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The Books of HeroScape Part 5

Johnny "Shotgun" Sullivan is a lawman from the Republic of Texas known for holding off outlaws with his favorite shotgun. As a tricky personality, he can aid Otonashi with her movement bonus. His Shotgun Blast special attack allows him to hit an adjacent figure and any figures adjacent to that figure with 3 attack dice at range 5.

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Justin Hall
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0% found this document useful (0 votes)
164 views11 pages

The Books of HeroScape Part 5

Johnny "Shotgun" Sullivan is a lawman from the Republic of Texas known for holding off outlaws with his favorite shotgun. As a tricky personality, he can aid Otonashi with her movement bonus. His Shotgun Blast special attack allows him to hit an adjacent figure and any figures adjacent to that figure with 3 attack dice at range 5.

Uploaded by

Justin Hall
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 11

Alastair MacDirk

Unique Hero

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.

Synergies
Synergy Benefits Received
KNIGHTS OF WESTON MACDIRK WARRIORS HUMAN CHAMPION BONDING

As a Human Champion, Alastair MacDirk may benefit from Knights of Westons and MacDirk Warriors Human Champion Bonding activation synergy. Synergy Benefits Offered
4 MASSACHUSETTS LINE
TH

VALIANT ARMY DEFENSE BONUS

Having a Valiant personality, Alastair MacDirk may aid the 4th Massachusetts Line with their Valiant Army Defense Bonus.
MACDIRK WARRIORS HIGHLAND FURY

Statistics
Wave 3 Jandars Oath # 22/24 General World Species Class Personality Size/Height Jandar Earth Human Champion Valiant Medium 5 6 LIFE MOVE 5 SPACES RANGE 1 SPACE ATTACK 5 DICE DEFENSE 3 DICE 110 POINTS

As a Human Champion, Alastair MacDirk may aid the MacDirk Warriors with their Highland Fury Attack bonus.

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.

Rulings and Clarifications


Even if you have multiple order markers on Alastair, Overextend Attack may only be activated once per round. Alastair may activate Overextend Attack if he has just one life left, but as soon as you place the 6th wound marker on him he dies, so he doesnt get to take another turn.

Character Bio
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
Version 1.00 Wave 3 Jandars Oath Alastair MacDirk

Concan the Kyrie Warrior


Unique Hero

Flying figures may choose to walk or fly, and switch how they move mid-turn, but they receive the road/wall walk +3 bonus only if they choose to walk. Flying figures can fly over terrain features and figures, and they do not have to stop when flying over glyphs. For the purpose of determining whether they can be flown over, figures do not add height to the terrain they sit on, but terrain features do. Because figures are not static obstacles and have dead space that can be utilized, for the purpose of determining whether they can be flown over they do not add height to the terrain they sit on.

Character Bio
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 Jandars cause ever since.

Statistics
Wave 3 Jandars Oath # 20/24 General World Species Class Personality Size/Height Jandar Valhalla Kyrie Warrior Valiant Medium 5 5 LIFE MOVE 5 SPACES RANGE 1 SPACE ATTACK 4 DICE DEFENSE 4 DICE 80 POINTS

Synergies
Synergy Benefits Offered
KNIGHTS OF WESTON SENTINELS OF JANDAR SIR DUPUIS TEMPLAR CAVALRY KNIGHT AND SENTINEL ENHANCEMENT

KNIGHT AND SENTINEL ENHANCEMENT


All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.

As Knights or Sentinels, the above mentioned figures may benefit from Concan the Kyrie Warriors Knight and Sentinel Enhancement attack and defense bonus.
4TH MASSACHUSETTS LINE VALIANT ARMY DEFENSE BONUS

FLYING
When counting spaces for Concans 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.

Having a Valiant personality, Concan the Kyrie Warrior may aid the 4th Massachusetts Line with their Valiant Army Defense Bonus.

Rulings and Clarifications


Friendly figures are your own figures and teammates figures. Whenever you are allied with a teammate at the beginning of a scenario and you have the same goals and victory conditions, any figures you both control are considered friendly. When you have a temporary truce or alliance with an opponent, that opponents figures are never considered friendly.

Version 1.00

Wave 3 Jandars Oath

Concan the Kyrie Warrior

Deathwalker 7000
Unique Hero

CHARACTER BIO
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.

Synergies
Synergy Benefits Received
ORNAK RED FLAG OF FURY

As a unique hero who follows Utgar, Deathwalker 7000 may benefit from Ornaks Red Flag of Fury activation synergy. Synergy Benefits Offered
OTONASHI TRICKY SPEED 4

Statistics
Wave 3 Jandars Oath # 24/24 General World Species Class Personality Size/Height Utgar Alpha Prime Soulborg Deathwalker Tricky Medium 5 1 LIFE MOVE 6 SPACES RANGE 1 SPACE ATTACK 3 DICE DEFENSE 7 DICE 100 POINTS

Having a tricky personality, Deathwalker 7000 may aid Otonashi with her Tricky Speed 4 movement bonus.

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 16-19 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.

Rulings and Clarifications


Victory conditions are checked at the end of each turn. If Deathwalker 7000 is your last figure, and you use SelfDestruct and eliminate your opponents last figure, then that would constitute a tie.

Version 1.00

Wave 3 Jandars Oath

Deathwalker 7000

Gorillinators
Common Squad

Synergies
Synergy Benefits Received
AGENT SKAHEN COVER FIRE

Being tricky figures who follow Vydar, Gorillinators may benefit from Agent Skahens Cover Fire Movement Synergy.
LAGLOR VYDARS RANGE ENHANCEMENT AURA

As ranged figures that follow Vydar, Gorillinators may benefit from Laglors Vydars Range Enhancement Aura.
NAKITA AGENTS GORILLINATOR MOVEMENT BONDING

As Gorillinators, Gorillinators may benefit from Nakita Agents Gorillinators Movement Bonding synergy. Synergy Benefits Offered
OTONASHI TRICKY SPEED 4

Having a tricky personality, Gorillinators may aid Otonashi with her Tricky Speed 4 movement bonus.

Statistics
Wave 3 Jandars Oath # 1, 2, 3/24 General World Species Class Personality Size/Height Vydar Marr Primadon Agents Tricky Medium 5 1 LIFE MOVE 7 SPACES RANGE 6 SPACES ATTACK 2 DICE DEFENSE 1 DIE 90 POINTS

TOUGH
When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled.

Character Bio
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.

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Wave 3 Jandars Oath

Gorillinators

Johnny Shotgun Sullivan


Unique Hero

Character Bio
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.

Synergies
Synergy Benefits Offered
OTONASHI TRICKY SPEED 4

Having a tricky personality, Johnny Shotgun Sullivan may aid Otonashi with her Tricky Speed 4 movement bonus.

Statistics
Wave 3 Jandars Oath # 23/24 General World Species Class Personality Size/Height Jandar Earth Human Lawman Tricky Medium 5 5 LIFE MOVE 5 SPACES RANGE 7 SPACES ATTACK 2 DICE DEFENSE 2 DICE 65 POINTS

SHOTGUN BLAST 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.

Rulings and Clarifications


When Johnny uses his Shotgun Blast into a crowded area, the target always rolls defense first. Then the attacker determines the order in which the other figures roll defense dice. If you target a double-space figure with Shotgun Blast, any character that is adjacent to either space it occupies is hit. If you target a destructible object (like the closed door from Fortress of the Archkyrie) with Shotgun Blast, all figures that are adjacent to it are affected, even if they are on the other side. If you target a figure adjacent to a destructible object, the destructible object is also affected.
Version 1.00 Wave 3 Jandars Oath Johnny Shotgun Sullivan

MacDirk Warriors
Common Squad

The MacDirk Warriors only get to benefit from Highland Fury while the chosen Human Champion is actually on the battlefield. For example: a Viking spirit on another army card is not considered in play for the purpose of Highland Fury. A leaving engagement attack is not considered an attack as meant in Highland Fury. If the opportunity presents itself, the MacDirk Warriors may make a leaving engagement attack against their Mindshackled chosen Human Champion. Human Champion Bonding allows you to take a turn with a single human champion you control. If you have an order marker on MacDirk Warriors, but all MacDirk Warriors have been destroyed, you cant activate Human Champion Bonding.

Character Bio
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.

Statistics
Wave 3 Jandars Oath # 7, 8, 9, 10/22 General World Species Class Personality Size/Height Jandar Earth Human Warriors Wild Medium 5 1 LIFE MOVE 5 SPACES RANGE 1 SPACE ATTACK 2 DICE DEFENSE 2 DICE 80 POINTS

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 MacDirks will show up next. MacDirk! MacDirk! For Clan and Highlands!

Synergies
Synergy Benefits Received
ALASTAIR MACDIRK ELDGRIM THE VIKING CHAMPION FINN THE VIKING CHAMPION SIR DENRICK SIR GILBERT SIR HAWTHORNE THORGRIM THE VIKING CHAMPION HIGHLAND FURY

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.

As Human Champions, The above mentioned figures may aid the MacDirk Warriors with their Highland Fury attack bonus. Synergy Benefits Offered
ALASTAIR MACDIRK SIR GILBERT ELDGRIM SIR HAWTHORNE THE VIKING CHAMPION THORGRIM FINN THE VIKING CHAMPION THE VIKING CHAMPION SIR DENRICK HUMAN CHAMPION BONDING

HUMAN CHAMPION BONDING


Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control.

Rulings and Clarifications


All MacDirk Warriors must have the same human champion. If the MacDirks Champion is Mindshackled, or comes under the control of an opponent for any other reason, the champion is still the chosen champion for the MacDirk Warriors. Any wound received by the chosen champion, before or after turning, will still aid the MacDirk Warriors Highland Fury.
Version 1.00

As Human Champions, The above mentioned figures may benefit from the MacDirk Warriors Human Champion Bonding activation synergy.

Wave 3 Jandars Oath

MacDirk Warriors

Marrden Hounds
Common Squad

cost. While moving a double-space figure to the next space of its movement, you can flip it so it can fit. After flipping, you can decide which end will be the new leading side. With a double-space figure facing matters. Certain areas of its own body may block Line of Sight. Your entire move, including both starting hexes, must be on the road to get the +3 road bonus. If a double-space figure crosses over molten lava, it rolls for molten lava damage even if it doesnt have to stop. The trailing hex does not roll for molten lava damage. An opponent who has range to only one side of your double-space figure and Line of Sight to only the out of range parts of your figure can still attack your figure.

Character Bio
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.

Statistics
Wave 3 Jandars Oath # 4, 5, 6/24 General World Species Class Personality Size/Height Utgar Marr Wulsinu Hunters Wild Large 4 1 LIFE MOVE 1 SPACE RANGE 1 SPACE ATTACK 3 DICE DEFENSE 5 DICE 90 POINTS

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.

Synergies
Synergy Benefits Received
SU-BAK-NA HIVE SUPREMACY

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.

As Wulsinu, Marrden Hounds may benefit from Su-BakNas Hive Supremacy d20 bonus.

MARRO PLAGUE
After moving and before attacking, you must roll the 20sided 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 this marro plague.

Rulings and Clarifications


Marro Plague affects all figures and destructible objects except Soulborgs and Wulsinu. That includes your own figures. Marro Plague can only affect a figure once per turn, no matter how many Hounds are adjacent to it. You can flip a double-space figure any point before, during, or at the end of that figures movement at no movement
Version 1.00 Wave 3 Jandars Oath Marrden Hounds

Microcorp Agents
Common Squad

Lava is not considered the same as water for the purpose of determining the effects of Water Suits. Making a leaving engagement attack is not considered attacking for the purpose of activating Sighting.

Character Bio
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 thats 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.

Synergies
Synergy Benefits Received
AGENT SKAHEN COVER FIRE

Statistics
Wave 3 Jandars Oath # 11, 12, 13/24 General World Species Class Personality Size/Height Vydar Earth Human Agents Tricky Medium 5 1 LIFE MOVE 5 SPACES RANGE 7 SPACES ATTACK 2 DICE DEFENSE 3 DICE 100 POINTS

Being tricky figures who follow Vydar, Microcorp Agents may benefit from Agent Skahens Cover Fire Movement Synergy.
LAGLOR VYDARS RANGE ENHANCEMENT AURA

As ranged figures that follow Vydar, Microcorp Agents may benefit from Laglors Vydars Range Enhancement Aura. Synergy Benefits Offered
OTONASHI TRICKY SPEED 4

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.

Having a tricky personality, Microcorp Agents may aid Otonashi with her Tricky Speed 4 movement bonus.

WATER SUITS
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agents 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.

Rulings and Clarifications


Stealth Armor 15 can be used to try to stop passing swipes and falling damage. Any time a Microcorp Agent receives one or more wounds, you can attempt to use Stealth Armor 15. However, it is useless against abilities that do not cause wounds, but instead destroy a figure, or remove it from game, like Grimnaks Chomp.
Version 1.00 Wave 3 Jandars Oath Microcorp Agents

Saylind the Kyrie Warrior


Unique Hero

Saylind cant use her Spear of Summoning to summon herself, the Marro Hive, or destructible objects. Flying figures may choose to walk or fly, and switch how they move mid-turn, but they receive the road/wall walk +3 bonus only if they choose to walk. Flying figures can fly over terrain features and figures, and they do not have to stop when flying over glyphs. For the purpose of determining whether they can be flown over, figures do not add height to the terrain they sit on, but terrain features do.

Character Bio
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 Utgars 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.

Statistics
Wave 3 Jandars Oath # 21/24 General World Species Class Personality Size/Height Ullar Valhalla Kyrie Warrior Valiant Medium 5 5 LIFE MOVE 6 SPACES RANGE 1 SPACE ATTACK 3 DICE DEFENSE 3 DICE 80 POINTS

Synergies
Synergy Benefits Received
ACOLARH ULLARS AMULET

As a follower of Ullar, Saylind the Kyrie Warrior may benefit from Acolarhs Ullars Amulet movement bonus. Synergy Benefits Offered
4 MASSACHUSETTS LINE
TH

VALIANT ARMY DEFENSE BONUS

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.

Having a Valiant personality, Saylind the Kyrie Warrior may aid the 4th Massachusetts Line with their Valiant Army Defense Bonus.

FLYING
When counting spaces for Saylinds 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.

Rulings and Clarifications


When Saylind uses her Spear of Summoning to move a figure with a special power like Carry that says Before moving, that power does not take effect. The phrase Before moving refers to the normal movement of a figure.
Version 1.00 Wave 3 Jandars Oath Saylind the Kyrie Warrior

Sentinels of Jandar
Common Squad

figures do not add height to the terrain they sit on, but terrain features do.

Character Bio
These powerful warriors from Nostralund are extremely loyal to their General and Archkyrie Jandar. They are the backbone of Jandars army or what is left of it. Each Sentinel of Jandar has a mighty shield crafted by Jandars 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.

Synergies
Synergy Benefits Received
CONCAN THE KYRIE WARRIOR KNIGHT AND SENTINEL ENHANCEMENT

As Sentinels, Sentinels of Jandar may benefit from Concan the Kyrie Warriors Knight and Sentinel Enhancement attack and defense bonus.

Statistics
Wave 3 Jandars Oath # 14, 15, 16/24 General World Species Class Personality Size/Height Jandar Valhalla Kyrie Sentinels Valiant Medium 6 1 LIFE MOVE 4 SPACES RANGE 1 SPACE ATTACK 3 DICE DEFENSE 4 DICE 110 POINTS

SIR GILBERT

JANDARS DISPATCH

As a Squad that follows Jandar, Sentinels of Jandar may benefit from Sir Gilberts Jandars Dispatch movement bonus. Synergy Benefits Offered
4 MASSACHUSETTS LINE
TH

VALIANT ARMY DEFENSE BONUS

Having a Valiant personality, Sentinels of Jandar may aid the 4th Massachusetts Line with their Valiant Army Defense Bonus.

SHIELDS OF VALOR
When defending with Sentinels of Jandar, each shield rolled counts for one additional block.

FLYING
When counting spaces for Sentinels of Jandars movement, ignore elevations. Sentinels 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.

Rulings and Clarifications


Errata: The Sentinels of Jandars official height is 6. Flying figures may choose to walk or fly, and switch how they move mid-turn, but they receive the road/wall walk +3 bonus only if they choose to walk. Flying figures can fly over terrain features and figures, and they do not have to stop when flying over glyphs. For the purpose of determining whether they can be flown over,
Version 1.00 Wave 3 Jandars Oath Sentinels of Jandar

Shaolin Monks
Common Squad

deep crevice because he isnt leaping down all that way, hes leaping over it. As long as they have enough levels, Shaolin Monks can leap over terrain features and figures, and they do not have to stop when leaping over glyphs. For the purpose of determining whether they can be leaped over, figures do not add height to the terrain they sit on, but terrain features do. This means that Shaolin Monks cannot Stealth Leap over any space the 15 level Evergreen tree occupies, but they can leap over Braxas (height 13). The movement value of Stealth Leap is not affected by any enhancements; it is a static move value of 3 that cannot increase.

Character Bio
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.

Statistics
Wave 3 Jandars Oath # 17, 18, 19/24 General World Species Class Personality Size/Height Ullar Earth Human Monks Disciplined Medium 5 1 LIFE MOVE 6 SPACES RANGE 1 SPACE ATTACK 3 DICE DEFENSE 3 DICE 80 POINTS

Synergies
Synergy Benefits Received
ACOLARH ULLARS AMULET

SHAOLIN ASSAULT
A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.

As followers of Ullar, Shaolin monks may benefit from Acolarhs Ullars Amulet movement bonus.
MASTER WIN CHIU WOO MASTERS INFLUENCE

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 Monks 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.

As Monks, Shaolin Monks may benefit from Master Win Chiu Woos Masters Influence movement, attack and defense bonus. Synergy Benefits Offered
SACRED BAND DISCIPLINED ARMY DEFENSE BONUS

Having a Disciplined personality, Shaolin Monks may aid the Sacred Band with their Disciplined Army Defense Bonus.

Rulings and Clarifications


The total up and down movement of the Stealth Leap move can be no more than 12 levels in both directions, but its in reference to the starting level. So even if a monk leaps up 11, and down 20 all in one leap (because the 20 is really just 9 spaces lower than the starting level), he wont take any falling damage. Also, a monk can leap over a 100 level
Version 1.00 Wave 3 Jandars Oath Shaolin Monks

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