View Full Version : The official special ability idea thread
Gambit
July 13th, 2006, 03:11 PM
even though i dont post here much im a big fan of customs, ive seen alot of cool abilitys for these customs, however there are still alot of cool abitiys out there just waiting to be posted, how ever some people dont know how to create cards, or they just dont want to, others cant find a fitting uint for the ability. in this thread you post your awsome power/abitiy/special/whatever idea here so somone(who may not be very good at coming up with their own ideas) can use it to create an awsome card, or just to show off, whatever it dosnt matter.
in short, post your ideas for abiliys here
(note to adimins: please change the title to somthing more fitting, i coulnt think of anything better but im sure there is...)
bunjee
July 13th, 2006, 05:28 PM
I like this idea, Gambit. I keep hoping to get time together to do some of my customs that I want, but if I have a thought and no one to attach it to, I'll try to remember to come here.
Gambit
July 13th, 2006, 05:34 PM
whew that a relief! ever since certian admids got after me for starting that duct tape thread i always have been kinda paranoid with starting threads. any way im kinda suprised no one eles has already come up with this idea
skyknight
July 13th, 2006, 06:33 PM
Hers the problem Gambit, while I appreciate you guys using my ideas, generally if I com up with a whopper of one, I stick it on the backshelf and use it later. I know that kinda sounds stingy, but I do like to protect my ideas until I can be the first to release them. From there on out you are more than welcome to them. I guess it would kinda be like asking rockstars to post their unreleased songs here so those who are not good at writing can also play them and use them.
Gambit
July 13th, 2006, 07:07 PM
hmmm....your analogy is slightly inaccurate, however i understad what you mean, but keep these two things in mind, 1. if you dont want to you dont have to, and 2. you can also post abilitys you've already used in customs in this thread for quick referance or other junk like that.....whatever you know what i mean
skyknight
July 13th, 2006, 07:44 PM
that would be fine I suppose. But why not spend some time in Custom's instead of making us create the fig, and then post specials over here as well. Seems like a lot of work, I would think our aspiring custom makers could do some searching as well. :)
Gambit
July 13th, 2006, 07:48 PM
for the last time im not MAKING you do anything, i just think that this thread would be a HUGE convinice for some people, i dont really care you can use this thread to show off your favorite abitiys you made now if you have any further questions please do it via PM, thank you
ultradoug
July 13th, 2006, 08:13 PM
gambit made me do this, agenst my will I cant stop myself from posting even though I dont want to I present agenst my will:
Super MindShackle: Add 2 To all rolls with Mindshackle invlovled.
Gambit
July 13th, 2006, 08:20 PM
thats right i made him do it, i hypnotized him with loituma and forced him to post here :roll:
allskulls
July 13th, 2006, 08:31 PM
From another thread I started...
Ispiration or Command (reverse bonding)
After taking a turn with <unit>, you may then take a turn with a (specific) squad you control.
This can add some synergy to exististing squads that lack bonding.
skyknight
July 13th, 2006, 08:37 PM
for the last time im not MAKING you do anything, i just think that this thread would be a HUGE convinice for some people, i dont really care you can use this thread to show off your favorite abitiys you made now if you have any further questions please do it via PM, thank you
what is that you guys are always saying.....zzzzzzzzzzzzz
Gambit
July 13th, 2006, 08:39 PM
huh? i never should have started this thread :brickwall:
bunjee
July 13th, 2006, 08:46 PM
From another thread I started...
Ispiration or Command (reverse bonding)
After taking a turn with <unit>, you may then take a turn with a (specific) squad you control.
This can add some synergy to exististing squads that lack bonding.
While this is an interesting idea, it brings up the evil head of "Chain Bonding"
Back in the days when Craig and Rob were able to post on .net, someone had come up with a hero that would bond to a squad. Almost immediately, it was pointed out that with this ability there was a chance that you could put a marker on a hero who would bond to a squad who had bonding with another hero. If that 2nd hero had the reverse bonding ability, it would be a vicious chain.
A suggestion was made by a designer at that time:
When you are coming up with homemade units stay away from things that will break the game, or cause a loop. It looks like you found one in "chain bonding".
Sir Dendrik
July 14th, 2006, 12:33 AM
I'm a fan of simplicity, and if you just have a simple rule cancelling ability it's actually pretty cool in the right situation:
Negating falling damage.
Not needing LOS to attack with a normal attack.
Automatic initiative with all order markers on a mediocre to bad unit (tactics in team might make this broken... unless if the unit is really really bad).
Ignoring opponent's figure's abilities when either they attack or defend.
Moving order markers during a round.
Looking at opponent's order markers.
Self-reviving but very terrible unit. (order markers on the dead unit, then you have to roll 11 or higher to revive it where it died)
Treating a unit's class and species as whatever you want.
Spell to reduce the range of a unit to 1.
Don't complicate things, seriously.
allskulls
July 14th, 2006, 02:25 PM
From another thread I started...
Ispiration or Command (reverse bonding)
After taking a turn with <unit>, you may then take a turn with a (specific) squad you control.
This can add some synergy to exististing squads that lack bonding.
While this is an interesting idea, it brings up the evil head of "Chain Bonding"
Back in the days when Craig and Rob were able to post on .net, someone had come up with a hero that would bond to a squad. Almost immediately, it was pointed out that with this ability there was a chance that you could put a marker on a hero who would bond to a squad who had bonding with another hero. If that 2nd hero had the reverse bonding ability, it would be a vicious chain.
A suggestion was made by a designer at that time:
When you are coming up with homemade units stay away from things that will break the game, or cause a loop. It looks like you found one in "chain bonding".
Ispiration or Command (reverse bonding)
After taking a turn with <unit>, you may then take a turn with a (specific) squad you control.
Not an issue at all. Just be sure to specify which squads can be inspired or commanded. Why would you assume that it would be a bonding squad? The one I made was Thor who could inspire, specifically, viking squads of which none have bonding. Actually there is only one viking squad and if you fear there being future viking squads with bonding then you could specify further by stating Tarn Vikings in the ability. Or to make it more generic just state that this ability does not work with bonding squads.
Simple.
Probability Control (straight from Heroclix)
Once per round <unit> may cause any unit withn 4 clear sight spaces to re-roll any dice roll.
-or-
Add 2 to number rolled whenever rolling the 20-sided die.
Competitive Edge
Whenever <unit> attacks or defends against another adjacent unit of the same class (can be more specific here according to custom) you may choose to use the opposing unit's attack or defense value.
For Sir Dendrick:
Simplification Spell
At the start of any round, say "SIMPLIFY!" and turn over all army cards then begin using the basic rules.
:D
bunjee
July 14th, 2006, 02:33 PM
Yep, the key is making sure people are very clear on the need to avoid loops and chains.
I like some of those options, I particularly like Simplify.
allskulls
July 14th, 2006, 02:45 PM
How about this for a chain idea...
Relay
Instead of attacking, choose an adjacent hero you control and take a turn with that hero.
Doc_Savage
July 14th, 2006, 03:11 PM
Ispiration or Command (reverse bonding)
After taking a turn with <unit>, you may then take a turn with a (specific) squad you control.
Not an issue at all. Just be sure to specify which squads can be inspired or commanded. Why would you assume that it would be a bonding squad? The one I made was Thor who could inspire, specifically, viking squads of which none have bonding. Actually there is only one viking squad and if you fear there being future viking squads with bonding then you could specify further by stating Tarn Vikings in the ability. Or to make it more generic just state that this ability does not work with bonding squads.
Simple.
That power worked great on my Bodvar the Bold, Viking King....
http://www.heroscapers.com/community/showthread.php?t=907
allskulls
July 14th, 2006, 03:18 PM
Ispiration or Command (reverse bonding)
After taking a turn with <unit>, you may then take a turn with a (specific) squad you control.
Not an issue at all. Just be sure to specify which squads can be inspired or commanded. Why would you assume that it would be a bonding squad? The one I made was Thor who could inspire, specifically, viking squads of which none have bonding. Actually there is only one viking squad and if you fear there being future viking squads with bonding then you could specify further by stating Tarn Vikings in the ability. Or to make it more generic just state that this ability does not work with bonding squads.
Simple.
That power worked great on my Bodvar the Bold, Viking King....
http://www.heroscapers.com/community/showthread.php?t=907
Cool! Nice looking fig too...where is it from?
Doc_Savage
July 14th, 2006, 03:34 PM
Allskulls said:Cool! Nice looking fig too...where is it from?
Click on the link in my sig for that info and to see Bodvar in action and all my customs...
allskulls
July 14th, 2006, 03:50 PM
Good stuff, Doc! Superb!
I've done some custom stuff and would like to get into it again but time has not permited...or inspiration. I haven't been frequenting the custom threads like I used to. I started this thread (http://www.heroscapers.com/community/showthread.php?t=423) to get inspired but kind of let it go. I desire to revive it one day...and begin putting up some actual figs.
hextr1p
July 14th, 2006, 04:09 PM
I've stepped away from customs for a bit. However, once I get my computer set back up, I hope to get back into the game with a few ideas that have been bouncing around in my head:
• Teleportation Squad: A squad of three which can be used as teleporters of sorts. Send two of the squad out, keeping one back with your troops. Then, once the two are placed strategically, you can use the teleporter you left behind as a doorway to move adjacent to one of those now out in the field. There will be a drawback to this in that your opponents can use these teleporters if they make a d20 roll of a certain number.
• Card Flip Mechanic: Master Rules stats on both sides of the card. Player has the ability to flip the card and use the stats and abilities on either side. Wound markers carry over, of course. Stats and abilities would reflect different characteristics of the character, and each side would be balanced (meaning one side is not stronger than the other).
• Transform Ability: Gives the unit the ability to transform into a more powerful unit, which would be on the reverse side of the card. The transform ability would be activated by special markers (perhaps 3). The more powerful unit would be more powerful, but only have one life. Once the uber-unit is destroyed, the player flips back to the character on the other side. (Note: I think I've seen this idea elsewhere, so I'm tweaking with it to not blatantly rip off the original creator).
• Familiar Attack: I've only thought of this one briefly, but it would be cool to give a hero a familiar (wolf, bear, eagle) with which to attack. Once the familiar is in play, the animal has stats of his/her own and is activated each time that hero is activated.
Just a few there. Nothng over game changing, but I usually like to keep my customs within the realm of Heroscape's simplicity.
I also need to refine my Zombikaze customs and their complimentary grave digger hero, and start my Project: Filler Heroes customs. :D
CupidsArt
July 14th, 2006, 04:21 PM
Okay I'll throw some of my ideas into the ring, even though they may not stand up to some of the others here, :D
Bowlnrogk (Bone-Rock)
Glyph
You may only use this effect once per round while a figure is occupying this glyph: roll a 20 sided die.
On a roll of 1, 5, 9 or 13 nothing happens.
On a roll of 2-4 remove all order markers on one Jandar unit controlled by your opponent.
On a roll of 6-8 remove all order markers on one Ullar unit controlled by your opponent.
On a roll of 10-12 remove all order markers on one Vydar unit controlled by your opponent.
On a roll of 14-16 remove all order markers on one Einar unit controlled by your opponent.
On a roll of 17-19 remove all order markers on one Utgar unit controlled by your opponent.
On a roll of 20 remove all order markers on any one unit controlled by your opponent.
Mad Ghost Walk
This figure can move to any tile on the board, you must place 2 wound markers on this card and this figure may not attack for the rest of the game to activate this ability.
Or my Twisted Mad Mad Glyphs
Instant Glyph
Mad Vortex
When a unit lands on this glyph switch seats with the opponent to your left and take control of his/her army.
Instant Glyph
Mad Skills
When a unit lands on this glyph that unit's controller must destroy all every unit in his/her army excluding this unit. The attack and defense of that unit becomes 15.
Permanent Glyph
Mad Time Crawl
When this glyph is activated the move of all units for the rest of the game becomes 1.
Permanant Glyph
Mad Time Push
When this glyph is activated the move of all units for the rest of the game becomes 10.
Instant Glyph
Mad Mad World
When this glyph is activated each player must stand up and act like a chicken. If a player chooses not to act like a chicken then that player must destroy 1 squad or 1 hero he/she controls.
Permanent Glyph
Mad Heat
When this glyph is activated all terrain excluding Water, Roads, and Snow are treated Lava Tiles for the rest of the game.
Mad Twist
When this glyph is activated you must choose 1 Hero unit you control with 1 Hero unit your opponent controls.
Bone Dust
If Nekrosna recieves 1 or more wounds from an adjacent attack the attacking figure is destroyed.
ultradoug
July 14th, 2006, 06:16 PM
Simplification Spell
At the start of any round, say "SIMPLIFY!" and turn over all army cards then begin using the basic rules.
my word you know how powerfull some units become when they are fliped? Look at the defence oh my word! sure everything reverts to 1 life, but man, there defence and sometimes attack is insian!
K/H_Addict
July 14th, 2006, 07:26 PM
i don't know how many of you have seen my custom thread, but i recently finished another. I used 2 new abilities:
Soulborg Enhancement: Any engaged friendly souldborg adjacent to Steam Knight may roll 1 additional attack die.
Junk Heap: When Steam Knight is destroyed, he remains on the hex he was destroyed on. Steam Knight may only be moved by Special rules/abilities. Steam Knight blocks LOS for all figures with a height equal to or lower than Steam Knight's.
Gambit
July 14th, 2006, 07:51 PM
good-good this thread is finaly running smootly, i dont have to constantly watch it now
jcb231
July 15th, 2006, 03:45 PM
I think someone....maybe me at some point with a little help....should index all of the official powers and a large number of the solid custom ones into categories (defense boost, attack powers, etc) and post them somewhere, all together, in a sticky thread so that custom makers can just go to the thread if they need a wording on a power and want to see if someone's already done a good one.
If someone gives me my own sticky thread to do this in I may consider starting on it.
bunjee
July 15th, 2006, 05:05 PM
This was started or is being done by someone. I think it was ReverendBayes... Hmm, no, it was someone else. *looking* I think it was Kroc.
I'll see if I can find the last version I had and get it uploaded. It was an excel file so it would be something that could be updated by someone else if they chose to.
Ideally this would be a web form and page for people to add powers to and include what cards, if any, they appear on.
I think someone....maybe me at some point with a little help....should index all of the official powers and a large number of the solid custom ones into categories (defense boost, attack powers, etc) and post them somewhere, all together, in a sticky thread so that custom makers can just go to the thread if they need a wording on a power and want to see if someone's already done a good one.
If someone gives me my own sticky thread to do this in I may consider starting on it.
Jason
July 15th, 2006, 05:34 PM
There could be a cool Phoenix Custom. I'd make it like 130 or so with good movement, flying, nice attack 5?, range 1, and low defense 2 or 3. Then it'd give it:
Resurrection 10. When Phoenix dies roll the D20. If you roll a 10 or higher the Phoenix is reborn at Full Health.
This effect would keep occurring until you rolled less than 10
hextr1p
July 15th, 2006, 07:07 PM
There could be a cool Phoenix Custom...
Did someone say Phoenix?
http://www.wizkidsgames.com/images/Phoenix_compare.jpg
;)
skyknight
July 15th, 2006, 07:39 PM
That is sweet, I would love to be able to take Jean grey out of there and just use the Phoenix.
Sir Dendrik
July 16th, 2006, 10:46 PM
In the past I made a unit called none other than 'Ralph' which was a lovable bear type thing holding a sandwich. He basically had crappy attack, half decent defense and good life, and the sandwich was a token which would recover health by some set of rules.
The thing that made him get scrapped was that I wanted him to swap tokens with other figures, with the effects and abilities coming into effect on the new figures. I also counted damage counters as tokens. What happened was, he was the most fun custom I had made, but he was just too powerful because he could consistently rejuvinate himself and instantly kill opponents by swapping wounds off of himself onto the opponent.
Perhaps with some group collaboration this can be left less powerful, but still have that awesomely fun game mechanic.
ultradoug
July 17th, 2006, 01:08 PM
There could be a cool Phoenix Custom...
Did someone say Phoenix?
http://www.wizkidsgames.com/images/Phoenix_compare.jpg
;)
cool. I want that. the one on the left.
hextr1p
July 17th, 2006, 02:27 PM
Another possible custom power, and I apologize if something similiar has been mentioned before...
Contaminate/Pollute: A figure who has the ability to pollute water. Either the fig standing on a water tile, and all water connected is contaminated, forcing other figs to roll a d20 to survive infection. Or even when the fig leaves the water, having the player be able to leave a marker on a water tile indicating that all water in that area is now polluted. Might even be workable with ice, though a higher chance to survive said contamination.
LilNewbie
July 17th, 2006, 02:28 PM
Another possible custom power, and I apologize if something similiar has been mentioned before...
Contaminate/Pollute: A figure who has the ability to pollute water. Either the fig standing on a water tile, and all water connected is contaminated, forcing other figs to roll a d20 to survive infection. Or even when the fig leaves the water, having the player be able to leave a marker on a water tile indicating that all water in that area is now polluted. Might even be workable with ice, though a higher chance to survive said contamination.
LOL! This should be called Community Swimming Pool. :D
Newb.
jcb231
July 17th, 2006, 02:30 PM
Well, I would actually start on it, as it seems they've fallen behind. But I'd only do it if I was sure I would get a sticky thread for it, otherwise it would be a total waste of time.
This was started or is being done by someone. I think it was ReverendBayes... Hmm, no, it was someone else. *looking* I think it was Kroc.
I'll see if I can find the last version I had and get it uploaded. It was an excel file so it would be something that could be updated by someone else if they chose to.
Ideally this would be a web form and page for people to add powers to and include what cards, if any, they appear on.
I think someone....maybe me at some point with a little help....should index all of the official powers and a large number of the solid custom ones into categories (defense boost, attack powers, etc) and post them somewhere, all together, in a sticky thread so that custom makers can just go to the thread if they need a wording on a power and want to see if someone's already done a good one.
If someone gives me my own sticky thread to do this in I may consider starting on it.
Grungebob
July 17th, 2006, 02:36 PM
Another possible custom power, and I apologize if something similiar has been mentioned before...
Contaminate/Pollute: A figure who has the ability to pollute water. Either the fig standing on a water tile, and all water connected is contaminated, forcing other figs to roll a d20 to survive infection. Or even when the fig leaves the water, having the player be able to leave a marker on a water tile indicating that all water in that area is now polluted. Might even be workable with ice, though a higher chance to survive said contamination.
LOL! This should be called Community Swimming Pool. :D
Newb.
Contaminate/Pollute
Upon entering a water space roll a D20 for Contamination. On a 13 or better replace that water hex with a yellow water hex. Any figures entering a yellow water hex must roll one red attack die. If a skull is rolled the figure is accused of polluting the water by the lifeguard and is removed from the water. Any figure removed in this manner is never allowed back in the water again and is so embarrassed that he loses all order markers on this card.
bunjee
July 17th, 2006, 02:47 PM
Well, I would actually start on it, as it seems they've fallen behind. But I'd only do it if I was sure I would get a sticky thread for it, otherwise it would be a total waste of time.
This was started or is being done by someone. I think it was ReverendBayes... Hmm, no, it was someone else. *looking* I think it was Kroc.
I'll see if I can find the last version I had and get it uploaded. It was an excel file so it would be something that could be updated by someone else if they chose to.
Ideally this would be a web form and page for people to add powers to and include what cards, if any, they appear on.
I think someone....maybe me at some point with a little help....should index all of the official powers and a large number of the solid custom ones into categories (defense boost, attack powers, etc) and post them somewhere, all together, in a sticky thread so that custom makers can just go to the thread if they need a wording on a power and want to see if someone's already done a good one.
If someone gives me my own sticky thread to do this in I may consider starting on it.
Kroc hasn't joined the new site, and I don't have an email address for him. Even the backdoor of HQ is gone now. Elstree is in Indonesia until December, so he won't be able to work on this anytime soon. Heck, the only reason he has an account here is I signed him up :)
Start up a thread and pm me, I'll sticky it.
LilNewbie
July 17th, 2006, 03:09 PM
Another possible custom power, and I apologize if something similiar has been mentioned before...
Contaminate/Pollute: A figure who has the ability to pollute water. Either the fig standing on a water tile, and all water connected is contaminated, forcing other figs to roll a d20 to survive infection. Or even when the fig leaves the water, having the player be able to leave a marker on a water tile indicating that all water in that area is now polluted. Might even be workable with ice, though a higher chance to survive said contamination.
LOL! This should be called Community Swimming Pool. :D
Newb.
Contaminate/Pollute
Upon entering a water space roll a D20 for Contamination. On a 13 or better replace that water hex with a yellow water hex. Any figures entering a yellow water hex must roll one red attack die. If a skull is rolled the figure is accused of polluting the water by the lifeguard and is removed from the water. Any figure removed in this manner is never allowed back in the water again and is so embarrassed that he loses all order markers on this card.
LOL! Now that's funny right there...I don't care who you are! :D
Newb.
jcb231
July 17th, 2006, 03:55 PM
Well, I would actually start on it, as it seems they've fallen behind. But I'd only do it if I was sure I would get a sticky thread for it, otherwise it would be a total waste of time.
This was started or is being done by someone. I think it was ReverendBayes... Hmm, no, it was someone else. *looking* I think it was Kroc.
I'll see if I can find the last version I had and get it uploaded. It was an excel file so it would be something that could be updated by someone else if they chose to.
Ideally this would be a web form and page for people to add powers to and include what cards, if any, they appear on.
I think someone....maybe me at some point with a little help....should index all of the official powers and a large number of the solid custom ones into categories (defense boost, attack powers, etc) and post them somewhere, all together, in a sticky thread so that custom makers can just go to the thread if they need a wording on a power and want to see if someone's already done a good one.
If someone gives me my own sticky thread to do this in I may consider starting on it.
Kroc hasn't joined the new site, and I don't have an email address for him. Even the backdoor of HQ is gone now. Elstree is in Indonesia until December, so he won't be able to work on this anytime soon. Heck, the only reason he has an account here is I signed him up :)
Start up a thread and pm me, I'll sticky it.
Will do. I should be able to have the official powers indexed by the end of the day tomorrow, and then I'll post and open the door to suggestions for which custom powers are considered "complete" enough to include. I think I'l start by going through some of the Barracks and Halls units.
Roufus
August 1st, 2006, 09:34 AM
I'd like to start a thread where people can give ideas for special abilities. Not customs or whole units they'd like to see, just ideas for special abiliies that they think would spice up the game.
I'd like to share one I came up with. I AM going to use names for these because it involves two different units, instead of saying 'unit 1, and unit 2' I'll use 'sam' and 'max' cause... it works... but just to designate which ones which involving the ability. And... it kind of works :P But the idea is to showcase the ability, not to make even MORE customs of characters out there.
Max: "Living Missile Special Attack." If a medium or small figure you control is adjacen to Max, you may move it six clear sight spaces. If it lands next to another figure, that figure rolls 1 attack dice to see if it is wounded. The figure thrown rolls for throwing damage.
Sam: "Resiliency" Sam never rolls for falling or throwing damage.
Kepler
August 1st, 2006, 10:10 AM
Maybe you guys can help me with the wording of a special ability. The ability is "Glide." I am using it for custom Draconians (from D&D Dragonlance). Here is the text I have now.
Glide: Baaz never take failing damage and can move to any space within a distance of 5 as long as every space passed through is at a lower height than the starting space.
Does anyone have any suggestions for improving this language?
srmalloy
August 1st, 2006, 10:38 AM
Maybe you guys can help me with the wording of a special ability. The ability is "Glide." I am using it for custom Draconians (from D&D Dragonlance). Here is the text I have now.
Glide: Baaz never take failing damage and can move to any space within a distance of 5 as long as every space passed through is at a lower height than the starting space.
Does anyone have any suggestions for improving this language?
Rather than make it a flat distance of 5, make it dependent on the terrain they start at:
Glide:<unit> never takes falling damage, and can sail to any lower hex, descending a minimum of one level per hex moved. If a hex moved to is at the maximum height <unit> could be at, <unit> must stop there.
It's a little more complicated, but it better represents gliding. The height limitation works like this:
0
xxxx 1
xxxx 2
xxxx 3
xxxx 4
xxxx xxxx
xxxx xxxx
xxxx xxxx xxxx xxxx
xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx
0
xxxx 1
xxxx 2
xxxx 3
xxxx 4
xxxx xxxx 5
xxxx xxxx 6
xxxx xxxx xxxx xxxx
xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx
First example: The unit starts at a height of eight, and moves over the dropoff, descending one level per hex. At the fourth hex, it reaches a level-four hex, and has to land there, because it's at the same height as the terrain.
Second example: Move the lower terrain in one hex. Now, when the unit passes over the level-four hill, they're still at level 5, so they can keep gliding; they reach level 2 and have to land at the sixth hex, which is level-two terrain. If that rise weren't there, they could glide one more hex, landing in the seventh hex.
The 'at least one level' is there to allow the unit, taking the second example, to land anywhere along the path to the sixth hex, either by steepening their descent or by circling.
toddrew
August 1st, 2006, 11:32 AM
I have a custom figure with "blade" wings, and considered giving it "gliding" rather than flying - but was lazy and just went with flying. But seeing Kepler and Srmalloy's implementation, I think I'll revisit that... (http://www.heroscapers.com/community/showthread.php?t=1472&start=0)
Here's one from a custom we are working on (haven't seen a similar ability, but that doesn't mean it's not already on another custom :) (roundabout apology for any perceived plagurism)):
BECOME WOOD
After moving and before attacking, chose any adjacent figure. Roll the d20. If roll is X or higher, the figure's card (or cards) immediately loses one move value. At the beginning of each subsequent round the card's (or cards') move value decreases by one, until it becomes zero. If the roll is 20, the figure's card (or cards') move value immediately becomes zero.
This ability is on a custom of a Mage Knight Centaur Shaman (http://www.heroscapers.com/community/showthread.php?t=1472&start=0)
LUCKE13
April 17th, 2010, 10:06 PM
I thought up this special ability in an attempt to counter bonding, or other abilities that produce highly-cohesive armys.
Creep
After your opponent finishes moving a figure, and before they move their next figure, you may move one figure from this army card to an adjacent space. This space may be up to one level higher. If the chosen figure is engaged when it begins to Creep it will take any leaving engagement attacks.
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