Heroscape Expansion Set D2: Warriors of Eberron
Heroscape Expansion Set D2: Warriors of Eberron Rulebook
Table of Contents
Figures Transcribed
The 14 figures below carry the "D&D D2 Wave #12 Warriors of Eberron" header on the supplied pages. Each is listed under its colour faction, as printed on the card. Stats are given as printed: Life, Move, Range, Attack (dice), Defense (dice) and Points. The grey name tags printed on some cards are listed as they appear.
Jandar
White Wyrmling
Classification: Dragon, Common Hero, Wyrmling, Ferocious, Small 3
Stats:
- Life: 1
- Move: 6 spaces
- Range: 1 space
- Attack: 3 dice
- Defense: 4 dice
- Points: 30
Name tags on card: Red Wyrmling, White Wyrmling, Blue Wyrmling, Black Wyrmling
Fledgling Ice Shards Special Attack
Range 5. Attack 2.
When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn.
Wyrmling Bonding
After revealing an order marker on a White Wyrmling Army Card, before taking that White Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Flying
When counting spaces for a White Wyrmling's movement, ignore elevations. A White Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a White Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Utgar
Goblin Cutters
Classification: Goblins, Common Squad, Cutters, Skittish, Small 3
Stats:
- Life: 1
- Move: 6 spaces
- Range: 1 space
- Attack: 2 dice
- Defense: 1 die
- Points: 50
Mob Attack
When attacking with a Goblin Cutter you control, if the defending figure is engaged with at least 2 other Goblin Cutters you control, it subtracts 2 from its defense dice.
Scurry
When a Goblin Cutter you control is destroyed by a normal attack from an opponent's figure, you may move any 2 Goblin Cutters you control up to 4 spaces each, and all Goblin Cutters you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin Cutters will never take any leaving engagement attacks while using Scurry.
Scale
When moving up or down levels of terrain, Goblin Cutters may add 2 to their height.
Kurrok the Elementalist
Classification: Hobgoblin, Unique Hero, Sorcerer, Devout, Medium 5
Stats:
- Life: 5
- Move: 5 spaces
- Range: 1 space
- Attack: 3 dice
- Defense: 3 dice
- Points: 120
Name tags on card: Air Elemental, Earth Elemental, Fire Elemental, Water Elemental
Summon Elemental
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may, if possible, place one of your previously destroyed small or medium Elementals on an empty space within 3 clear sight spaces of Kurrok the Elementalist.
Master of the Elements
After revealing an order marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist.
Ogre Warhulk
Classification: Ogre, Uncommon Hero, Warhulk, Wild, Large 7
Stats:
- Life: 8
- Move: 5 spaces
- Range: 1 space
- Attack: 5 dice
- Defense: 3 dice
- Points: 150
Flail Hurricane
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1–10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack each figure adjacent to it, if possible. Roll each attack separately.
Mine!
When you roll the 20-sided die for a Treasure Glyph trap with this Ogre Warhulk, you must subtract 4 from your die roll.
Shurrak
Classification: Giant, Unique Hero, Warrior, Militaristic, Huge 8
Stats:
- Life: 6
- Move: 6 spaces
- Range: 1 space
- Attack: 5 dice
- Defense: 4 dice
- Points: 160
Sweeping Sword Special Attack
Range 1. Attack 5.
Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Knockback 14
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback the figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attacks. A non-flying figure moved lower by Knockback can receive any falling damage that may apply.
Lava Resistant
Shurrak never rolls for molten lava damage or lava field damage, and he does not have to stop on molten lava spaces.
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
Name tags on card: Air Elemental, Earth Elemental, Fire Elemental, Greater Ice Elemental, Iron Golem, Water Elemental, Werewolf Lord, Blastatrons, Deathreavers, Deathstalkers, Deathwalker 7, 8, & 9000, Gladiatrons, Major Q10, Major Q9; and Major X17, Omnicron Repulsors, Omnicron Snipers, Warden 816, Zetacron, Zettian Guards, Fortress Door, Breakable Wall
Lycanthropy
This Werewolf Lord starts the game with 3 green Lycanthropy markers on its Army Card. If an opponent's 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 duration of the game, that figure loses its Species, Class, and Personality. Instead, it has the following characteristics:
- Species: Hybrid
- Class: Hunter
- Personality: Tormented
Lycanthropy never affects Constructs, Lycanthropes, Soulborgs, and 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 in play. If you take a turn with an opponent's Hybrid Hero, you control that hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card.
Einar
Red Wyrmling
Classification: Dragon, Common Hero, Wyrmling, Disciplined, Small 3
Stats:
- Life: 1
- Move: 5 spaces
- Range: 1 space
- Attack: 3 dice
- Defense: 3 dice
- Points: 30
Name tags on card: Red Wyrmling, White Wyrmling, Blue Wyrmling, Black Wyrmling
Fledgling Fires Special Attack
Range 5. Attack 3.
Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack.
Wyrmling Bonding
After revealing an order marker on a Red Wyrmling Army Card, before taking that Red Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Flying
When counting spaces for a Red Wyrmling's movement, ignore elevations. A Red Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Red Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Vydar
Black Wyrmling
Classification: Dragon, Common Hero, Wyrmling, Wild, Small 3
Stats:
- Life: 1
- Move: 6 spaces
- Range: 1 space
- Attack: 3 dice
- Defense: 3 dice
- Points: 30
Name tags on card: Red Wyrmling, White Wyrmling, Blue Wyrmling, Black Wyrmling
Fledgling Acid Breath
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll 1–10, nothing happens. If you roll an 11–15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.
Wyrmling Bonding
After revealing an order marker on a Black Wyrmling Army Card, before taking that Black Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Flying
When counting spaces for a Black Wyrmling's movement, ignore elevations. A Black Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Black Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Heirloom
Classification: Warforged, Unique Hero, Wizard, Tricky, Medium 5
Stats:
- Life: 4
- Move: 5 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 2 dice
- Points: 90
Force Orb Special Attack
Range 5. Attack 3.
Choose an opponent's figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Mage Hand
After moving and before attacking with Heirloom, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto any empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs cannot be re-vealed, and power-side-up Treasure Glyphs must be placed power-side up when moved by Mage Hand.
Warforged Resolve
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.
Iron Golem
Classification: Golem, Uncommon Hero, Construct, Mindless, Large 7
Stats:
- Life: 3
- Move: 5 spaces
- Range: 1 space
- Attack: 6 dice
- Defense: 6 dice
- Points: 100
Iron Tough
When rolling defense dice against a special attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.
Lava Resistant
This Iron Golem never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
Mika Connour
Classification: Human, Unique Hero, Shadow Assassin, Tricky, Medium 5
Stats:
- Life: 5
- Move: 6 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 110
Shadow Ambush
If Mika Connour starts her turn unengaged and on a shadow space, add 3 dice to her attack this turn.
Shadow Dance
If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.
Blend into Shadow
Mika Connour starts each game with up to 2 shadow tiles on her Army Card. If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.
Warforged Soldiers
Classification: Warforged, Common Squad, 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 an opponent's small or medium figure, before rolling the attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue that attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any 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.
Aquilla
Blue Wyrmling
Classification: Dragon, Common Hero, Wyrmling, Precise, Small 3
Stats:
- Life: 1
- Move: 5 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 3 dice
- Points: 35
Name tags on card: Red Wyrmling, White Wyrmling, Blue Wyrmling, Black Wyrmling
Fledgling Lightning Breath Special Attack
Range 4 + Special. Attack 2.
Choose a figure to attack. You may also choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects.
Wyrmling Bonding
After revealing an order marker on a Blue Wyrmling Army Card, before taking that Blue Wyrmling's turn, you may take a turn with one other Wyrmling you control.
Flying
When counting spaces for a Blue Wyrmling's movement, ignore elevations. A Blue Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Blue Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.
Rhogar Dragonspine
Classification: Dragonborn, Unique Hero, Paladin, Ferocious, Medium 5
Stats:
- Life: 6
- Move: 5 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 110
Name tags on card: Any figure you control
Dragon Breath Special Attack
Range Special. Attack 3.
Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Lay on Hands
After moving and before attacking with Rhogar Dragonspine, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.