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Heroscape: Gelryie Vanguards and Krakenling Common Army Expansion

Expansion for Heroscape Marvel: The Conflict Begins

Heroscape: Gelryie Vanguards and Krakenling Common Army Expansion Rulebook

Table of Contents

Table of Contents

  • Gelryie Vanguards
    • TIDAL ADVANCE
    • DEFEND THE DEEP
    • SWIM
  • Krakenling
    • WARP SPACE
    • ELDRITCH SWITCH
    • FLAILING TENTACLES
    • SWIM

Gelryie Vanguards

Vydar, Gelryie Common Squad, Vanguard, Fierce, Medium 5. Set: Valhalla, Age of Annihilation.

Basic side: Move 6. Range 1. Attack 3. Defense 3. Points: 55.

Master side: Move 5. Range 1. Attack 3. Defense 2. Points: 65. Wound value: 1.

Card note: the master side prints the number 1 inside the blood-splatter icon at the top of the stat block, with no label. It is read here as the wound value, as on the other Heroscape army cards.

TIDAL ADVANCE

At the start of each round, after placing Order Markers, you may move each Fierce and Unfathomable figure you control up to 1 space for each of your Order Markers on the Gelryie Vanguards.

DEFEND THE DEEP

A Gelryie Vanguard adds 2 to its Defense Value when it is on a water space or when it defends against an attack from a figure that has height advantage.

SWIM

Gelryie Vanguards do not have to stop their movement when entering a water space.

Krakenling

Ullar, Kraken Common Hero, Monster, Unfathomable, Large 5. Set: Valhalla, Age of Annihilation.

Basic side: Move 5. Range 1. Attack 6. Defense 5. Points: 56.

Master side: Move 4. Range 1. Attack 4. Defense 5. Points: 85. Wound value: 3.

Card note: the master side prints the number 3 inside the blood-splatter icon at the top of the stat block, with no label. It is read here as the wound value, as on the other Heroscape army cards.

WARP SPACE

Instead of moving normally, you may place a Krakenling on an empty space within 4 spaces. If a Krakenling is engaged when it starts to Warp Space, it will take any leaving engagement attacks.

ELDRITCH SWITCH

After moving normally, a Krakenling may switch spaces with an adjacent single-space figure. Figures moved by Eldritch Switch never take any leaving engagement attacks.

FLAILING TENTACLES

A Krakenling may attack up to 3 times on its turn. Reduce the number of attacks by 1 for each Wound Marker it has.

SWIM

A Krakenling does not have to stop its movement when entering a water space.