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Heroscape: Defenders of Kinsland – Elves 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: Defenders of Kinsland – Elves Army Expansion Rulebook

Table of Contents

Table of Contents

  • Unique Hero Cards
    • Arkmer (Ullar)
    • Chardris (Ullar)
    • Emirroon (Ullar)
    • Jorhdawn (Ullar)
    • Ulginesh (Ullar)

Unique Hero Cards

Arkmer (Ullar)

Elf, Unique Hero, Wizard, Tricky, Medium 5. Life 3, Move 5, Range 5, Attack 4 dice, Defense 2 dice, 50 points.

STAFF OF LERKINTIN When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.

ENGAGEMENT STRIKE 13 If an opponent's small or medium figure moves adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Arkmer.

Wording note: the card face reads "moves adjacent to Arkmer" for Engagement Strike 13. The sibling file's transcription reads "moves into engagement with Arkmer" for that clause. This entry follows the card face. The final sentence is the same in both.

Chardris (Ullar)

Elf, Unique Hero, Wizard, Valiant, Medium 5. Life 6, Move 5, Range 1, Attack 3 dice, Defense 2 dice, 90 points.

FIRE STRIKE SPECIAL ATTACK Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris' attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice.

Card errata: two ERRATA badges are printed on the card. One reads "Fire Strike Special Attack." The other reads "Chardris' Fireball is not a Hit Zone." Both are transcribed as printed.

Emirroon (Ullar)

Elf, Unique Hero, Wizard, Tricky, Medium 5. Life 5, Move 5, Range 1, Attack 3 dice, Defense 3 dice, 80 points.

ELVEN SUMMONING SPELL After moving and before attacking, you may roll the 20-sided die. Add the number of Elves you control adjacent to Emirroon to your die roll.

  • If you roll 1-4, nothing happens.
  • If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
  • If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon.
  • If you roll 18-20, you may place up to 3 Elves you control adjacent to Emirroon.

If the summoned Elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an Elf that he is already adjacent to.

Jorhdawn (Ullar)

Elf, Unique Hero, Wizard, Valiant, Medium 4. Life 6, Move 5, Range 1, Attack 3 dice, Defense 2 dice, 100 points.

RAIN OF FLAME SPECIAL ATTACK Range 7. Attack 1 + Special. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.

Ulginesh (Ullar)

Elf, Unique Hero, Wizard, Tricky, Large 6. Life 5, Move 7, Range 6, Attack 3 dice, Defense 3 dice, 150 points.

MIND LINK Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear sight spaces of Ulginesh before moving.

FLYING When counting spaces for Ulginesh's movement, ignore elevations. Ulginesh may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Ulginesh starts to fly, if he is engaged he will take any leaving engagement attacks.