Heroscape Expansion Set: Defenders of Kinsland
Heroscape Expansion Set: Defenders of Kinsland Rulebook
Table of Contents
Table of Contents
Unit Cards
Each entry gives the card's unit type and stats as printed (Life, Move, Range, Attack, Defense, Points), followed by its special powers verbatim.
Sir Dupuis (Jandar)
Human, Unique Hero, Knight, Valiant, Large 6. Life 6, Move 8, Range 1, Attack 4 dice, Defense 3 dice, 150 points.
KNIGHT'S COURAGE Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice.
TACTICAL DISENGAGEMENT 7 When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.
CHALICE OF FORTITUDE If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.
Card errata: an ERRATA badge printed on the card reads "Sir Dupuis' shield is not a Hit Zone." It is transcribed here as printed.
Grok Riders (Utgar)
Marro, Common Squad, Hunters, Menacing, Large 5. Life 1, Move 7, Range 1, Attack 3 dice, Defense 3 dice, 130 points.
MARRO WARLORD BONDING Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control.
MARK OF THE WARLORD When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice.
GROK TRAINING Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
Arkmer (Ullar)
Elf, Unique Hero, Wizard, Tricky, Medium 5. Life 3, Move 5, Range 5, Attack 4 dice, Defense 2 dice, 50 points.
STAFF OF LERKINTIN When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.
ENGAGEMENT STRIKE 13 If an opponent's small or medium figure moves into engagement with Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer.
Chardris (Ullar)
Elf, Unique Hero, Wizard, Valiant, Medium 5. Life 6, Move 5, Range 1, Attack 3 dice, Defense 2 dice, 90 points.
FIRE STRIKE SPECIAL ATTACK Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris' attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice.
Card errata: two ERRATA badges are printed on the card. One reads "Fire Strike Special Attack." The other reads "Chardris' Fireball is not a Hit Zone." Both are transcribed as printed.
Emirroon (Ullar)
Elf, Unique Hero, Wizard, Tricky, Medium 5. Life 5, Move 5, Range 1, Attack 3 dice, Defense 3 dice, 80 points.
ELVEN SUMMONING SPELL After moving and before attacking, you may roll the 20-sided die. Add the number of Elves you control adjacent to Emirroon to your die roll.
- If you roll 1-4, nothing happens.
- If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
- If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon.
- If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon.
If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.
Jorhdawn (Ullar)
Elf, Unique Hero, Wizard, Valiant, Medium 4. Life 6, Move 5, Range 1, Attack 3 dice, Defense 2 dice, 100 points.
RAIN OF FLAME SPECIAL ATTACK Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.
Moriko (Ullar)
Human, Unique Hero, Ninja, Disciplined, Medium 4. Life 4, Move 6, Range 1, Attack 4 dice, Defense 4 dice, 110 points.
PHANTOM WALK Moriko can move through all figures and is never attacked when leaving an engagement.
SABER STORM SPECIAL ATTACK Range 1. Attack 1, 2 or 3. Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack.
Ulginesh (Ullar)
Elf, Unique Hero, Wizard, Tricky, Large 6. Life 5, Move 7, Range 6, Attack 3 dice, Defense 3 dice, 150 points.
MIND LINK Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear sight spaces of Ulginesh before moving.
FLYING When counting spaces for Ulginesh's movement, ignore elevations. Ulginesh may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Ulginesh starts to fly, if he is engaged he will take any leaving engagement attacks.
10th Regiment of Foot (Einar)
Human, Common Squad, Soldiers, Disciplined, Medium 5. Life 1, Move 5, Range 6, Attack 2 dice, Defense 2 dice, 75 points.
WAIT THEN FIRE If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.
MELEE DEFENSE 1 When rolling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his defense dice.
BAYONET ATTACK 1 When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.
Otonashi (Vydar)
Human, Unique Hero, Ninja, Tricky, Medium 4. Life 1, Move 6, Range 1, Attack 2 dice, Defense 3 dice, 10 points.
TRICKY SPEED 4 If Otonashi starts her turn adjacent to any figure you control who has a tricky personality, she may move 4 additional spaces.
PHANTOM WALK Otonashi can move through all figures and is never attacked when leaving an engagement.
ATTACK THE WILD 2 When attacking a figure who has a wild personality, Otonashi rolls 2 additional attack dice.