• Life - 1
  • Move - 6
  • Range - 1
  • Attack - 3
  • Defense - 3
  • Point Value - 30


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 a 1 - 10, nothing happens. If you roll an 11 - 15, the chosen figure recieves 1 wound. If you roll a 16 or higher, the chosen figure recieves 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 the Black Wyrmling's movement, ignore elevations. The Black Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Black Wyrmling starts to fly, if it is engaged it will take any leaving engagement attacks.


Class Unit Statistics
Class Name Wyrmling
Point Range 30-35
# of Units Availiable 4
Personalities Availiable Disciplined, Ferocious,
Wild, Precise
Races Availiable Dragon
Homeworlds Available Eberron
Special Powers Various Ranged Special Attacks /
Ranged Special Abilities
  • Anticipation before rounds is required to effectively utilize this class.
  • This class unit is classically a Common Hero, so one of them must remain alive in order to use their class ability to bond with another color type of the same class.
  • Due to color distinctions, there may be times where Order Marker management will fall into the opponent's favor, if you chose a color that strategically becomes disadvantageous after an opponent's turn.

The Wyrmling class denotes a type of unit represented by the first stage of growth of dragons native to the world of Eberron. This class unit typically operates beyond Common Hero filler and acts as a psuedo-squad, allowing for the versatile choice of deployment for either a group of all one color wyrmlings, or a mix of different color wyrmlings.

Wyrmling class units require a strict control over Order Marker usage and deployment per round. Their special powers include giving a free turn to one sharing their class before they take their own turn, and a ranged special attack that operates as a weaker version of the availiable ranged special attacks of Dragons.

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