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Heroscape: Jandar's Oath – Gorillas and Hounds Army Expansion thumbnail

Heroscape: Jandar's Oath – Gorillas and Hounds Army Expansion

Expansion for Heroscape Marvel: The Conflict BeginsExpansion for Heroscape Master Set: Battle for the UnderdarkExpansion for Heroscape Master Set: Age of AnnihilationExpansion for Heroscape Master Set: Rise of the ValkyrieExpansion for Heroscape Master Set: Swarm of the MarroExpansion for Heroscape: Battle for the Wellspring Battle Box

Heroscape: Jandar's Oath – Gorillas and Hounds Army Expansion Rulebook

Table of Contents

Table of Contents

  • Unit Cards
    • Marrden Hounds (Utgar)
    • Gorillinators (Vydar)

Unit Cards

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.

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.