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View Full Version : K/H_A's customs (1 card and new abilities)


K/H_Addict
July 10th, 2006, 04:18 PM
here are all of my customs i have done. i need to get cards made for them all, but do not have the skill or patience to make them. Currently, i have everything written down on Index Cards. blah.

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http://i45.photobucket.com/albums/f60/Doc_Savage/DVFKaznakv1.jpg
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Valot Frehr: Medium (5), ferocious, unique human assasin hero; fights for Einar

Life: 6
Move: 7
Range: 1
Attack: 5
Defense:3
Points: 150

Assassinate: After moving and before attacking, choose a figured adjacent to Valot Frehr and roll the 20-sided die. Ir you roll a 1-9, inflict 2 wounds to the chosen figure. If you roll a 10-19, inflict 1 wound to the chosen figure. If you roll a 20, the chosen figure is detroyed.

Revengeful Spirit: When this figure is destroyed in battle, place Valot Frehr on the card of the figure that destroyed him. If a squad member, it is destroyed immediately. At the end of every round, roll the 20-sided die. If you roll an 18 or higher, inflict one wound to the affected figure.

Image Link http://gamingetc.safeshopper.com/1556/15637.htm?128
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Lucifer the Kyrie Warlord. Large (7) relentless, unique Kyrie Warlord hero; fights for Utgar.

Life: 7
Move: 7
Range: 1
Attack: 5
Defense: 4
Points: 180

Race Supremacy: You may add one to the result of a 20-sided die roll for any friendly Kyrie army card.

Warlord Superiority: Before moving Lucifer, you may first take a turn with any othe friendly Kyrie army card.

Flying
Image link:http://gamingetc.safeshopper.com/1557/15665.htm?128
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Starsdawn Archers: medium (5) loyal unique elf archer squad of 4; fights for ullar

Life: 1
Move: 5
Range: 8
Attack: 3
Defense: 3
Points: 100

Elf Warrior Bonding: Before taking a turn with the Starsdawn Archers, you may first take a turn with any friendly Elf Warrior.

Melee Attack 1: When attacking an engaged figure, you may add 1 the the Starsdawn Archer's attack.

Image Link: (left blank on purpose)
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Gabriel Starsdawn: Medium (5), disciplined unique elf warrior hero; fights for ullar


Life: 5
Move: 5
Range: 1
Attack: 4
Defense: 5
Points: 100

Rapid Speed: Before moving, roll the 20-sided die. if you roll a 13 or higher, you may move Gabriel Starsdawn 10 spaces instead of 5. This ability may only be used successfully 1 time per round.
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General Vale: medium (5), disciplined unique elf general hero; fights for ullar

Life: 6
Move: 5
Range: 1
Attack: 5
Defense: 4
Points: 100

Race Supremacy: You may add 1 to the result of any die roll for any friendly elf army card.
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High Elf Spearman: Medium (6) disciplined unique elf spearman squad of 3; fights for ullar.

Life: 1
Move: 4
Range: 1
Attack: 3
Defense: 3
Points: 110

Melee defense 3: If the high elf Spearmen are being attacked by an engaged figure, you may add 3 to their defense.

Rapid speed: Before moving, roll the 20-sided die. if you roll a 13 or higher, you may move the High Elf Archers 8 spaces instead of 4. This may only be used successfully once per round.
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Rivvenguard Archers: medium (6), precise, common elf archers squad of 2; fights for ullar

Life: 1
Move: 6
Range: 8
Attack: 2
Defense: 3
Points: 80

Double Attack

image link:http://gamingetc.safeshopper.com/1554/15578.htm?128
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Lothlorien Archers: Medium (6), precise, unique elf archers squad of 3; fights for ullar

Life: 1
Move: 5
Range: 8
Attack: 1
Defense: 4
Points: 80

Sighting: When a Lothlorien Archer has is attaicking with height advantage, you may roll 1 additional attack die.

Image link:
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Blackwing: Medium (4), ferocious, unique gargoyle soldier hero; fight for utgar

Life: 4
Move: 7
Range: 1
Attack: 3
Defense: 4
Points: 110

Vampiric Taste: Choose a figure adjacent to Blackwing. Roll the 20-sided die. If you roll a 1, inflict 2 wounds to blackwing. If you roll a 2-5, remove 1 wound from blackwing, and inflict 1 wound to the chosen figure. if you yoll a 6-17, remove up to 2 wounds from blackwing, and add the same amount to the chosen figure. If you roll an 18 or higher, remove all wound markers from blackwing, and add teh same amount to the chosen figure.

Flying

Image link: http://gamingetc.safeshopper.com/1554/15578.htm?128
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Steam Knight: Medium (5) Tricky, Unique Soulborg Knight hero, fights for Utgar

2 life
5 move
7 range
3 attack
7 defense
180 points

Soulborg Enhancement: All engaged friendly soulborgs adjacent to Steam Knight gain an additional attack die.

Soulborg Smash 4: When attacking an adjacent figure, Steam Knight gains 4 additional attack dice.

Junk Heap: When Steam Knight is destroyed, he remains on the field. Steamknight cannot be moved for teh rest of the game except for by special rules or abilities. Steam Knight also blocks LOS for any figure whose height value is less than Steam Knights.

Aranas
August 3rd, 2006, 12:16 PM
Good job K/H! I'm surprised no one made any comments on your Customs. I like the "Race supremacy" special. I particularly like the "Junk Heap" :)
There is a problem with your Vampiric Taste:
Vampiric Taste: Choose a figure adjacent to Blackwing. Roll the 20-sided die. If you roll a 1, inflict 2 wounds to blackwing. If you roll a 2-5, remove 1 wound from blackwing, and inflict 1 wound to the chosen figure. if you yoll a 6-17, remove up to 2 wounds from blackwing, and add the same amount to the chosen figure. If you roll an 18 or higher, remove all wound markers from blackwing, and add teh same amount to the chosen figure.
If Blackwing is not wounded, he would yeld no damage?! Even with a roll of 18-20?

hextr1p
August 3rd, 2006, 12:22 PM
Okay... I have to ask...

What fig did you use for your Kaznak custom there at the top?

K/H_Addict
August 6th, 2006, 11:18 AM
Okay... I have to ask...

What fig did you use for your Kaznak custom there at the top?

Kaznak from MK Omens. He's a super rare figure, so good luck finding it.


If Blackwing is not wounded, he would yeld no damage?! Even with a roll of 18-20?

I guess i should add that he can only use that ability if he is wounded?

Aranas
August 6th, 2006, 07:53 PM
If Blackwing is not wounded, he would yeld no damage?! Even with a roll of 18-20?

I guess i should add that he can only use that ability if he is wounded?
No. I would simply reverse the situation. It is Vampiric taste, so it would first deal its damage and then, if wounded, heal himself with the blood taken on its victim :twisted: If he sucked enough blood to cause two wounds, he may heal himself (remove two wounds).

K/H_Addict
August 6th, 2006, 08:42 PM
ahh. i see what you're saying. Basically all i did was modify Kelda's ability, and that is what it gave me. If i were to do it your way i think that he would have to skip attacking or...damn i hate my attention span. I was going to say something but my mom said something and distracted me so i forgot what was going on.

K/H_Addict
August 17th, 2006, 03:44 PM
Grandmaster Satoshi: Medium (5), Disciplined, Unique Hero, Human Grandmaster, fights for Einar.

5 Life
6 move
1 Range
3 Attack
5 Defense
160 points

Before each attack Satoshi makes, roll the d20. On on a roll of 1-5, nothing happens. on a roll of 6-10, add 1 to the attack value for this attack. on a roll of 11-15, add 2 to the attack value for this attack. On a roll of 16-20, and 3 to the attack value for this attack.

Fury
Satoshi may attack one additional time for each wound marker on his card.