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Power Rangers: Heroes of the Grid – Arsenal Pack thumbnail

Power Rangers: Heroes of the Grid – Arsenal Pack

Expansion for Power Rangers: Heroes of the Grid

Power Rangers: Heroes of the Grid – Arsenal Pack Rulebook

Table of Contents

Table of Contents

  • Icon Notes
  • Powerup Cards
    • Black Box (Energy Cost 4)
    • Thunder Slinger (Energy Cost 2)
    • The Power of Six (Energy Cost 6)
    • Sword of Darkness (Energy Cost 4)
    • Zeo Jet Cycles (Energy Cost 5)
  • Armor Cards
    • Animarium Armor (Energy Cost 2)
    • Dragon Shield (Energy Cost 5)
    • Red Fury Mode (Energy Cost 4)
    • Defender Vest (Energy Cost 3)
    • Hyperforce Battlizer (Energy Cost 3)
    • Red Battlizer Armor (Energy Cost 3)
    • Dino Charge Battlizer (Energy Cost 4)
    • Quantum Megabattle Armor (Energy Cost 2)
    • Dino Knight Mode (Energy Cost 5)
  • Team Powerup Cards
    • Lights of Orion
    • Super Dino Mode
    • Metallic Armor
    • S.W.A.T. Armor
    • Power of the Solarix
    • Sword of Light
  • Gaps in This Transcription

Icon Notes

These icons are printed on the cards in place of words. The names used below follow the base game rulebook.

  • energy – the pencil-shaped energy icon. Energy is spent from the shared energy pool, gained, or drained as the base game describes.
  • hit – the boxed-X icon. Where two hit icons appear together ("[hit][hit] result"), the icons are printed as a pair.
  • O result – the die face printed as a circled O. The base game's icon list includes a Miss icon; this file reads the O face as that icon, which the photographs do not confirm.
  • shield – the heart-shaped shield icon, used in card text such as "Add 1 shield to that card."
  • die – a combat die.
  • FAST – the enemy keyword described in the base game rulebook.

The small number inside the circle at the top left of a Powerup or Armor card is that card's energy cost. Team Powerup cards have no number and no energy cost.

Powerup Cards

Each Powerup card's text is printed below as it appears on the card.

Black Box (Energy Cost 4)

Use when you play an attack card. Double the amount of hit dealt by that attack.

Thunder Slinger (Energy Cost 2)

Use when any Ranger plays an attack card. Add 1 die to that attack for each energy spent to play that card.

The Power of Six (Energy Cost 6)

Use to resolve one of the following effects:

  • When any Ranger gains energy, they gain 6 energy instead.
  • When any Ranger rolls dice for an attack, they roll 6 dice instead.
  • When any Ranger suffers damage, reduce that damage by 6.

Sword of Darkness (Energy Cost 4)

Use during any Ranger turn in battle. Instead of playing a card, spend 3 energy to deal 6 hit to an enemy card of your choice.

Zeo Jet Cycles (Energy Cost 5)

Use before the start of a battle. Move up to 2 Ranger figures from the center to the location of this battle.

Armor Cards

Each Armor card's text is printed below as it appears on the card. The hexagon spaces at the bottom of each Armor card are empty on the printed card and carry no text.

Animarium Armor (Energy Cost 2)

Use when you reveal a card for defense. Add 1 shield to that card.

Dragon Shield (Energy Cost 5)

Use to resolve one of the following effects:

  • After you resolve an attack, perform an additional attack with 3 dice.
  • When you suffer damage, reduce that damage by 2. Then deal 2 hit to an enemy card of your choice.

Red Fury Mode (Energy Cost 4)

Use before you roll dice for an attack. Add 2 dice to that attack. After that attack resolves, another Ranger must suffer damage equal to the number of O results rolled.

Defender Vest (Energy Cost 3)

Use after you resolve a card. The next time any Ranger suffers damage in this battle, reduce that damage by the amount of energy spent to play that card.

Hyperforce Battlizer (Energy Cost 3)

Use at the start of a battle. The Rangers may ignore the FAST keyword to take the first turn in battle.

Red Battlizer Armor (Energy Cost 3)

Use before you roll dice for an attack. Add 1 die to that attack.

Dino Charge Battlizer (Energy Cost 4)

Use when you perform an attack. Another Ranger may reveal an attack card with an energy cost of 1 or zero from their hand. If they do, your attack gains the effect text of that card.

Quantum Megabattle Armor (Energy Cost 2)

Use after you roll dice for an attack. You may convert 1 O result to a hit result or 1 hit result to a [hit][hit] result.

Dino Knight Mode (Energy Cost 5)

Use when you reveal a card for defense. Gain 1 energy for each shield and [icon not identified] icon on that card.

Team Powerup Cards

Each Team Powerup card's text is printed below as it appears on the card.

Lights of Orion

Until the end of this battle, each time a Ranger plays a card, they may draw 1 card to reduce its energy cost by 1.

Super Dino Mode

During this battle, the first time each Ranger performs an attack, add 1 die to that attack.

Metallic Armor

During this battle, the first time each Ranger reveals a card for defense, they may treat it as having a shield value of 4.

S.W.A.T. Armor

During this battle, the first time each Ranger spends energy to play a card or use a character ability, they may first deal 1 hit to an enemy card of their choice.

Power of the Solarix

Until the end of this battle, each time a Ranger uses a once-per-battle ability, they may then return 1 card from their discard pile to their hand.

Sword of Light

Until the end of this battle, each other Ranger is considered to have your character ability in addition to their own.

Gaps in This Transcription

  • Rulesheet: the product page lists 1 rulesheet in the box. No copy of it was available, so any timing, setup or general rules that appear only in the rulesheet are not included here.
  • Dino Knight Mode: the icon printed after "shield and" on this card is a stylised glyph that is not explained on the card and was not matched to a base game icon. It is left as "[icon not identified]".
  • O result: the reading of the circled O as the base game's Miss icon is an inference from the base game's icon list, not something printed on these cards.