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Heroscape Expansion Set D1: Champions of the Forgotten Realms

Expansion for Heroscape Master Set: Battle for the UnderdarkExpansion for Heroscape Master Set: Rise of the ValkyrieExpansion for Heroscape Master Set: Swarm of the Marro

Heroscape Expansion Set D1: Champions of the Forgotten Realms Rulebook

Table of Contents

Table of Contents

  • Champions of the Forgotten Realms Treasure Glyphs
    • Permanent Treasure Glyphs
    • Temporary Treasure Glyphs
  • Champions of the Forgotten Realms Figures
    • Air Elemental
    • Mogrimm Forgehammer
    • Water Elemental
    • Wyvern
    • Figures with rulings but no card text in the source
  • Champions of the Forgotten Realms FAQ and Errata
    • Air Elemental
    • Brandis Skyhunter
    • Fen Hydra
    • Fire Elemental
    • Greater Ice Elemental

Champions of the Forgotten Realms Treasure Glyphs

Treasure glyph rules are printed on the Champions of the Forgotten Realms glyph sheet. Each glyph is included in one of the set's booster packs, shown in parentheses below.

Temporary glyph rule, as printed on the glyph sheet: The power of each temporary glyph takes effect only once. When one of your figures moves onto any of these glyphs, follow its rules, then remove it from the game.

Permanent Treasure Glyphs

Holy Symbol of Pelor (Attack +2 VS. Undead): Included in the "Heroes of Faerun" set. This figure adds 2 additional attack dice when attacking an Undead figure with a normal attack.

Temporary Treasure Glyphs

Elixir of Speed (Move +4): Included in the "Fury of the Primordials" set. This figure may drink this elixir before moving. This figure adds 4 to its Move value this turn.

Ring of Protection (Defense +3): Included in the "Warriors of the Ghostlight Fen" set. This figure may use this ring after an opponent has rolled attack dice for a normal or special attack against it, and before rolling defense dice. When rolling defense dice against that attack, this figure adds 3 additional dice.

Placement note: the FAQ lists the Ring of Protection and the Whetstone of Venom in its right-hand column without a sub-heading. Both are marked TEMPORARY GLYPH on the glyph sheet, so they are listed here under Temporary Treasure Glyphs.

Whetstone of Venom (Poison): Included in the "Glaun Bog Raiders" set. This figure may use this whetstone before rolling attack dice for a normal attack against an adjacent figure. If that attack inflicts at least 1 wound, you may add 2 additional wound markers to the defending figure's Army Card.

Champions of the Forgotten Realms Figures

Stats are printed in the order Life, Move, Range, Attack, Defense, then the point cost. The tags on each card are its faction, type and size. The card header on the source sheet reads "D&D D1 Wave #11" for the Air Elemental and Mogrimm Forgehammer, and "D&D Wave #1" for the Water Elemental and Wyvern; all four are headed "Champions of the Forgotten Realms".

Air Elemental

Faction: Jandar. Tags: Elemental, Common Hero, Construct, Relentless, Medium 4. Life 1. Move 5 spaces. Range 1 space. Attack 3 dice. Defense 3 dice. 30 points.

A grey callout printed beside the Air Mastery power on the card reads "Any Flying or Stealth Flying figure."

Swirling Vortex: When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of an Air Elemental you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex.

Air Mastery: Figures that have the Flying or Stealth Flying special power subtract 1 from their defense dice when attacked by an Air Elemental.

Stealth Flying: When counting spaces for an Air Elemental's movement, ignore elevations. An Air Elemental may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If an Air Elemental is engaged when it starts to fly, it will not take any leaving engagement attacks.

Mogrimm Forgehammer

Faction: Aquilla. Tags: Dwarf, Unique Hero, Warlord, Inspiring, Medium 4. Life 6. Move 5 spaces. Range 1 space. Attack 4 dice. Defense 2 dice. 120 points.

Combat Leader: If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.

Commander's Strike: After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.

Tough: When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.

Water Elemental

Faction: Aquilla. Tags: Elemental, Common Hero, Construct, Resolute, Medium 4. Life 1. Move 4 spaces. Range 5 spaces. Attack 3 dice. Defense 4 dice. 30 points.

Water Mastery: While a Water Elemental is on a water space, add 1 to its Attack and Defense.

Water Tunnel: If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.

Wyvern

Faction: Aquilla. Tags: Wyvern, Uncommon Hero, Predator, Ferocious, Large 7. Life 4. Move 7 spaces. Range 1 space. Attack 4 dice. Defense 4 dice. 100 points.

Talon Grab: While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.

Venomous Sting: When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect destructible objects.

Flying: When counting spaces for a Wyvern's movement, ignore elevations. A Wyvern may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Wyvern is engaged when it starts to fly, it will take any leaving engagement attacks.

Figures with rulings but no card text in the source

The source has FAQ rulings for the figures below but no card. Their card stats and powers are not transcribed. The rulings are listed under each figure in the FAQ section.

  • Brandis Skyhunter
  • Fire Elemental
  • Greater Ice Elemental
  • Fen Hydra

Champions of the Forgotten Realms FAQ and Errata

Entries are transcribed from Hasbro's Heroscape FAQ v11.3 (2010). Entries that concern only other sets are omitted.

Air Elemental

Q: Can Flying figures fly over an Air Elemental and ignore Swirling Vortex?

A: Yes. They are flying over the spaces, and are therefore immune from the affects until they step onto a space.

Brandis Skyhunter

Q: If I'm taking temporary control of Brandis and use Archer's Glory, do I get to take the additional turn as well?

A: The player in control of Brandis when Archer's Glory is triggered takes that additional turn.

Fen Hydra

Q: If a Fen Hydra attacks and takes wounds during that attack, will those wounds impact any further attacks this turn?

A: Yes. The Fen Hydra would immediately lose any extra "Hydra Heads" attacks because of any wounds received.

Fire Elemental

Errata: The Target Point for a Fire Elemental should be just below the top flame on its head, where the indentations for its eyes are.

Q: If a Fire Elemental is on a water space but has other bonuses (glyphs, height, etc) can it roll defense for those bonuses?

A: No. When on a water space, a Fire Elemental cannot roll any Defense Dice.

Greater Ice Elemental

Q: Does the Greater Ice Elemental have to stop on water spaces?

A: No. He turns the water to ice as soon as he steps on it.

Q: Does the Greater Ice Elemental take falling damage when falling into water?

A: Yes. He turns the water to ice as soon as he lands on it.