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Heroscape Expansion Set: Fields of Valor

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

Heroscape Expansion Set: Fields of Valor Rulebook

Table of Contents

Table of Contents

  • Figures
    • Cyprien Esenwein
    • Iskra Esenwein
    • Marcu Esenwein
    • Rechets of Bogdan
    • Sonya Esenwein
    • Isamu
    • Warden 816
    • Kyntela Gwyn
    • Templar Cavalry
    • Ashigaru Harquebus
    • Ashigaru Yari
  • Errata
  • Clarifications

Figures

Each card is listed with its affiliation, tags, size, and the stats printed on the card. Abilities are listed under each card name, verbatim from the card.

Cyprien Esenwein

  • Affiliation: Utgar
  • Tags: Undead, Unique Hero, Lord, Terrifying
  • Size: Medium 4
  • Life: 6
  • Move: 8 spaces
  • Range: 1 space
  • Attack: 3 dice
  • Defense: 4 dice
  • Points: 150

Abilities

LIFE DRAIN Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects.

CHILLING TOUCH After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die.

  • If you roll 1-12, nothing happens.
  • If you roll 13-15, the chosen figure receives 1 wound.
  • If you roll 16-17, the chosen figure receives 2 wounds.
  • If you roll 18-19, the chosen figure receives 3 wounds.
  • If you roll a 20 or higher, the chosen figure receives 6 wounds.

Cyprien Esenwein's Chilling Touch does not affect Soulborgs or destructible objects.

STEALTH FLYING When counting spaces for Cyprien Esenwein's movement, ignore elevations. Cyprien Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cyprien Esenwein starts to fly, if he is engaged he will not take any leaving engagement attacks.

Iskra Esenwein

  • Affiliation: Utgar
  • Tags: Undead, Unique Hero, Duchess, Terrifying
  • Size: Medium 4
  • Life: 4
  • Move: 6 spaces
  • Range: 1 space
  • Attack: 3 dice
  • Defense: 3 dice
  • Points: 50

Abilities

LIFE DRAIN Each time Iskra Esenwein destroys a figure, you may remove a wound marker from this Army Card. Iskra Esenwein cannot Life Drain destructible objects.

SUMMON THE RECHETS OF BOGDAN After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them.

FLYING When counting spaces for Iskra Esenwein's movement, ignore elevations. Iskra Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iskra Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks.

Marcu Esenwein

  • Affiliation: Utgar
  • Tags: Undead, Unique Hero, Devourer, Terrifying
  • Size: Medium 4
  • Life: 6
  • Move: 7 spaces
  • Range: 1 space
  • Attack: 4 dice
  • Defense: 1 die
  • Points: 20

Abilities

LIFE DRAIN Each time Marcu Esenwein destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein cannot Life Drain destructible objects.

ETERNAL HATRED After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed order markers on his card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were on Marcu's Army Card will stay on his Army Card.

FLYING When counting spaces for Marcu Esenwein's movement, ignore elevations. Marcu Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Marcu Esenwein starts to fly, if he is engaged he will take any leaving engagement attacks.

Rechets of Bogdan

  • Affiliation: Utgar
  • Tags: Undead, Unique Squad, Devourer, Terrifying
  • Size: Medium 4
  • Life: 1
  • Move: 6 spaces
  • Range: 1 space
  • Attack: 3 dice
  • Defense: 3 dice
  • Points: 50

Abilities

ISKRA'S SUMMONING Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein.

LETHAL STING When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die, the defending figure cannot roll any defense dice and is immediately destroyed.

FLYING When counting spaces for Rechets of Bogdan's movement, ignore elevations. Rechets of Bogdan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Rechet of Bogdan starts to fly, if he is engaged he will take any leaving engagement attacks.

Sonya Esenwein

  • Affiliation: Utgar
  • Tags: Undead, Unique Hero, Lady, Terrifying
  • Size: Medium 4
  • Life: 3
  • Move: 6 spaces
  • Range: 1 space
  • Attack: 3 dice
  • Defense: 3 dice
  • Points: 45

Abilities

LIFE DRAIN Each time Sonya Esenwein destroys a figure, you may remove a wound marker from this Army Card. Sonya Esenwein cannot Life Drain destructible objects.

ETERNAL STRENGTH Anytime you roll the 20-sided die for Cyprien Esenwein's Chilling Touch, you may add 2 to your die roll.

ETERNAL HEARTBREAK If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds.

FLYING When counting spaces for Sonya Esenwein's movement, ignore elevations. Sonya Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sonya Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks.

Isamu

  • Affiliation: Utgar
  • Tags: Human, Unique Hero, Ninja, Disciplined
  • Size: Medium 4
  • Life: 1
  • Move: 6 spaces
  • Range: 1 space
  • Attack: 3 dice
  • Defense: 1 die
  • Points: 10

Abilities

VANISH 9 If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures.

PHANTOM WALK Isamu can move through all figures and is never attacked when leaving an engagement.

DISHONORABLE ATTACK When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.

Warden 816

  • Affiliation: Utgar
  • Tags: Soulborg, Unique Hero, Warden, Tricky
  • Size: Medium 4
  • Life: 2
  • Move: 5 spaces
  • Range: 7 spaces
  • Attack: 3 dice
  • Defense: 6 dice
  • Points: 90

Abilities

EVISCERAXE SPECIAL ATTACK Range 1. Attack 5. The Evisceraxe Special Attack cannot be used on small figures.

GUARD LEADERSHIP All Guards you control move one additional space.

Kyntela Gwyn

  • Affiliation: Ullar
  • Tags: Elf, Unique Hero, Wizard, Valiant
  • Size: Medium 4
  • Life: 2
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 2 dice
  • Defense: 2 dice
  • Points: 20

Abilities

STRENGTH OF OAK AURA 1 All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.

Templar Cavalry

  • Affiliation: Jandar
  • Tags: Human, Common Squad, Knights, Valiant
  • Size: Large 6
  • Life: 1
  • Move: 8 spaces
  • Range: 1 space
  • Attack: 3 dice
  • Defense: 3 dice
  • Points: 120

Abilities

GALLOPING CHARGE A Templar Cavalry Knight receives 2 additional attack dice when attacking any figure that was at least 4 clear sight spaces away from that Knight at the start of his turn.

DISMISS THE RABBLE When rolling defense dice against adjacent attacking small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense die.

RIGHTEOUS SMITE When attacking an opponent's figure who follows Utgar, Templar Cavalry Knights receive 1 additional attack die.

Ashigaru Harquebus

  • Affiliation: Einar
  • Tags: Human, Common Squad, Ashigaru, Disciplined
  • Size: Medium 5
  • Life: 1
  • Move: 5 spaces
  • Range: 6 spaces
  • Attack: 2 dice
  • Defense: 1 die
  • Points: 60

Abilities

WAIT THEN FIRE If none of the Ashigaru Harquebus move this turn, add 1 die to their attack.

Ashigaru Yari

  • Affiliation: Einar
  • Tags: Human, Common Squad, Ashigaru, Disciplined
  • Size: Medium 5
  • Life: 1
  • Move: 5 spaces
  • Range: 1 space
  • Attack: 2 dice
  • Defense: 1 die
  • Points: 40

Abilities

ENCIRCLE SPECIAL ATTACK Range 1. Attack 6. If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.

Errata

From the official Heroscape FAQ, version 13.4 (Hasbro, September 2010).

Templar Cavalry ERRATA: The symbol on the Templar Cavalry card should be Jandar, not Einar.

Clarifications

From the official Heroscape FAQ, version 13.4 (Hasbro, September 2010), Fields of Valor entries.

Cyprien Esenwein

Q: Can Cyprien use his Chilling Touch special power even if he doesn't move? A: A figure can move 0 spaces, so yes. He can stay where he is and use Chilling Touch.

Marcu Esenwein

If each player is playing with a Marcu Esenwein in their Army, and you have to use Eternal Hatred (because of your roll), who takes control of Marcu? You cannot choose an opponent that already has a Marcu Esenwein in their Army because you can only have 1 of each Unique figure in an Army. If all players have a Marcu in their Army, Eternal Hatred would be negated and would not come into play. Remember that even if one of the Marcu Esenweins were to die, that figure would still be in that player's Army.

Rechets of Bogdan

Q: Does Lethal Sting allow a Ninja/Isamu to use Vanish or Disappear? A: No. When the Rechet rolls a skull on every die, the "attack phase" is over, and the figure is IMMEDIATELY destroyed. Much like other D20 destroy powers, things like Disappearing Ninja, and Stealth Armor 15 do not help against it. It's an instant removal from the board.

Templar Cavalry

Q: Can you use Galloping Charge and Righteous Smite in the same attack? A: Yes. You could even roll 7 attack dice if you managed to gain height advantage over that poor defenseless Utgar figure.