating by the zombie woman. They were
filled with weary despair and desperate pleading. Thompsoune
wanted him to understand. Thompsoune wanted him to let it
go, and let her go, and just... do something other than what they
both knew he had to do.
She was thirsty, Thompsoune said very quietly, his
voice delicate in its strain like a spiderweb trying to survive a
ISSUE 4
thunderstorm. A voice that practically begged.
Carr drew his gun.
Thompsoune drew his.
They stared each other down blankly, with the air of
mysterious, calm professionalism that Vydar prided all recruited
agents on possessing. For a strange, confusing moment, Carr
was almost proud of Thompsoune.
They continued to stare.
Holy shit... Willson said from somewhere nearby, just
coming onto the scene.
Thompsoune looked over, distracted.
Jhones looked up at Thompsoune, eyes glazed, mouth
gaping slightly, her expression ever so subtly... hungry.
Carr planted a bullet right in her temple, and she fell
with a soft thud.
Thompsoune fired at him in return seemingly instinctively, but Carr didnt even need to dodge; Willson grabbed
Thompsounes gun and foiled the shot, then confiscated the
weapon.
The resulting consternation was mostly something
left between Willson and Thompsoune. In the end, when he
ordered them to march, they marched. Thompsoune continued
to carry Jhones. Carr let him have what little comfort her corpse
could provide.
Thompsoune was probably expecting to be courtmartialed when they got back home, but Carr had no plans
of mentioning the incident to anyone. He would just as soon
forget the past few days entirely, wipe them clean. He would
do that to the best of his ability.
Except that Jhones would be forever missing.
Erased, along with the zombies.
Along with all the other zombies.
***
It struck Carr as almost funny when, half an hour later,
while suffering from the faint, ominous beginnings of fevers, they
literally stumbled over their original mission objective.
The glyph had been hidden deep in a snowdrift, but
not so deep that the edge of it couldnt catch their feet and
cause them to tumble head over heels. Thompsoune was the
only one to remain balanced, lagging behind as it was due
to the extra weight of Jhones, and thus had been treated to
the rare sight of Willson and his commanding officer tumbling
together in a position that would seem to be either a bad lovemaking session or a good wrestling match.
They would have thought it merely an inconvenient
rock, save that Carr had fallen on top of it hard enough to feel
how smoothly flat it was through the snow. Incredulous, he
brushed the white aside and his eyes were promptly assaulted
by a golden glow that leaked through indecipherable sigils and
runes engraved on a stone disk slightly larger than a manhole
cover.
What the hells that? Willson demanded of Carr, presumably because Carr usually knew everything.
He did this time, certainly.
This is the object we came here in the first place for, to
bring back to Vydar. A glyph of powerful magic.
Their luck really had been unbelievable. To just find it
by accident, after all they had gone through... yet, rather than
making him happy, it made him want to snarl in rage.
Game Play
What kinda magic?
Carr could lie. Or simply tell them it was classified.
But... somehow he thought he owed them better. He owed
Jhones better, wherever she was now.
Its a glyph of... he said slowly, hesitating uncharacteristically. His eyes reluctantly met Thompsounes. Its a resurrection glyph.
Thompsoune surged forward, and Carr half-drew his
sword, warningly. We have orders to bring it back to Vydar,
Thompsoune. There are plans for it. We cant just waste it on
some random dead comrade just because we happen to be
close to her.
Dont patronize me, Thompsoune said coldly. Youre
not close to anyone, and you know it. She is... was... one of
the best! I defy you to think of any possible better use for that
thing!
Thats not for us to decide, Carr said grimly. Besides,
it might not even work. She was... changed, after all, before she
died. And I wasnt given detailed instructions on how to use it.
We could waste the glyphs energies for nothing if we try to do
things half-assed.
Yeah, we could, Willson broke in, strangely placating. But isnt it worth trying? Cmon, Carr... Erevu, man... do you
really want to live with knowing you didnt even try to bring her
back?
Ive lived with a lot of things in life, Carr replied very
blankly.
But you dont have to live with this. I didnt ask if you
could, man, I asked if you wanted to.
Erevu... Thompsoune half-whispered. Please...
A long silence passed between the three of them.
Carr made his decision.
No matter what happens, as far as my report to Vydars concerned, we never saw the glyph. And no matter what
happens, if we cant make it back in time before we start to
go unconscious, we end each other with our guns. And if she
comes back as one of those mindless things, or even with half a
mind like that woman, Im blowing her brains out a second time
without even blinking. Understand?
Yes, sir, Thompsoune and Willson chorused with quiet
dignity.
Carr sighed, ran a hand over his bald head, and nodded, letting his sword slide back into its sheath. Put her on
the glyph, then. Then some seemingly ancient words, half-remembered from a childhood source Carr couldnt quite recall,
sprang from his lips as though they were a magic incantation all
their own. And may Gods grace shine upon us.
Because God knows, we need it, Willson added.
She was placed on the glyph.
The glow enveloped her.
Carr stared, unblinking even though the shining made
his eyes tear up. Or maybe they were shedding tears for other
reasons, now that he finally had a good way to get away with it
unnoticed. He honestly wasnt sure.
They waited for what seemed like an eternity.
And then, Mattie Jhones opened her eyes.
End
61
Game Play
HS Codex
By Stephen Mackey
62
ISSUE 4
Players Guide
Nilfheim
Kelda
Raelin
Concan
Sentinels of Jandar
Sgt. Drake Alexander
Alastair MacDirk
Sir Denrick
Finn
Thorgrim
Johnny Shotgun
Sullivan
Airborne Elite
4th Massachusetts
Line
MacDirk Warriors
Knights of Weston
Tarn Viking Warriors
Omnicron Snipers
Dzu-The
Braxas
Sudema
Dund
Agent Carr
James Murphy
Nakita Agents
Krav Maga Agents
MicroCorp Agents
Gorillinators
Major Q9
Major X17
Gladitrons
Blastrons
Valguard
Marcus Decimus
Gallus
Parmenio
Spartacus
Crixus
Retiarius
Guilty McCreech
Roman Legionnaires
Roman Archers
Sacred Band
Tagawa Samurai
Kozuke Samurai
Izumi Samurai
Ninjas of The
Northern Wind
Charos
Jotun
Saylind
Deadeye Dan
Theracus
Syvarris
Morsbane
Aubrien Archers
Warriors of Ashra
Venoc Warlord
Elite Onyx Vipers
Armoc Vipers
Venoc Viper
Mimring
Taelord
Minions of Utgar
Su-Bak_Na
Ne-Gok-Sa
Me-Burq-Sa
Marro Warriors
Marro Drones
Marrden Hounds
Grimnak
Tornak
Nerak
Swog Rider
Blade Grut
Arrow Grut
Deathwalker 7000
Deathwalker 8000
Deathwalker 9000
Zettian Guards
DeathStalkers
DeathReavers
Krug
Brunak
Khosumet
Anubian Wolves
Dumetef Guard
Obsidian Guard
Sir Hawthorne
Shaolin Monks
63
Players Guide
HS Codex
NEW
CHECK LIST
Master Set Rise of Valhalla
Wave 1 Malliddons Prophecy
Heroes of Bleakwood unique set
The IX Roman Legion common set
Snipers & Vipers
common set
Grut Orcs
common set
Wave 2 Utgars Rage
Heroes of Barrenspur unique set
Minions and Drones common set
Knights & The Swog common set
Devourers & Minute Men common
Wave 3 Jandars Oath
Heroes of Nostralund
Monks and Guards
Gorilla and Hounds
Kilts and Commandos
unique set
common set
common set
common set
unique set
common set
common set
common set
Unique Set
64