Heroscape Expansion Set: Blackmoon's Siege
Heroscape Expansion Set: Blackmoon's Siege Rulebook
Table of Contents
Table of Contents
Wave #9 Figure Cards
Kumiko
Jandar. Life 3. Move 6 spaces. Range 1 space. Attack 3 dice. Defense 5 dice. 80 points. Tags: Human, Unique Hero, Ninja, Tricky. Medium 4.
Ninjutsu Barrage Special Attack: Range 1. Attack 3. Instead of moving and attacking normally with Kumiko, you may move Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as Kumiko is on a space where she could end her movement. Kumiko cannot attack the same figure more than once on a single turn.
Phantom Walk: Kumiko can move through all figures and is never attacked when leaving an engagement.
Omnicron Repulsors
Jandar. Life 1. Move 5 spaces. Range 7 spaces. Attack 1 die. Defense 3 dice. 40 points. Tags: Soulborg, Common Squad, Repulsors, Precise. Small 3.
Circuitry Overload: After moving and before attacking, you must roll the 20-sided die once for each Soulborg figure adjacent to any Omnicron Repulsors you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuitry Overload.
Targeting Beacon: When attacking a non-adjacent figure, all Soulborg figures you control who follow Jandar add 1 die to their attack if at least one Omnicron Repulsor you control is adjacent to the defending figure.
EMP Response: If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Card-list annotation (not printed on the card face): a grey tag on the card-list image lists Blastatrons, Deathreavers, Deathstalkers, Deathwalker 7000, Deathwalker 8000, Deathwalker 9000, Gladiatrons, Major Q10, Major Q9, Major X17, Omnicron Snipers, Warden 816, Zetacron and Zettian Guards. A lavender tag lists Omnicron Snipers and Zetacron.
Marro Dividers
Utgar. Life 1. Move 5 spaces. Range 1 space. Attack 3 dice. Defense 3 dice. 50 points. Tags: Marro, Common Squad, Dividers, Wild. Medium 4.
Cell Divide: When a Marro Divider you control receives one or more wounds from a Normal or Special Attack by an opponent's figure, you may roll the 20-sided die before removing that figure. If you roll a 17 or higher, ignore any wounds that figure just received and, if possible, place one of your previously destroyed Marro Dividers on a same-level space adjacent to the defending Marro Divider.
Self-Replicating: Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.
Tul-Bak-Ra
Utgar. Life 6. Move 5 spaces. Range 1 space. Attack 4 dice. Defense 4 dice. 130 points. Tags: Marro, Unique Hero, Overlord, Terrifying. Medium 5.
Mind Blast Special Attack: Range 3. Attack 3. Tul-Bak-Ra does not need clear line of sight to attack with Mind Blast Special Attack.
Teleportation: Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space. When Tul-Bak-Ra starts to Teleport, if he is engaged he will not take any leaving engagement attacks.
Teleport Reinforcements: When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special Attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul-Bak-Ra just received. Place the chosen figure(s) on any empty space(s) adjacent to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take any leaving engagement attacks.
Card-list annotation (not printed on the card face): a grey tag on the card-list image lists Grok Riders, Marro Dividers, Marro Drones, Marro Drudge, Marro Stingers and Marro Warriors.
Atlaga the Kyrie Warrior
Ullar. Life 4. Move 5 spaces. Range 5 spaces. Attack 4 dice. Defense 3 dice. 90 points. Tags: Kyrie, Unique Hero, Warrior, Confident. Medium 6.
Kyrie Leadership: All Kyrie you control, except Atlaga, move one additional space.
Ullar's Bolt of the Witherwood: After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.
Flying: When counting spaces for Atlaga's movement, ignore elevations. Atlaga may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Atlaga starts to fly, if he is engaged he will take any leaving engagement attacks.
Errata (sticker on the card-list image): "Atlaga's wings are not a Hit Zone."
Card-list annotation (not printed on the card face): a grey tag on the card-list image lists Concan the Kyrie Warrior, Empress Kiova, Kelda the Kyrie Warrior, Minions of Utgar, Raelin the Kyrie Warrior, Protectors of Ullar, Runa, Saylind the Kyrie Warrior, Sentinels of Jandar, Taelord the Kyrie Warrior and The Einar Imperium.
Protectors of Ullar
Ullar. Life 1. Move 4 spaces. Range 5 spaces. Attack 3 dice. Defense 3 dice. 110 points. Tags: Kyrie, Common Squad, Protectors, Confident. Medium 6.
Combined Arbalest: When attacking with a Protector of Ullar, roll 1 additional attack die for every wound that has been inflicted on the defending figure this turn by Protectors of Ullar you control.
Flying: When counting spaces for a Protector of Ullar's movement, ignore elevations. A Protector of Ullar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Protector of Ullar starts to fly, if he is engaged he will take any leaving engagement attacks.
Errata (sticker on the card-list image): "The Protectors' wings are not a Hit Zone."
Capuan Gladiators
Einar. Life 1. Move 5 spaces. Range 1 space. Attack 3 dice. Defense 3 dice. 70 points. Tags: Human, Common Squad, Gladiators, Rebellious. Medium 5.
Human Gladiator Hero Bonding: Before taking a turn with the Capuan Gladiators, you may first take a turn with any Human Gladiator Hero you control.
Initiative Advantage: If all of your order markers are on Gladiator Army Cards, you may add 1 to your initiative roll for every order marker on the Capuan Gladiators' Army Card, up to a maximum of +3 for Initiative Advantage.
Card-list annotation (not printed on the card face): a grey tag on the card-list image lists Crixus, Retiarus and Spartacus.
The Axegrinders of Burning Forge
Aquilla. Life 1. Move 4 spaces. Range 1 space. Attack 3 dice. Defense 3 dice. 70 points. Tags: Dwarves, Common Squad, Fighters, Fearless. Small 3.
Dwarven Strategic Bonding: Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' move number.
Fearless Advantage: An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.
Climb X2: When moving up or down levels of terrain, The Axegrinders of Burning Forge may double their Height.
Card-list annotation (not printed on the card face): a grey tag on the card-list image lists Migol Ironwill, Darrak Ambershard and Mogrimm Forgehammer.
Brave Arrow
Aquilla. Life 4. Move 5 spaces. Range 1 space. Attack 4 dice. Defense 3 dice. 50 points. Tags: Human, Unique Hero, Tribesman, Fearsome. Medium 5.
Tracking: While moving, Brave Arrow may add 2 to his move number. If he does, he cannot attack this turn.
Scout Melee Attack Enhancement: All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.
Concealment 10: If Brave Arrow is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Brave Arrow. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Brave Arrow just received.
Card-list annotation (not printed on the card face): a lavender tag on the card-list image lists Elite Onyx Vipers, Fyorlag Spiders, Mohican River Tribe, Theracus, Venoc Vipers and Zetacron.
Migol Ironwill
Aquilla. Life 5. Move 5 spaces. Range 1 space. Attack 2 dice. Defense 4 dice. 110 points. Tags: Dwarf, Unique Hero, Leader, Resolute. Small 3.
Deadly Strike: When attacking with Migol Ironwill, each skull rolled counts as one additional hit.
One Shield Defense: When rolling defense dice, if Migol Ironwill rolls at least one shield, the most wounds Migol Ironwill can take for this attack is one.
Climb X2: When moving up or down levels of terrain, Migol Ironwill may double his Height.
Mohican River Tribe
Aquilla. Life 1. Move 5 spaces. Range 6 spaces. Attack 2 dice. Defense 1 die. 70 points. Tags: Human, Common Squad, Scouts, Fearsome. Medium 5.
Battle Fury: If a Mohican River Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice.
War Cry: After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control.
Concealment 19: If a Mohican River Tribesman you control is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and the Mohican River Tribesman. Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the Mohican River Tribesman just received.
Card-list annotation (not printed on the card face): a grey tag on the card-list image reads "Brave Arrow".