Piranhas
Fish
Unique Squad (3)
Devourers
Wild
1 Life
8 Move
1 Range
4 Attack
1 Defense
Small 1
50 Points
Devour
Choose a figure adjacent to a Piranha you
control. If the chosen figure is a squad
figure, destroy it. If the chosen figure
is a Hero, roll the 20-sided die. If you
roll 1-10 the chosen Hero receives one
wound. If you roll 11-15 the chosen Hero
receives 2 wounds. If you roll 16-19, the
chosen hero receives 3 wounds. If you roll
a 20, destroy the chosen Hero. Piranha
cannot Devour Soulborgs. You may use Devour
only once per turn.
[/spoiler]
Kuisetch
Shark
Unique Hero
Fighter
Skilled
4 Life
4 Move
1 Range
4 Attack
3 Defense
Large 7
120 Points
Water Enhancement
Only while Kuisetch is on a water space,
he has a move of 8. Kuisetch does not have to
stop his movement when he enters a water space.
When moving from a water space to a higher
elevation water space, Kuisetch may climb up to
7 levels in one move. This power is never negated.
Harpoon Shot 13
This card starts the game with one harpoon
marker on it. To use Harpoon Shot, choose
a small or medium Hero within 3 clear sight spaces
of Kuisetch. Roll the 20-sided die. If you roll
13 or higher, place a harpoon marker on the
ch
Karosth the White Champion by jumbreonc, literature
Literature
Karosth the White Champion
Karosth the White Champion
Shark
Unique Hero
Champion
Hungry
5 Life
4 Move
1 Range
4 Attack
3 Defense
Large 6
120 Points
Water Enhancement
Only While Karosth the White Champion is on a water space
he has a move of 10. Karosth does not have to
stop his movement when he enters a water space.
When moving from a water space to a higher
elevation water space, Karosth may climb up to
7 levels in one move. This power is never negated.
Shark Bite
When Karosth the White Champion attacks an opponent's
figure and deals it a wound, roll the 20-sided dice.
If you roll 16 or higher, the attacked figure receives
2 more wounds.
Swallow
If an opponent'
Tiger Warriors
Shark
Common Squad (4)
Warriors
Precise
1 Life
4 Move
1 Range
3 Attack
2 Defense
Medium 6
60 Points
Water Enhancement
A Tiger Warrior on a water space has a move of 8.
Tiger Warriors do not have to stop their movement
when they enter a water space. When moving from
a water space to a higher elevation water space,
Tiger Warriors may climb up to 7 levels in one move.
Feeding Frenzy
If a Tiger Warrior you control deals a wound to an
opponents figure that is on a water space, all Shark
squad figures you control within 3 spaces of the
opponent's figure may immediately move and attack.
The Feeding Frenzy special power on Army C
Aquilla Heroscape
Hammerhead Drones
Shark
Common Squad (3)
Drones
Wild
1 Life
4 Move
1 Range
2 Attack
3 Defense
Medium 6
40 Points
Water Enhancement
A Hammerhead Drone on a water space has a move of 8.
Hammerhead Drones do not have to stop their movement
when they enter a water space. When moving from
a water space to a higher elevation water space,
Hammerhead Drones may climb up to 3 levels in one move.
Swarm
When taking a turn with Hammerhead Drones, you may
move and attack with up to 6 Hammerhead Drones you
control.
Frenzy
After you take a turn with Hammerhead Drones, roll the 20-sided die.
If you roll a 16 or higher you m
Valkrill HEROSCAPE
Darkwyrm
Dragon
Uncommom Hero (2 Space)
Soul
Corrupted
4 L
5 M
1 R
3 A
5 D
Large 7
130 P
Taint Fang
Whenever Darkwyrm deals a wound to an opponent's
Hero figure, you may place a taint marker
on that figure's army card. For each wound
marker on that figure's Army Card, that figure
will roll 1 less combat dice when attacking
or defending.
Shadow Flow
When moving, this Darkwyrm may ignore elevations.
This Darkwyrm may not move up more than 5 levels
of terrain at a time. After ending it's movement,
this Darkwyrm may move to any unoccupied shadow
tile within 3 spaces. If it is engaged before
it is moved to the sha
Ullar HEROSCAPE
Avrath Dreamwalker
Human
Unique Hero
Wizard
Calm
4 L
4 M
1 R
3 A
3 D
Medium 5
110 P
Dream Manipulation
At the start of each round, after all players
have placed their order markers, roll the
20-sided die. If you roll 16 or higher,
You may switch one of each players order
markers with one of their other order
markers. (Do not look at your opponent's
order markers.)
Dream Step
When counting spaces for Avrath Dreamwalker's movement,
ignore elevations. Avrath Dreamwalker may not move more
than 6 levels up in a single move.
Aquilla HEROSCAPE
Mako Knights
Sharks
Unique Squad (3)
Knights
Precise
1 L
8 M
1 R
2 A
4 D
Medium 6
80 P
Water Enhancement
When a Mako Knight moves onto a non-water space,
end that Mako Knight's movement.
Mako Knights do not have to stop their movement
when they enter a water space. When moving from
a water space to a higher elevation water space,
Mako Knights may climb up to 7 levels in one move.
Coral Sword
A Mako Knight that is adjacent to at least three
water spaces adds two to its attack.
Champion Bonding
After taking a turn with Mako Knights, you may take
a turn with any Champion you control that is
currently on a water space
Jandar HEROSCAPE
Omnicron Defenders
Soulborg
Unique Squad (4) (1 space)
Shields
Impenetrable
1 L
3 M
1 R
1 A
8 D
Large 7
80 P
Fire from Cover
If the "X" order marker is revealed on
this card, you may rotate an Omnicron Defender
on its base once per turn during any players turn.
--Fire from cover may not make sense unless you
--know what they're supposed to look like.
--I imagined them as having VERY large shields,
--almost but not quite as large as a battlement.
--The idea is to shield figures behind them from
--ranged attacks. Rotate during an opponent's turn
--to defend important figures, and rotate again during
--your
Jandar HEROSCAPE
Omnicron Bombers
Soulborg
Common Squad (2)
Cannonry
Precise
1 L
3 M
5 R
2 A
1 D
Medium 5
100 P
Long-Range Bombardment Special Attack.
Range 12. Attack 6.
When using Long-Range Bombardment Special Attack, you may
only attack figures that are five or more
spaces away. Figures adjacent to the defending
figure are also affected by Long-Range Bombardment
Special Attack. All affected figures roll defense dice separately.