User manual HASBRO GIJOE A.W.E STRIKER VEHICLE

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[. . . ] Myn;stso yreis long, that woeys er the memb ll it agai th not d I may these journals, so that I set forth in your journey. I am My name first, an I do not meland, though to visit. Valhalla is my ho that I now dare gnize the regions reco ly here rie, lived peaceful y people, the Ky M rule of our years under the for thousands of re found, and the wellsprings we Archkyries. everything change ome years wellsprings. [. . . ] You advance him the full 5 spaces toward the opposing figures. Note: Finn may move through the Marro Warrior because it is friendly. Your Opponent's Order Markers: On this round, your opponent decides to mobilize his two figures with long attack Range: Syvarris (first turn), then Deathwalker (second and third turns). He places the X Order Marker on his Krav Maga Agents. 5 4 3 2 1 5 MASTER Game Guide · Moving up: When you move to a higher level, count the side of each higher level as one space. If your figure can't move enough spaces to reach the top of a ledge, then it can't move there. When moving from water to land, count the side of each land space as you move. See Example 9B. EXAMPLE 10: Moving double-space figures From his starting spaces (top picture), Grimnak moves 5 spaces head first, with his hind section trailing along the same spaces as his front section (middle picture). Counting the sides of the ledge, Grimnak ends his move at the top, on two same-level spaces (bottom picture). EXAMPLE 9A: Moving into water When your opponent moves Deathwalker onto a water space, he must stop there. 1 2 5 43 2 1 EXAMPLE 9B: Moving out of water When moving Deathwalker from this water space to the adjacent land space, your opponent counts two spaces. · Overhangs: An overhang exists when one or more tiles are above another tile with space in between. Figures that are small enough to do so may move under overhangs (Example 11 shows an overhang). EXAMPLE 11: Moving under an overhang 3 On the Migol's Tomb battlefield, notice that Finn can move under this overhang but Grimnak cannot. 1 2 4 5 · Moving double-space figures: Some figures, like Grimnak and Mimring, take up two spaces. When moving a double-space figure, decide which end to lead with (for example, the front end or the back end). Then move the figure so that the other end follows the same spaces that the leading end just left. Two skulls are rolled, inflicting two wounds. You place two Wound Markers on Finn's Army Card. Adusting Figures: Players may touch or move figures only on their own turns. For example, a player cannot move his figure out of Line of Sight on an opponent's turn. If players disagree about whether or not there is a clear Line of Sight, just roll the 20-sided die; the high roller wins the dispute. Example 16 shows how to determine if a targeted figure is within an attacker's Range and Line of Sight. EXAMPLE 16: Range and Line of Sight You want a Marro Warrior to attack Syvarris. First, you count the spaces between them: there are 6, so Syvarris is within Range. 6 5 Action 3. Attack with Figure(s) On the Army Card Now it's time for your Hero or Squad to attack. Any figure(s) on your chosen Army Card within Range, and with a clear Line of Sight, can attack. If no figure on your Army Card meets these two conditions, you can't attack. Looking for hidden figures: At any time, feel free to walk around the battlefield to find out which figures are hiding where: behind ruins or raised terrain areas, etc. (As you do this, other players may want to shield their Order Markers so you can't see them. ) Before attacking with a figure, check the Range and Line of Sight as follows: · Range: A targeted figure must be within the Attacking figure's Range: for example, with a Range of 6, your Marro Warrior can attack any figure within 6 spaces from it. [. . . ] But along with that extra excitement comes a few special rules. Unique Army Cards: All of the Army Cards in a Master Set are Unique (there's only one of them). If you're combining two sets of Army Cards, make sure that no player has more than one of the same Unique Army Card. (For example, your Army can't include two Grimnaks. ) However, you and an opponent can both have the same Unique Army Card(s). [. . . ]

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