Open to all players, 32 positions. 4 round swiss tournament with 1 game final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 550 point Heroscape (no Marvel) army that does not include squad units. Army cannot exceed 24 hexes. The tournament is played in one hour rounds. Prizes awarded to the top 4 finishers.
Open to all players, 32 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 320 point Heroscape (no Marvel) army that does not exceed 16 hexes. The tournament is played in one hour rounds. Prizes awarded to the top four finishers.
All Heroscape Units allowed. Open to all players, 32 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 500 point Heroscape army that does not exceed 24 hexes. The tournament is played in on hour rounds. Prizes awarded to the top four finishers.
Open to all players, 32 positions. 4 round swiss tournament with 1 game final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 550 point Heroscape (no Marvel) army that MUST include at least 3 Large or Huge units. Army cannot exceed 24 hexes. The tournament is played in one hour rounds. Prizes awarded to the top 4 finishers.
All out War! Open to all players, 32 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 480 point Heroscape (no Marvel) army that does not exceed 24 hexes. Tournament is played in one hour rounds. Prizes awarded to the top four finishers.
Secure the most Treasure Glyphs to win! Open to all players, 32 positions. 5 round swiss style tournament with no final. Players bring order markers, wound markers, dice, cards, and a pre-drafted 500 point Heroscape (no Marvel) army that does not exceed 16 hexes. The tournament is played in one hour rounds. Prizes awarded to the top four finishers.
Can the Merc's hold the line against the unstoppable invaders long enough to allow their people to evacuate. Or do they get crushed like their comrades.
Tired of being pushed back to a small corner of the Galaxy, Grand Admiral Palleon along with a new Chiss commander have concocted a plan to strike at the heart of the New Republic. Deep in the Outer Rim territories, Palleon takes his fleet in a two pronged attack against a New Republic staging area under the command of General Antilles, hoping to gain back Imperial space. Take sides as the fate of the galaxy once again hangs by a thread.
Tired of being pushed back to a small corner of the Galaxy, Grand Admiral Palleon along with a new Chiss commander have concocted a plan to strike at the heart of the New Republic. Deep in the Outer Rim territories, Palleon takes his fleet in a two pronged attack against a New Republic staging area under the command of General Antilles, hoping to gain back Imperial space. Take sides as the fate of the galaxy once again hangs by a thread.