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Summoner Wars: Hawk's Strike Reinforcement Pack

Expansion for Summoner Wars: Master Set

Summoner Wars: Hawk's Strike Reinforcement Pack Rulebook

Table of Contents

Table of Contents

  • Cloaks
    • Sniper
    • Slasher
    • Sin-Sin
    • Hawk
    • The Admiral
  • Jungle Elves
    • Elephant
    • Gorilla
    • Jungle Guard
    • Kadara
  • Mercenaries
    • Stonecloak
    • Grubs

Cloaks

Cloaks cards from the pack, as printed.

Sniper

Common of the Cloaks. Cost 2, attack 2 (ranged).

Sniper Shot: When attacking with this Sniper, if it moved 1 or fewer spaces on this turn, it may attack cards that are up to 5 clear straight line spaces away.

Slasher

Common of the Cloaks. Cost 1, attack 0 (melee).

Fatal Slash: When attacking an adjacent Unit with this Slasher, all die results of 6 or higher are counted as 3 Hits.

Sin-Sin

Champion of the Cloaks. Cost 1, attack 4 (ranged).

Charm: Instead of attacking with Sin-Sin, you may choose a Common Unit that is within 2 clear straight line spaces of Sin-Sin. You gain control of the chosen Unit until the end of the turn. You may immediately move the chosen Unit up to 2 spaces.

Hawk

Champion of the Cloaks. Cost 2, attack 5 (melee).

Aerial Strike: After moving Hawk, you may choose a Common Unit that is within 3 spaces of Hawk and roll a die. On a result of 4 or higher, the chosen Unit receives 1 Wound Marker.

The Admiral

Champion of the Cloaks. Cost 2, attack 7 (melee).

Cover: When a friendly Common or Champion Unit that is within 3 spaces of the Admiral would receive 1 or more Wound Markers, you may instead place all of those Wound Markers on the Admiral.

Jungle Elves

Jungle Elves cards from the pack, as printed.

Elephant

Common of the Jungle Elves. Cost 2, attack 3 (melee).

Trample: This Elephant may move through Common Units. Every Unit that this Elephant moves through receives 1 Wound Marker. This Elephant must end its move on an unoccupied space.

Gorilla

Common of the Jungle Elves. Cost 2, attack 2 (melee).

Pummel: Once per turn, when attacking with this Gorilla, if you roll no Miss die results, you may immediately attack with this Gorilla again.

Jungle Guard

Common of the Jungle Elves. Cost 1, attack 4 (ranged).

Elite Training: Instead of attacking normally, this Jungle Guard may attack a card that is up to 2 clear diagonal line spaces away. When this Jungle Guard attacks a card that it is adjacent to, add 1 to this Jungle Guard's Attack Value during that attack.

Kadara

Champion of the Jungle Elves. Cost 2, attack 5 (ranged).

Far Shot: When attacking with Kadara, you may attack cards that are up to 4 clear straight line spaces away.

Mercenaries

Only the two Mercenary cards that belong to this pack are transcribed here. The other two Mercenary previews on the same scan belong to a different pack and are not part of this rulebook.

Stonecloak

Common of the Mercenaries. Cost 1, attack 1 (melee).

Stolen Armor: When summoning this Stonecloak, choose a Wall you control that has at least 3 Life Points remaining. Place this Stonecloak adjacent to the chosen Wall. Add 3 Wound Markers to the chosen Wall.

Grubs

Champion of the Mercenaries. Cost 3, attack 7 (melee).

Body Guard: At the beginning of your turn, if Grubs is not within 2 spaces of your Summoner, Grubs receives 2 Wound Markers. At the end of your turn, if Grubs is within 2 spaces of your Summoner, you may immediately move Grubs up to 2 spaces.