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Heroes of Normandie: Guardians' Chronicles Expansion Pack

Expansion for Heroes of Normandie

Heroes of Normandie: Guardians' Chronicles Expansion Pack Rulebook

Table of Contents

Table of Contents

  • Special Abilities
    • Jump
    • Life points
    • Lycanthropy
    • Multiple activations
    • Special movement - Flying
  • Super Powers
    • Adamantium claws
    • Aryan armor (armure arienne)
    • Electric blast
    • Jump (saut)
    • Mutation
    • Patriot shield
      • Straight throw
      • Special throw
    • Regeneration
    • Sonic pistol
    • Super senses
    • Super strength

Special Abilities

Jump

During its Movement action, this unit can jump over Terrain elements provided its Movement value allows it. It cannot keep moving after clearing an obstacle and must stop. It cannot land in an impassable terrain element. It can enter a higher position using a Surprise card or the Urban Fighter special ability. If it has the Assault special ability, it can end its Movement action on an enemy unit. Resolve an Assault. If the jumping unit loses the assault, it is Destroyed.

Life points

Some units have life points. Discard one to cancel one Damage or one Hit the unit just suffered. If the shot inflicted a double loss, you must discard 2 Life Point markers. If the unit does not have enough Life Point markers, it suffers one Hit per missing marker.

Lycanthropy

Change of state

This unit can voluntarily turn over during a Movement action or involuntarily when it is Hit. Once it is on its Active side (werewolf), the unit cannot change back.

Multiple activations

This unit can receive as many Orders and/or Activate markers as printed in the symbol and can therefore act several times during the Activation phase.

Special movement - Flying

The unit that has this special movement can fly over Terrain elements if its Movement value allows it. Move it as if there were no obstacle or ZoC. It cannot stop on a normally impassable element. It can enter a higher position using a Surprise card or the Urban fighter special ability if it can reach an opening. If it has the Assault special ability, it can end its Movement action on an enemy unit. Resolve an Assault. If the flying unit loses, it is Destroyed if it did not come from an unoccupied square or if it came from a normally impassable square.

Super Powers

Superpowers are a special type of recruitment option. These options are reserved to superheroes.

When a superhero takes one Damage, it can turn one of his superpower options over to cancel the Damage. If the scenario uses the victory points system, the opponent scores the number of points printed on the back of the option.

Adamantium claws

This superpower gives you the +2 Assault (replaces the superhero's Assault special ability) and Demolition 1 special abilities.

Aryan armor (armure arienne)

This superpower gives you the Charge special ability and a +2 defense bonus.

Electric blast

Alternate firing action

Put the Template 1 on an enemy unit within 6 squares of the beautiful fighter, the Template 2 on another unit within 4 squares of the first Template and the Template 3 on a last unit within 2 squares. Resolve the three attacks. You need an clear or obscured Line of Sight between Lady Britain and her first victim, then between each Template. Ignore penalties for Obstacles and defense bonuses for Terrain elements.

Editor's note: the printed text reads "the beautiful fighter" and "an clear or obscured Line of Sight". Both are transcribed exactly as printed and are not corrected here.

Jump (saut)

This superpower gives you the Jump special ability.

Mutation

This superpower gives you the +2 Assault (replaces the superhero's Assault special ability) and Terrifying special abilities.

Patriot shield

The shield gives you a +2 bonus to Defense value while it is on its option tile. Instead of taking a Firing action, you can throw the shield to attack enemy units. You can do this in one of two ways:

Straight throw

Alternate firing action

The hero can target a unit within 4 squares. Use the superhero's combat values. It returns to the superhero's hand after the throw is resolved.

Special throw

Alternate firing action

Once thrown, the shield can move and make an Assault. In addition to its own combat values, the shield has the +2 Assault and Brutal assault special abilities. It has 6 points of movement and the Flying special movement. It moves on square sides. Every unit that is even partially under the shield marker is subject to an assault. If a single unit is covered by the shield, use the bonus from the Assault special ability. If several units are covered, use the bonus from Brutal assault. The Shield may not attack a single opponent more than once. Whatever the result of each Assault, any following Assault must be resolved, and then the shield may continue its move and engage other units in Assault. If the shield has not returned to the superhero's square after spending all its movement points, leave it on the board with its "on the ground" side up. The superhero can recover it by moving through one of the squares adjacent to the intersection where the shield marker is. You need not stop to pick it up. The shield can only be picked up by the superhero it belongs to.

Regeneration

At the end of the Supply phase, if the superhero suffered a Hit, roll a die. On a result of 5 or 6, you can turn a power back over onto its non-exhausted side or the hero back to its unharmed side.

Sonic pistol

Alternate firing action

Instead of taking a Firing action, you can use the sonic pistol. Put 2 Suppressed markers on a unit within 3 squares of the superhero. You do not need a LoS to the target.

Super senses

Your superhero reveals every concealed unit within 7 squares. He does not need a LoS.

Super strength

This superpower gives you the +4 Assault (replaces the superhero's Assault special ability) Destruction (3) and Armor Piercing special abilities.

Super speed

This superpower gives you the Initiative and Double activation special abilities.

Thunder hammer

The thunder hammer gives you the Charge, +2 Assault (replaces the superhero's Assault special ability) and Jump special abilities.

Toughness

This superpower replaces your superhero's Defense value with a 10.

  • Super speed
  • Thunder hammer
  • Toughness