Heroscape: D2 Warriors of Eberron – Veterans of the Last War Army Expansion
Heroscape: D2 Warriors of Eberron – Veterans of the Last War Army Expansion Rulebook
Table of Contents
Table of Contents
Warforged Soldiers
Classification: Warforged, Common Squad of 3, Soldiers, Loyal, Medium 5
Stats:
- Life: 1
- Move: 5 spaces
- Range: 1 space
- Attack: 3 dice
- Defense: 2 dice
- Points: 80
Tactical Switch
When a Warforged Soldier you control attacks a small or medium figure, before rolling attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue the attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take leaving engagement attacks. An opponent's figure may be moved by Tactical Switch only once per turn.
Warforged Resolve
When rolling defense dice against a normal or special attack, a Warforged Soldier always adds 1 automatic shield to whatever is rolled.
Werewolf Lord
Classification: Lycanthrope, Uncommon Hero, Darklord, Relentless, Huge 9
Stats:
- Life: 6
- Move: 6 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 140
Lycanthropy
This Werewolf Lord starts the game with 3 green Lycanthropy markers on its Army Card. If an opponents Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy marker on that figure's Army Card. For the rest of the game, that figure's Species is Hybrid, its Class is Hunter, and its Personality is Tormented. Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, or destructible objects.
Moon Frenzy
After revealing an order marker on this Werewolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero. If you take a turn with an opponent's Hybrid Hero, you control that hero for the rest of its turn. As the end of its turn, control of it returns to the previous owner. All order markers will stay on the Army Card.
Mind Flayer Mastermind
Classification: Mind Flayer, Uncommon Hero, Psychic, Terrifying, Medium 5
Stats:
- Life: 4
- Move: 5 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 100
Psionic Blast Special Attack
Range 3. Attack 3.
This Mind Flayer Mastermind doesn't need clear line of sight to attack with Psionic Blast Special Attack. If a figure receives one or more wounds from a Psionic Blast Special Attack, remove 1 unrevealed order marker from that figure's Army Card.
Enslave 17
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero within 1 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and take a turn with it. At the end of that turn, control of the chosen Hero returns to its previous owner. All order makers will stay on the card. Enslave does not affect Mind Flayers.