Heroscape: D1 Champions of the Forgotten Realms – Fury of the Primordials Army Expansion
Heroscape: D1 Champions of the Forgotten Realms – Fury of the Primordials Army Expansion Rulebook
Table of Contents
Table of Contents
Fury of the Primordials 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.
Air Elemental
Faction: Jandar
Keywords: Elemental, Common Hero, Construct, Relentless, Medium 4
Stats:
- Life: 1
- Move: 5 spaces
- Range: 1 space
- Attack: 3 dice
- Defense: 3 dice
- Points: 30
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.
As printed as a grey callout beside Air Mastery on the card: "Any Flying or Stealth Flying figure."
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.
Water Elemental
Faction: Aquilla
Keywords: Elemental, Common Hero, Construct, Resolute, Medium 4
Stats:
- Life: 1
- Move: 4 spaces
- Range: 5 spaces
- Attack: 3 dice
- Defense: 4 dice
- Points: 30
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.
Fire Elemental
Faction: Utgar
Keywords: Elemental, Common Hero, Construct, Mindless, Medium 4
Stats:
- Life: 1
- Move: 5 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 35
Lava Resistant
A Fire Elemental never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.
Searing Intensity
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.
Negative Element
A Fire Elemental can never roll defense dice while it is on a water space.
Printed errata sticker on the card, "ERRATA: Target Point": The Target Point for a Fire Elemental should be just below the top flame on its head, where the indentations for its eyes are.
Earth Elemental
Faction: Einar
Keywords: Elemental, Common Hero, Construct, Fearless, Medium 5
Stats:
- Life: 1
- Move: 4 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 35
Earth Slam Special Attack
Range 1. Attack 3. Any non-flying figure adjacent to this Earth Elemental is affected by Earth Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately.
Underground Movement
Instead of moving normally with an Earth Elemental, you may immediately place it on any empty non-water space that is within 4 spaces of that Earth Elemental and is no higher than 1 level above that Earth Elemental's height or 3 levels below that Earth Elemental's base. If an Earth Elemental is engaged when it starts its Underground Movement, it will take any leaving engagement attacks.
Wyvern
Faction: Aquilla
Keywords: Wyvern, Uncommon Hero, Predator, Ferocious, Large 7
Stats:
- Life: 4
- Move: 7 spaces
- Range: 1 space
- Attack: 4 dice
- Defense: 4 dice
- Points: 100
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.
Card-list sheet note, from the "Unique, Uncommon & Common" box printed on the same page as this card (not on the card itself): "Uncommon: Each Army may have any number of an Uncommon Army Card with the same name, but you MUST keep these figures separate (Army Cards, Figures & Order Markers). Uncommon figures are considered to be UNIQUE figures in every way."
Fury of the Primordials Treasure Glyph
Treasure glyph rules are printed on the Champions of the Forgotten Realms glyph sheet, and the Elixir of Speed card is marked TEMPORARY GLYPH.
Temporary glyph rule, as printed on the glyph sheet (carried over from the sibling rulebook): 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.
Elixir of Speed
Glyph type: Temporary, Move +4
This figure may drink this elixir before moving. This figure adds 4 to its Move value this turn.
Fury of the Primordials FAQ and Errata
Entries are transcribed from Hasbro's Heroscape FAQ v11.3 (2010), as carried in the sibling rulebook. Only entries for figures in this booster are included.
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.
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.