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Heroscape Expansion Set D3: Moltenclaw's Invasion thumbnail

Heroscape Expansion Set D3: Moltenclaw's Invasion

Expansion for Heroscape Master Set: Battle for the UnderdarkExpansion for Heroscape Master Set: Rise of the ValkyrieExpansion for Heroscape Master Set: Swarm of the Marro

Heroscape Expansion Set D3: Moltenclaw's Invasion Rulebook

Table of Contents

Table of Contents

  • Army Cards: Jandar
    • Eltahale
  • Army Cards: Utgar
    • Frost Giant of Morh
    • Ice Troll Berserker
    • Moltenclaw
    • Ogre Pulverizer
  • Army Cards: Einar
    • Master of the Hunt
  • Army Cards: Vydar
    • Evar Scarcarver
    • Siege
  • Army Cards: Valkrill
    • Death Chasers of Thesk
    • Death Knights of Valkrill
    • Horned Skull Brutes
    • Mezzodemon Warmongers
  • Glyphs
    • Giant Hunter Stone
    • Scarab of Invulnerability
    • Revenant's Tome
    • Oceanstrider Amulet

Army Cards: Jandar

Eltahale

Faction: Jandar

Keywords: Goliath, Unique Hero, Warden, Fearless, Medium 5

Stats:

  • Life: 6
  • Move: 6 spaces
  • Range: 1 space
  • Attack: 5 dice
  • Defense: 4 dice
  • Points: 140

Thunder Ram Assault Special Attack

Range 1 + Special. Attack 4.

Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn.

Thunder Step

Instead of moving Eltahale normally, you may choose an opponent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her Attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks.

Army Cards: Utgar

Frost Giant of Morh

Faction: Utgar

Keywords: Giant, Uncommon Hero, Brute, Fearless, Huge 9

Stats:

  • Life: 6
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 4 dice
  • Defense: 4 dice
  • Points: 140

Indomitable

If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn.

Battle Frenzy

After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh.

Dying Swipe

If this Frost Giant of Morh is attacked with a normal attack by an opponent's figure and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this Frost Giant of Morh. Figures affected by Dying Swipe cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove this Frost Giant of Morh from the battlefield.

Ice Troll Berserker

Faction: Utgar

Keywords: Troll, Uncommon Hero, Beast, Ferocious, Large 5

Stats:

  • Life: 4
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 5 dice
  • Defense: 2 dice
  • Points: 85

Ice Troll Charge

After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.

Cold Regenerate

After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.

Errata (printed sticker on the card): "Coverings are a Hit Zone."

Moltenclaw

Faction: Utgar

Keywords: Dragon, Unique Hero, Prince, Fearless, Huge 8

Stats:

  • Life: 6
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 5 dice
  • Defense: 3 dice
  • Points: 170

Burning Breath Special Attack

Range 4 + Special. Attack 4.

Choose a figure to attack. You may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Moltenclaw is not affected by Burning Breath Special Attack.

Lava Resistant

Moltenclaw never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.

Flying

When counting spaces for Moltenclaw's movement, ignore elevations. Moltenclaw may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Moltenclaw is engaged when he starts to fly, he will take any leaving engagement attacks.

Ogre Pulverizer

Faction: Utgar

Keywords: Ogre, Uncommon Hero, Pulverizer, Wild, Large 6

Stats:

  • Life: 6
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 4 dice
  • Defense: 3 dice
  • Points: 100

Double Attack

When this Ogre Pulverizer attacks, it may attack one additional time.

Lumbering Bully

When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.

Army Cards: Einar

Master of the Hunt

Faction: Einar

Keywords: Firbolg, Uncommon Hero, Hunter, Bold, Large 6

Stats:

  • Life: 6
  • Move: 6 spaces
  • Range: 4 spaces
  • Attack: 4 dice
  • Defense: 4 dice
  • Points: 140

Mortal Strike

After attacking an opponent's Unique Hero with this Master of the Hunt's normal attack, roll 1 attack die for each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound marker on the defending figure's Army Card.

Javelin

After moving and before attacking with this Master of the Hunt, you may roll the 20-sided die. If you roll a 16 or higher, add 3 to this Master of the Hunt's Range value for the duration of its turn.

Errata (printed sticker on the card): "Pants are not a Hit Zone."

Army Cards: Vydar

Evar Scarcarver

Faction: Vydar

Keywords: Human, Unique Hero, Frostrager, Reckless, Medium 5

Stats:

  • Life: 5
  • Move: 5 spaces
  • Range: 4 spaces
  • Attack: 2 dice
  • Defense: 3 dice
  • Points: 110

Double Assault

When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.

Frost Rage

When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card.

Siege

Faction: Vydar

Keywords: Warforged, Unique Hero, Juggernaut, Stoic, Medium 5

Stats:

  • Life: 5
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 5 dice
  • Defense: 5 dice
  • Points: 120

Crag of Steel

When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all figures adjacent to him. Roll each attack separately.

Errata (printed sticker on the card): "Cloak is a Hit Zone."

Army Cards: Valkrill

Death Chasers of Thesk

Faction: Valkrill

Keywords: Orcs, Common Squad, Hunters, Wild, Medium 5

Stats:

  • Life: 1
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 4 dice
  • Defense: 2 dice
  • Points: 55

Taskmaster Bonding

Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control.

Orc Battle Rush

At the start of the first round of the game, after all order markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space.

Death Knights of Valkrill

Faction: Valkrill

Keywords: Undead, Common Squad, Death Knights, Tormented, Medium 5

Stats:

  • Life: 1
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 2 dice
  • Defense: 5 dice
  • Points: 60

Soul Weapons

Figures attacked by a Death Knight of Valkrill subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapons.

Unholy Bonding

Before taking a turn with the Death Knights of Valkrill, you may first take a turn with any small, medium, or large relentless Hero you control.

Errata (printed sticker on the card): "Capes are not Hit Zones."

Horned Skull Brutes

Faction: Valkrill

Keywords: Goblins, Common Squad, Brutes, Merciless, Medium 5

Stats:

  • Life: 1
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 4 dice
  • Defense: 4 dice
  • Points: 75

Expendable Rabble

If a Horned Skull Brute you control is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received.

Barge into Battle

After moving and before attacking, if a Horned Skull Brute you control ends its movement unengaged, you may choose an engaged small or medium friendly Squad figure within 3 clear sight spaces of that Horned Skull Brute whose base is no more than 2 levels higher or lower than the base of that Horned Skull Brute. You may switch that Horned Skull Brute with the chosen Squad figure. Figures moved by Barge into Battle never take any leaving engagement attacks.

Mezzodemon Warmongers

Faction: Valkrill

Keywords: Demons, Common Squad, Warmongers, Ferocious, Medium 5

Stats:

  • Life: 1
  • Move: 5 spaces
  • Range: 4 spaces
  • Attack: 3 dice
  • Defense: 3 dice
  • Points: 65

Poison Cloud

When a Mezzodemon Warmonger attacks a Common figure, add 1 to its Attack value.

Exoskeleton

At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.

Glyphs

The glyph cards in this set are printed on card 44 of the community compilation. The footer on that card reads:

"TEMPORARY GLYPH: The power of each Temporary Glyph takes effect only once. When one of your figures moves onto any of these glyphs, follow its rules, then remove it from the game."

Giant Hunter Stone

Artifact

This figure rolls an additional die when attacking or defending against Large or Huge figures.

Scarab of Invulnerability

Artifact. Temporary Glyph.

This figure may use this Scarab whenever it receives one or more wounds. Roll the 20-sided die. If you roll a 1-15, ignore one of the wounds just received. If you roll a 16 or higher, ignore all wounds just received.

Revenant's Tome

Ancient Artifact. Temporary Glyph.

This figure may use this Tome after revealing an order marker on its Army Card. Before taking that turn with this figure, place one previously destroyed Unique Figure from your Army onto any empty space(s) within 5 clear sight spaces of this figure. Immediately make a normal attack with the placed figure, then immediately destroy the placed figure. While the placed figure is on the board consider all of its special powers to be negated. The placed figure is considered to have a Life of 1, and is not affected by any special powers on any Army Card or Glyph while on the board.

Oceanstrider Amulet

Artifact

This figure does not have to stop its movement when entering water spaces.