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Heroscape: Elites of Ullar & Ranoc Vipers Common Army Expansion thumbnail

Heroscape: Elites of Ullar & Ranoc Vipers Common 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: Elites of Ullar & Ranoc Vipers Common Army Expansion Rulebook

Table of Contents

Table of Contents

  • Unit Cards
    • Elites of Ullar (Ullar)
    • Ranoc Vipers (Ullar)

Unit Cards

Elites of Ullar (Ullar)

Kyrie, Common Squad, Warrior, Loyal, Medium 5. Life 2, Move 4 spaces, Range 1 space, Attack 3 dice, Defense 3 dice, 105 points.

BLADE DANCE Unique Ullar Kyrie you control roll 1 additional die when attacking a figure engaged with 1 or more of your Elites of Ullar.

ULLAR'S PACT If an Elite of Ullar receives a wound from a normal attack by an enemy figure, after that attack you may move 1 unengaged Kyrie figure you control who follows Ullar up to 4 spaces, even if all of your Elites of Ullar are destroyed.

FLYING

Ranoc Vipers (Ullar)

Viper, Common Squad, Hunter, Tricky, Medium 5. Life 1, Move 7 spaces, Range 6 spaces, Attack 2 dice, Defense 0 dice, 50 points.

HYPNOSIS When a Ranoc Viper attacks an adjacent figure, the defender reduces its Defense Value by 1 for each skull in the attacking Viper's roll. Hypnosis does not affect destructible objects.

EVASIVE 2 Ranoc Vipers increase their Defense Value by 2 when defending against a non-adjacent figure.

SLITHER Ranoc Vipers do not have to stop their movement when entering water spaces.