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Heroscape: Jandar's Oath – Kilts and Commandos Army Expansion thumbnail

Heroscape: Jandar's Oath – Kilts and Commandos 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 – Kilts and Commandos Army Expansion Rulebook

Table of Contents

Table of Contents

  • Unit Cards
    • MacDirk Warriors (Jandar)
    • 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)".

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.

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.