KNIGHT AND SENTINEL ENHANCEMENT

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1 Jandar s Oath HEROES Alastair MacDirk Unique Hero Class: Champion Life: 6 Defense: 3 Personality: Valiant Collector #22/24 Attack: 5 Points: 110 There is an old Scottish saying: "The swifter the storm the stronger it is." When Jandar found Alastair running to the front of the battle lines, he knew this was one of the most adventurous warriors he had ever seen. It is said that Alastair can run all day without tiring; but his wounds on that day were too severe, so Jandar took him to Valhalla. Kelda healed his wounds. Now Alastair and his Claymore fight in Valhalla. As a boy of 12, he fought alongside his father against Edward the II. As a man, he continued to fight for Scottish independence. The clan MacDirk has always had the fiercest soldiers in the highlands of Scotland, and Alastair is one of their finest. OVEREXTEND ATTACK After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round. Concan the Kyrie Warrior Unique Hero Species: Kyrie Home World: Valhalla Class: Warrior Life: 5 Defense: 4 Personality: Valiant Collector #20/24 Attack: 4 Points: 80 Concan the "Knight Protector" is a valiant hero dedicated to Jandar. The powerful Kyrie is best known for his dedication to the Knights and Sentinels in his care. This protection is an aura that radiates from his Great sword and benefits all friendly Knights and Sentinels within his range. Although valiant, Concan is also stubborn and was slow to choose sides in this great struggle. When the war in Valhalla began, both sides courted Concan. It was his friendship with Raelin that finally convinced the Kyrie to join Jandar. He has been a loyal warrior in Jandar's cause ever since. KNIGHT AND SENTINEL ENHANCEMENT All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die. FLYING When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks. Page 1 of 7

2 Deathwalker 7000 Unique Hero Species: Soulborg Home World: Alpha Prime Affiliation: Utgar Class: Deathwalker Defense: 7 Personality: Tricky Collector #24/24 Move: 6 Points: 100 This tricky Soulborg is what one would refer to as a walking bomb, designed to infiltrate an enemy army and obliterate them from the inside. Many a foe has been caught flat-footed with a Deathwalker 7000 in their midst. The result is not pretty. The Deathwalker uses its speed to get right into the middle of opposing forces. It then simply blows up, wounding all surrounding foes, some lethally. The other ability that makes this tin can so dangerous is its resistance to ranged attacks. It has the uncanny ability to simply dodge most missile attacks. This is enough to make even an arrogant Elf like Syvarris cringe. SELF-DESTRUCT After moving and instead of attacking, Deathwalker may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed. STEALTH DODGE When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. Johnny Shotgun Sullivan Unique Hero Class: Lawman Life: 5 Range: 7 Defense: 2 Personality: Tricky Collector #23/24 Attack: 2 Points: 65 Growing up in the Republic of Texas, life was hard for little Johnny Sullivan. His family owned a huge ranch, which was constantly in danger from outlaws and cattle rustlers. Johnny had to learn early how to protect the ranch from outside dangers. His father taught Johnny how to use all kinds of rifles and six-shooters. When Johnny Sullivan grew up, he decided that he wanted to be a lawman like Wyatt Earp or Bat Masterson. He became famous for holding off a whole group of outlaws all by himself with his favorite Shotgun. From then on, all the locals knew him as Johnny "Shotgun" Sullivan. SHOTGUN BLAST SPECIAL ATTACK Special Attack - Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack. Page 2 of 7

3 Saylind the Kyrie Warrior Unique Hero Species: Kyrie Home World: Valhalla Affiliation: Ullar Class: Warrior Life: 5 Defense: 3 Personality: Valiant Collector #21/24 Move: 6 Points: 80 Ullar recognized the fearless nature of Saylind, and he rewarded her with one of his most prized possessions: the Spear of Summoning. With this spear in her hands, Saylind may try to summon any ally on the battlefield to her side. This weapon makes Saylind a very dangerous opponent indeed, when combined with the Kyries' natural ability to fly. Many of Utgar's minions have found themselves outflanked with more than one enemy in their midst, and nowhere to run. With this spear, she can also summon a huge dragon like Charos. SPEAR OF SUMMONING After moving and before attacking, choose any figure you control on the battlefield, then roll the 20-sided die. If you roll a 1-8, nothing happens. If you roll a 9-20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks. FLYING When counting spaces for Saylind's movement, ignore elevations. Saylind may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Saylind starts to fly, if she is engaged she will take any leaving engagement attacks. SQUADS Gorillinators Common Squad (3) Species: Primadon Home World: Marr Affiliation: Vydar Class: Agents Range: 6 Defense: 1 Personality: Tricky Collector #1,2,3/24 Move: 7 Attack: 2 Points: 90 When Vydar had a vision of these agents, he was not sure what to think about these reclusive Primadons. He suspected that they were too primitive and lacking in the ways of warfare to be of any use in his army. But Vydar took a chance on them, and luckily, he was proven wrong. The Gorillinators are more advanced than many others on Valhalla. The secret development of superior technology on Marr has given them awesome capabilities in battle: they can move at astounding speeds, overtaking enemy positions in minutes; they can use their ranged attacks to neutralize any threat; and their body armor is made of Kiradium alloy, which makes bringing one of them down a daunting task. TOUGH When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled. Page 3 of 7

4 MacDirk Warriors Common Squad (4) Class: Warriors Defense: 2 Personality: Wild Collector 7,8,9,10/24 Attack: 2 Points: 80 These highlanders are among the most fierce and loyal warriors that any leader could hope to have. They will do anything to protect their chosen Hero, and their tenacity is infectious. Leaders always gain confidence while the MacDirk clan is fighting in their Army. These clansmen scream and yell as they charge in to battle with an odd assortment of weaponry. Their battle cry can be heard for miles as it echoes through the highlands. This often confuses the enemy as to where the MacDirk's will show up next. "MacDirk! MacDirk! For Clan and Highlands! HIGHLAND FURY At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion. HUMAN CHAMPION BONDING Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control. Marrden Hounds Common Squad (3) Species: Wulsinu Home World: Marr Affiliation: Utgar Class: Hunters Defense: 5 Personality: Wild Size: Large Height: 4 Collector #4,5,6/24 Move: 1 Points: 90 Wild and diseased, these large skeletal hunters look horrid. They hunt in a wild pack, and their movement can range from slow and deliberate, to fast and ferocious if they detect your scent. On Marr, they were and still are used as the first assault troops for the Marro Army. Even scarier is their ability to inflict all living things with the deadly Marro Plague. Just being near them can be enough to cause instant damage. Only Soulborgs and other Wulsinu are immune to this plague. Ne-Gok-Sa especially likes the Marrden Hounds; he often travels with a pack of them. WILD PACK MOVEMENT Before moving, roll the 20-sided die. If you roll a 1-3, add 1 to the move value of this card. If you roll a 4-6, add 3 to the move value of this card. If you roll a 7-20, add 7 to the move value of this card. MARRO PLAGUE After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by his Marro plague. Page 4 of 7

5 Microcorp Agents Common Squad (3) Affiliation: Vydar Class: Agents Range: 7 Defense: 3 Personality: Tricky Collector #11,12,13/24 Attack: 2 Points: 100 Relying on their advanced technology rather than brute strength, Microcorp Agents combine technology with relentless training in order to infiltrate and neutralize key positions. Not only do their weapons have superior range, they are also much more effective when firing from a greater height. But that's only part of the story. The Agents wear special suits that allow them to glide easily through the water and provides extra protection in that environment. The suit is also equipped with Stealth Armor ability, enabling the Microcorp Agents to dodge attacks. STEALTH ARMOR 15 When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds. WATER SUITS Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space. SIGHTING When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die. Sentinels of Jandar Common Squad (3) Species: Kyrie Home World: Valhalla Class: Sentinels Defense: 4 Personality: Valiant Height: 6 Collector #14,15,16/24 Move: 4 Points: 110 These powerful warriors from Nostralund are extremely loyal to their General and Archkyrie Jandar. They are the backbone of Jandar s army or what is left of it. Each Sentinel of Jandar has a mighty shield crafted by Jandar s blacksmith, Kaintar. After Kaintar completes a shield he dips it in the Wellspring near Caelios. This magical water enchants the shield with an incredible power. With these enchanted Shields of Valor the Sentinels are able to fend of blows more effectively, blocking more attacks than should be possible. SHIELDS OF VALOR When defending with Sentinels of Jandar, each shield rolled counts for one additional block. FLYING When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinel of Jandar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Sentinel of Jandar starts to fly, if he is engaged he will take any leaving engagement attacks. Page 5 of 7

6 Shaolin Monks Common Squad (3) Affiliation: Ullar Class: Monks Defense: 3 Personality: Disciplined Collector #17,18,19/24 Move: 6 Points: 80 Originally trained to defend their Temples, the Shaolin Monks became one of the most deadly and feared fighting orders. Their legendary skills are based upon the movements of 5 animals (Tiger, Crane, Dragon, Snake and Leopard) and the properties of the 5 elements (Wood, Fire, Gold, Water and Earth). Centuries of refinement of their fighting art make the Shaolin Monks one of the most dangerous opponents on the battlefield. They can attack all of their enemies who are adjacent to them, delivering lethal strikes simultaneously. Their ability to leap into and out of engagements and over obstacles makes the Monks a necessary choice for almost any battle. SHAOLIN ASSAULT A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately. STEALTH LEAP Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a Monk is engaged when he starts to leap, he does not take any leaving engagement attacks. Page 6 of 7

7 Collector s info: Jandar s Oath Released approximately October This set came in 4 Packages. Gorillas and Hounds 3 Gorillinators 1 Gorillinators Army Card 3 Marrden Hounds 1 Marrden Hounds Army Card 2 Double Hex Sand Tiles UPC # Heroes of Nostalund 1 Alastair MacDirk 1 Alastair MacDirk Army Card 1 Concan the Kyrie Warrior 1 Concan the Kyrie Warrior Army Card 1 Deathwalker Deathwalker 7000Army Card 1 Johnny Shotgun Sullivan 1 Johnny Shotgun Sullivan Card 1 Saylind the Kyrie Warrior 1 Saylind the Kyrie Warrior Army Card 1 Double Hex Sand Tile 2 Single Hex Sand Tiles UPC # Kilts and Commandos 4 MacDirk Warriors 1 MacDirk Warriors Army Card 3 Microcorp Agents 1 Microcorp Agents Army Card 2 Double Hex Sand Tiles UPC # Monks and Guards 3 Sentinels of Jandar 1 Sentinels of Jandar Army Card 3 Shaolin Monks 1 Shaolin Monks Army Card 2 Double Hex Sand Tiles UPC # Page 7 of 7

8 Converted into Adobe Acrobat PDF by Malechi a.k.a. The Ferret of HeroQuest-O-Rama All contents are copyrighted to the respective owners HeroScape 2005, Hasbro FOR PERSONAL USE ONLY Permission granted to be used on heroscapers.com

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