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  #1  
Old July 18th, 2010, 10:57 AM
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The Book of Heirloom

The Book of Heirloom
Warriors of Eberron - Collection 12 (D2) - "Heroes of Khorvaire"

Spoiler Alert!
If you cannot see the Army Card graphic, check the Heroscapers Gallery for stats and special powers.

Character Bio:
We designed Heirloom as a support Hero that packs a punch. We have many support figures that help allies but don’t really contribute much to the battle unless they have to. Heirloom can get right down in the thick of things, pull Treasure Glyphs away from opponents, and throw Force Orbs at masses of enemies. All while holding his own thanks to his Warforged Resolve ability.

_________________________________________________________________
-Rulings and Clarifications-
TBA
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
AGENT SKAHEN : Cover Fire
As a unit with a Tricky personality that follows Vydar, Heirloom may benefit from Agent Skahen's COVER FIRE Movement Bonus.
Synergy Benefits Offered
OTONASHI : Tricky Movement 4
As a unit with a Tricky personality, Heirloom may aid Otonashi with her TRICKY MOVEMENT 4 Movement enhancement
.
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________

-Strategy, Tactics and Tips-
  • - TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Heirloom Pre-Release Discussion Thread

Heirloom - What's your army idea?

Power Rankings

Jexik: Heirloom- One of my favorites from D2. Pretty good even when T-glyphs aren't involved. B+

OEAO: B+

Cleon: Tier 7 (55/208)

dok (VC inclusive): B+

Unit Strategy Review
TBA

(Thanks for the great shot, Chris).

Last edited by superfrog; March 15th, 2019 at 09:36 PM. Reason: vc added
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  #2  
Old July 18th, 2010, 10:59 AM
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Re: The Book of Heirloom

Open call: I browsed the Discussion threads before posting the Books, but if I missed any major clarifications, please let me know and I will add them in. And, as always, feel free to point out anything else I might have missed. Thanks.

~Spite
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  #3  
Old July 18th, 2010, 12:40 PM
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Re: The Book of Heirloom

For those who missed the wording or the discussion. Heirloom's Force Orb, does not affect any of your figures.

Guess I'm getting back into Scape
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  #4  
Old July 20th, 2010, 11:43 PM
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Re: The Book of Heirloom

Heirloom cracks me up because it's almost identical to a Warforged Wizard repaint I did a few years ago. Maybe the developers saw it and liked my paint scheme.


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___________________________________
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  #5  
Old August 1st, 2010, 10:55 PM
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Re: The Book of Heirloom

This guy dissappoints me they call him a support hero, but his support ability only works with treasure glyphs.
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  #6  
Old August 3rd, 2010, 08:19 PM
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Re: The Book of Heirloom

Quote:
Originally Posted by killergoat72 View Post
This guy dissappoints me they call him a support hero, but his support ability only works with treasure glyphs.
I proxied Heirloom in three games this past Sunday. I was not disappointed in what he could do. Force Orb is a very nice ability.

“Flores died on the way up." Robert Heinlein, "Starship Troopers"
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  #7  
Old August 9th, 2010, 10:26 AM
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Re: The Book of Heirloom

I have a rules question, that maybe was answered elsewhere, but if so, it should probably be posted here as well.

It says for Warforged Resolve that he gets an automatic shield against normal and special attacks. At Gencon the if you set of the trap on a treasure glyph you had to take an attack of 3 dice, which you could defend against. So since the attack is from the trap on the glyph, which isn't really a normal attack or a special attack, would this mean that Heirloom would not get an automatic shield?
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  #8  
Old August 9th, 2010, 11:21 AM
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Re: The Book of Heirloom

The trap functions in the same way as a normal attack, so I think all powers that apply to normal attacks do work. I'm not 100% sure, though.
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  #9  
Old August 9th, 2010, 11:54 AM
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Re: The Book of Heirloom

Quote:
Originally Posted by heroscaper314 View Post
I have a rules question, that maybe was answered elsewhere, but if so, it should probably be posted here as well.

It says for Warforged Resolve that he gets an automatic shield against normal and special attacks. At Gencon the if you set of the trap on a treasure glyph you had to take an attack of 3 dice, which you could defend against. So since the attack is from the trap on the glyph, which isn't really a normal attack or a special attack, would this mean that Heirloom would not get an automatic shield?
Quote:
Originally Posted by Frylock View Post
The trap functions in the same way as a normal attack, so I think all powers that apply to normal attacks do work. I'm not 100% sure, though.
I agree that as long as the wording is an attack from a trap, then Warforged Resolve works.

Guess I'm getting back into Scape
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Old August 9th, 2010, 06:14 PM
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Re: The Book of Heirloom

Just checked out the probability tables and WF Resolve with 2 defense is better than 5 defense against attacks of 3 and 4 (the attacks that dominate the metagame). That means this guy has better survivability than Q10. I'm definitely going to be using him-great survivability against common swarms and the ability to hurt the adjacency bonuses melee loves means he's a great counterdraft to Heavies, Arrow Gruts, and Romans. New favorite hero. 5 defense is better against attacks of 5 or more (this is all in terms of wound chance, things might be different taking average damage into account since hes a hero).

Last edited by S1R_ART0R1US; August 9th, 2010 at 06:27 PM.
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  #11  
Old August 9th, 2010, 06:32 PM
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Re: The Book of Heirloom

I played this guy in the Heroes only tournament and he was a blast to use. At one point I had a line of treasure glyphs set up for my heavy hitters to pick up on their way through the middle of a map. While he may not be super competitive, he is definitely one of the more fun figures from D2.
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  #12  
Old August 9th, 2010, 07:07 PM
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Re: The Book of Heirloom

Quote:
Originally Posted by S1R_ART0R1US View Post
Just checked out the probability tables and WF Resolve with 2 defense is better than 5 defense against attacks of 3 and 4 (the attacks that dominate the metagame). That means this guy has better survivability than Q10. I'm definitely going to be using him-great survivability against common swarms and the ability to hurt the adjacency bonuses melee loves means he's a great counterdraft to Heavies, Arrow Gruts, and Romans. New favorite hero. 5 defense is better against attacks of 5 or more (this is all in terms of wound chance, things might be different taking average damage into account since hes a hero).
I did average damage tables; I posted them in the probability table thread.

Quote:
Originally Posted by dok View Post
Code:
Attack/Defense

This table shows the average amount of damage caused in an attack defended by a figure that has Tough (when the defending figure receives one automatic shield).

        1       2       3       4       5       6       7       8       9       10
0       0     0.250   0.625   1.063   1.531   2.016   2.508   3.004   3.502   4.001
1       0     0.167   0.458   0.833   1.260   1.719   2.195   2.682   3.175   3.671
2       0     0.111   0.333   0.646   1.024   1.448   1.901   2.373   2.856   3.346
3       0     0.074   0.241   0.495   0.823   1.206   1.629   2.080   2.548   3.029
4       0     0.049   0.173   0.377   0.654   0.994   1.382   1.806   2.255   2.722
5       0     0.033   0.123   0.284   0.515   0.811   1.161   1.554   1.980   2.429
6       0     0.022   0.088   0.213   0.403   0.656   0.967   1.326   1.724   2.151
7       0     0.015   0.062   0.158   0.312   0.526   0.799   1.122   1.489   1.891
8       0     0.010   0.044   0.117   0.240   0.419   0.654   0.942   1.277   1.651
9       0     0.007   0.031   0.086   0.184   0.331   0.532   0.785   1.087   1.431
10      0     0.004   0.022   0.063   0.140   0.260   0.429   0.649   0.918   1.232
2 defense plus resolve is uniformly better than a defense of 5, but worse than a defense of 6 against attacks of 4 or higher.
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