Heroscape Expansion Set: Zanafor's Discovery
Heroscape Expansion Set: Zanafor's Discovery Rulebook
Table of Contents
Table of Contents
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. Each card's grey tag, where printed, is listed as "Tag". Cards are listed in the order they appear in the card list.
Armoc Vipers (Ullar)
Vipers, Common Squad, Protectors, Relentless, Medium 5. Life 1, Move 7, Range 1, Attack 3 dice, Defense 3 dice, 65 points. Tag: Venom Warlord.
ULLAR WARLORD BONDING Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.
SLITHER Armoc Vipers do not have to stop their movement when entering water spaces.
Aubrien Archers (Ullar)
Elf, Common Squad, Archers, Precise, Medium 4. Life 1, Move 5, Range 7 spaces, Attack 2 dice, Defense 2 dice, 70 points.
FRENZY After you take a turn with Aubrien Archers, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.
Deadeye Dan (Ullar)
Human, Unique Hero, Sniper, Precise, Medium 5. Life 3, Move 5, Range 10 spaces, Attack 1 die, Defense 2 dice, 60 points.
ULLAR ENHANCED RIFLE SPECIAL ATTACK Range 10. Attack 1. Choose a non-adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.
SHARPSHOOTER Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. Deadeye Dan may not use this special power if he moved this turn.
Morsbane (Ullar)
Elf, Unique Hero, Wizard, Tricky, Medium 5. Life 6, Move 5, Range 1 space, Attack 3 dice, Defense 2 dice, 100 points. Tag: Any unique figure of your opponent's.
ROD OF NEGATION Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll 16-19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
Guilty Mc Creech (Einar)
Human, Unique Hero, Lawman, Wild, Medium 4. Life 2, Move 5, Range 7 spaces, Attack 2 dice, Defense 2 dice, 30 points.
DOUBLE ATTACK When Guilty McCreech attacks, he may attack one additional time.
Parmenio (Einar)
Human, Unique Hero, Warlord, Disciplined, Medium 5. Life 5, Move 5, Range 1 space, Attack 3 dice, Defense 3 dice, 90 points. Tag: Any one unique Army Card you control.
DISCIPLINED INFLUENCE At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.
SACRED BAND DEFY DEATH 15 When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
Card errata: an ERRATA badge reading "Sacred Band Defy Death 15" is printed on the card image. It marks an erratum to the Defy Death 15 power. The corrected wording is not on the scan, so the card text above is transcribed as printed and the errata wording is not reproduced.
Sacred Band (Einar)
Human, Common Squad, Soldiers, Disciplined, Medium 5. Life 1, Move 4, Range 1 space, Attack 3 dice, Defense 2 dice, 50 points.
EINAR WARLORD BONDING Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar.
DISCIPLINED ARMY DEFENSE BONUS If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die.
Tagawa Samurai (Einar)
Human, Unique Squad, Samurai, Disciplined, Medium 5. Life 1, Move 6, Range 1 space, Attack 3 dice, Defense 5 dice, 120 points. Tag: Hatamoto Taro, Izumi Samurai, Kaemon Awa, Kozuke Samurai, Tagawa Samurai, Tagawa Samurai Archers.
COUNTER STRIKE When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
BLOODLUST For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker on this card. When attacking with Tagawa Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.
Valguard (Einar)
Human, Unique Hero, Warlord, Wild, Medium 5. Life 7, Move 5, Range 1 space, Attack 2 dice, Defense 4 dice, 110 points. Tag: Tarn Viking Warriors.
FIRST ASSAULT 3 When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
BERSERKER CHARGE ENHANCEMENT Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.
Gladiatrons (Vydar)
Soulborg, Common Squad, Hunters, Disciplined, Medium 5. Life 1, Move 5, Range 1 space, Attack 2 dice, Defense 3 dice, 80 points.
CYBERCLAW All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
MELEE DEFENSE 1 When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.
James Murphy (Vydar)
Human, Unique Hero, Lawman, Disciplined, Medium 4. Life 5, Move 5, Range 7 spaces, Attack 2 dice, Defense 2 dice, 75 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. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack.
WHIP 12 After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.
Major X17 (Vydar)
Soulborg, Unique Hero, Major, Disciplined, Medium 5. Life 5, Move 5, Range 1 space, Attack 4 dice, Defense 3 dice, 100 points.
IMPROVED CYBERCLAW All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.
MELEE DEFENSE 4 When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.