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Heroscape Expansion Set D2: Warriors of Eberron thumbnail

Heroscape Expansion Set D2: Warriors of Eberron

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 D2: Warriors of Eberron Rulebook

Table of Contents

Table of Contents

  • Figures Transcribed
  • Jandar
    • White Wyrmling
    • Fledgling Ice Shards Special Attack
    • Wyrmling Bonding
    • Flying
  • Utgar
    • Goblin Cutters
    • Mob Attack
    • Scurry
    • Scale
    • Kurrok the Elementalist
    • Summon Elemental
    • Master of the Elements
    • Ogre Warhulk
    • Flail Hurricane
    • Mine!
    • Shurrak
    • Sweeping Sword Special Attack
    • Knockback 14
  • Einar
    • Red Wyrmling
    • Fledgling Fires Special Attack
    • Wyrmling Bonding
    • Flying
  • Vydar
    • Black Wyrmling
    • Fledgling Acid Breath
    • Wyrmling Bonding
    • Flying
    • Heirloom
    • Force Orb Special Attack
    • Mage Hand
    • Warforged Resolve
    • Iron Golem
    • Iron Tough
    • Lava Resistant
    • Mika Connour
    • Shadow Ambush
  • Aquilla
    • Blue Wyrmling
    • Fledgling Lightning Breath Special Attack
    • Wyrmling Bonding
    • Flying
    • Rhogar Dragonspine
    • Dragon Breath Special Attack
    • Lay on Hands

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.

  • Lava Resistant
  • Werewolf Lord
  • Lycanthropy
  • Moon Frenzy
  • Shadow Dance
  • Blend into Shadow
  • Warforged Soldiers
  • Tactical Switch
  • Warforged Resolve