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Heroscape Expansion Set: Raknar's Vision thumbnail

Heroscape Expansion Set: Raknar's Vision

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

Heroscape Expansion Set: Raknar's Vision Rulebook

Table of Contents

Table of Contents

  • Unique Hero Cards
    • Jotun (Ullar)
    • Braxas (Vydar)
    • Major Q9 (Vydar)
    • Nilfheim (Jandar)
    • Theracus (Ullar)

Unique Hero Cards

Each card lists its army, its printed tags, and its master-side stats (Life, Move, Range, Attack, Defense, Points). Special-ability text is reproduced verbatim.

Jotun (Ullar)

Tags: Giant, Unique Hero, Warrior, Wild. Size: Huge 10. Stats: Life 7, Move 6 spaces, Range 1 space, Attack 8 dice, Defense 4 dice, 225 points.

Wild Swing Special Attack

Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack.

Throw 14

After moving and before attacking, choose one small or medium non-flying figure adjacent to Jotun. Roll the 20-sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.

Braxas (Vydar)

Tags: Dragon, Unique Hero, Queen, Wild. Size: Huge 13. Stats: Life 8, Move 6 spaces, Range 1 space, Attack 5 dice, Defense 3 dice, 210 points.

Poisonous Acid Breath

Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.

Flying

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

Major Q9 (Vydar)

Tags: Soulborg, Unique Hero, Major, Precise. Size: Large 7. Stats: Life 4, Move 5 spaces, Range 8 spaces, Attack 4 dice, Defense 7 dice, 180 points.

Queglix Gun Special Attack

Range 6. Attack 1, 2 or 3. Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack.

Nilfheim (Jandar)

Tags: Dragon, Unique Hero, King, Ferocious. Size: Huge 12. Stats: Life 6, Move 6 spaces, Range 1 space, Attack 6 dice, Defense 4 dice, 185 points.

Ice Shard Breath Special Attack

Range 5. Attack 4. When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.

Flying

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

Theracus (Ullar)

Tags: Gryphillin, Unique Hero, Scout, Disciplined. Size: Large 5. Stats: Life 3, Move 7 spaces, Range 1 space, Attack 3 dice, Defense 3 dice, 40 points.

Carry

Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Theracus. After you move Theracus, place the chosen figure adjacent to Theracus.

Flying

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