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Heroscape: Defenders of Kinsland – Soldiers & Wolves Army Expansion thumbnail

Heroscape: Defenders of Kinsland – Soldiers & Wolves 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 – Soldiers & Wolves Army Expansion Rulebook

Table of Contents

Table of Contents

  • Unit Cards
    • 10th Regiment of Foot (Einar)
    • Wolves of Badru (Utgar)

Unit Cards

Each entry gives the card's unit type and stats as printed (Life, Move, Range, Attack, Defense, Points), followed by its special powers verbatim. The subtitle printed under each card name is kept as shown.

10th Regiment of Foot (Einar)

Human, Common Squad, Soldiers, Disciplined. Medium 5. Life 1, Move 5 spaces, Range 6 spaces, Attack 2 dice, Defense 2 dice, 75 points.

WAIT THEN FIRE If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.

MELEE DEFENSE 1 When rolling defense dice against a normal attack from an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his defense dice.

BAYONET ATTACK 1 When rolling attack dice against an adjacent figure, a Soldier in the 10th Regiment of Foot adds 1 to his attack dice. A Soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.

Wolves of Badru (Utgar)

Wolves, Common Squad, Hunters, Relentless. Small 3. Life 1, Move 6 spaces, Range 1 space, Attack 3 dice, Defense 3 dice, 80 points.

DARKLORD BONDING Before taking a turn with Wolves of Badru, you may first take a turn with any Darklord you control.

CLIMB 2X When moving up or down levels of terrain, Wolves of Badru may double their height.

POUNCE SPECIAL ATTACK Range 3. Attack 5. A Wolf of Badru that moved but did not attack normally may use Pounce Special Attack. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Wolf. If the figure is destroyed, immediately place the attacking Wolf on the space the figure occupied. If the figure is not destroyed, destroy the attacking Wolf.