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Heroscape Expansion Set: Jandar's Oath thumbnail

Heroscape Expansion Set: Jandar's Oath

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

Heroscape Expansion Set: Jandar's Oath Rulebook

Table of Contents

Table of Contents

  • Unit Cards
    • Alastair MacDirk (Jandar)
    • Concan the Kyrie Warrior (Jandar)
    • Johnny "Shotgun" Sullivan (Jandar)
    • MacDirk Warriors (Jandar)
    • Sentinels of Jandar (Jandar)
    • Deathwalker 7000 (Utgar)
    • Marrden Hounds (Utgar)
    • Saylind the Kyrie Warrior (Ullar)
    • Shaolin Monks (Ullar)
    • Gorillinators (Vydar)
    • Microcorp Agents (Vydar)

Unit Cards

Each entry gives the card's faction, unit type and stats as printed (Life, Move, Range, Attack, Defense, Points), followed by its special powers verbatim. Name-list boxes printed on a card are listed as "Callout (as printed)". Cards are listed in the order they appear in the card list.

Alastair MacDirk (Jandar)

Human, Unique Hero, Champion, Valiant, Medium 5. Life 6, Move 5 spaces, Range 1 space, Attack 5 dice, Defense 3 dice, 110 points.

OVEREXTEND ATTACK After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round.

Concan the Kyrie Warrior (Jandar)

Kyrie, Unique Hero, Warrior, Valiant, Medium 5. Life 5, Move 5 spaces, Range 1 space, Attack 4 dice, Defense 4 dice, 80 points. Callout (as printed): Knights Of Weston, Sir Dupuis, Templar Cavalry, Sentinels Of Jandar, Phantom Knights.

KNIGHT AND SENTINEL ENHANCEMENT All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.

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

Johnny "Shotgun" Sullivan (Jandar)

Human, Unique Hero, Lawman, Tricky, Medium 5. Life 5, Move 5 spaces, Range 7 spaces, Attack 2 dice, Defense 2 dice, 65 points.

SHOTGUN BLAST SPECIAL ATTACK Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.

Errata printed on the card: "Jacket is a Hit Zone."

MacDirk Warriors (Jandar)

Human, Common Squad, Warriors, Wild, Medium 5. Life 1, Move 5 spaces, Range 1 space, Attack 2 dice, Defense 2 dice, 80 points. Callout (as printed): Alastair Macdirk, Eldgrim The Viking Champion, Finn The Viking Champion, Sir Denrick, Sir Gilbert, Sir Hawthorne, Thorgrim the Viking Champion.

HIGHLAND FURY At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion.

HUMAN CHAMPION BONDING Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control.

Sentinels of Jandar (Jandar)

Kyrie, Common Squad, Sentinels, Valiant, Medium 6. Life 1, Move 4 spaces, Range 1 space, Attack 3 dice, Defense 4 dice, 110 points.

SHIELDS OF VALOR When defending with Sentinels of Jandar, each shield rolled counts for one additional block.

FLYING When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinels of Jandar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Sentinel of Jandar starts to fly, if he is engaged he will take any leaving engagement attacks.

Deathwalker 7000 (Utgar)

Soulborg, Unique Hero, Deathwalker, Tricky, Medium 5. Life 1, Move 6 spaces, Range 1 space, Attack 3 dice, Defense 7 dice, 100 points.

SELF-DESTRUCT After moving and instead of attacking, Deathwalker may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.

STEALTH DODGE When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.

Marrden Hounds (Utgar)

Wulsinu, Common Squad, Hunters, Wild, Large 4. Life 1, Move 1 space, Range 1 space, Attack 3 dice, Defense 5 dice, 90 points. Callout (as printed): Blastatrons, Deathreavers, DeathStalkers, Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Gladiatrons, Marrden Hounds, Major Q10, Major Q9, Major X17, Omnicron Snipers, Omnicron Replusers, Warden 816, Zetacron, Zettian Guards.

WILD PACK MOVEMENT Before moving, roll the 20-sided die. If you roll a 1-3, add 1 to the move value of this card. If you roll a 4-6, add 3 to the move value of this card. If you roll a 7-20, add 7 to the move value of this card.

MARRO PLAGUE After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague.

Saylind the Kyrie Warrior (Ullar)

Kyrie, Unique Hero, Warrior, Valiant, Medium 5. Life 5, Move 6 spaces, Range 1 space, Attack 3 dice, Defense 3 dice, 80 points. Callout (as printed): Any figure you control.

SPEAR OF SUMMONING After moving and before attacking, choose any figure you control on the battlefield, then roll the 20-sided die. If you roll a 1-8, nothing happens. If you roll a 9-20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.

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

Shaolin Monks (Ullar)

Human, Common Squad, Monks, Disciplined, Medium 5. Life 1, Move 6 spaces, Range 1 space, Attack 3 dice, Defense 3 dice, 80 points.

SHAOLIN ASSAULT A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.

STEALTH LEAP Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a monk is engaged when he starts to leap, he does not take any leaving engagement attacks.

Gorillinators (Vydar)

Primadon, Common Squad, Agents, Tricky, Medium 5. Life 1, Move 7 spaces, Range 6 spaces, Attack 2 dice, Defense 1 die, 90 points.

TOUGH When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled.

Microcorp Agents (Vydar)

Human, Common Squad, Agents, Tricky, Medium 5. Life 1, Move 5 spaces, Range 7 spaces, Attack 2 dice, Defense 3 dice, 100 points.

STEALTH ARMOR 15 When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.

WATER SUITS Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.

SIGHTING When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.