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Empyreal
June 30th, 2006, 01:53 PM
This is my first custom card. I have a figure for it, but I can't find the digital camera. http://i34.photobucket.com/albums/d133/saurkraut/UgtarShadowmech.gif Any tips/suggestions?

LilNewbie
June 30th, 2006, 02:05 PM
I like the abilities but the Short Circuit could be very powerful. How about adding a D20 roll for other figures in the same body of water? On a 15 or higher they receive a wound or something like that. The phasing ability is cool and has to be planned but nice twist.

Post the picture of the miniature soon!


Nice job on the first go!

Newb.

allskulls
June 30th, 2006, 02:15 PM
I like the abilities but the Short Circuit could be very powerful. How about adding a D20 roll for other figures in the same body of water? On a 15 or higher they receive a wound or something like that. The phasing ability is cool and has to be planned but nice twist.I agree and to balance it a bit you can roll for Shadowmech as well.

Empyreal
June 30th, 2006, 02:17 PM
Thanks! The reason short circuit shocks everyone in the water is because people normally avoid it, since it slows them down. Or am I wrong? By the way, this is a double-space figure. I heard that some double-spaces move sideways, which would apply. Is it put on the card as a special power or something?

LilNewbie
June 30th, 2006, 02:20 PM
The double-space is not an ability or power put on the card. They follow certain rules but it's the figure and base that determine whether a unit is single or double spaced.

Newb.

Empyreal
June 30th, 2006, 02:24 PM
I understand that. But I heard that some double-spaces move differently from normal double-spaces. Instead of picking one space and moving from there, they both move at one time. Thus sideways. Or is that not true?

bad_calvin
June 30th, 2006, 02:26 PM
when you move a double space figure, the front of the base "follows" the back of the base, or visa versa. Not sideways movement.

LilNewbie
June 30th, 2006, 02:27 PM
All double spaced figures move the same. Choose a leading edge and the trailing edge must follow into the space that the leading edge just left. It does make some of the figures move sideways depending on the sculpt.

Newb.

Empyreal
June 30th, 2006, 02:27 PM
Thanks. It was just a rumor then.

LilNewbie
June 30th, 2006, 02:28 PM
Thanks. It was just a rumor then.

Could have been someone's house rules too.

Newb.

Empyreal
June 30th, 2006, 02:33 PM
So, everyone thinks Short Circuit is too powerful? I'll change it, but the reasons it's that powerful is because not only does it damage Shadowmech, but people avoid water. Right? Do people avoid water? I haven't battled many people.

LilNewbie
June 30th, 2006, 02:43 PM
It's not that people avoid water but what if a person builds a map with a large body of water. Figures may have no choice but to enter the water to move across. Any figure in the water is going to autodamaged if Shadowmech enters the water. You could make it that the Shadowmech rolls the D20 also instead of taking a wound automatically.

Newb.

Empyreal
June 30th, 2006, 02:44 PM
How about 11-20 and Shadowmech and everyone in the body of water gets shocked. Or should it be 16-20?

bad_calvin
June 30th, 2006, 02:46 PM
16-20 is my vote

LilNewbie
June 30th, 2006, 02:47 PM
Is it going to be one roll and all get shocked or each figure gets a roll?

I would recommend each figure rolls. You could make Shadowmech get shocked on 16-20 and everyone else on 11-20 (50/50 chance). The ability is situational but could be very powerful depending on the map.


Newb.

Empyreal
June 30th, 2006, 02:50 PM
Well, my thought was in real life everyone gets shocked in water with a short circuit, but hey, this works too.

Empyreal
June 30th, 2006, 03:19 PM
Here is Shadowmech 2.0. http://i34.photobucket.com/albums/d133/saurkraut/UgtarShadowmech2.gif

bad_calvin
June 30th, 2006, 03:22 PM
At the end of the round roll the d20 for every figure sharing the same body of water as Shadowmech (including Shadowmech). If the result is 16 or higher then the figure receives a wound.

reapersaurus
June 30th, 2006, 03:26 PM
You don't want it to be "same body of water"

HS is about SIMPLICITY.
If you simply gave it a range, say within 4 spaces, that would make it strong, and actually be better realistically, since there is a distance at which the voltage dissipates and wouldn;t affect people across the map.

If you made it 4 spaces, he would probably be worth around 80 points at most. He's not powerful enough to command 150 point cost.

Empyreal
June 30th, 2006, 03:28 PM
I wasn't sure what to do with points. I think I'll keep it as body of water, and demand 100 points. And I'm going to keep lilnewbies idea that I already put in 2.0.

Edit: I'm making it 150. He's about as good as mimring, and mimring is 150.

allskulls
June 30th, 2006, 03:31 PM
I think reaper has it right on this one, but maybe he should be 100 points. He still is a great melee fighter (4/5) with phasing.

The same body of water thing will make him more valuable on some maps and highly overcosted on others. Range of 4 keeps him balanced with any map.

Empyreal
June 30th, 2006, 08:26 PM
Well, I started thinking about buildings in heroscape. Here is what came of it. Is it too underpowered/underpriced? I thought needing to have an adjacent figure and slow movement made up for it. http://i34.photobucket.com/albums/d133/saurkraut/vydarblankrocketlauncher.jpg