View Full Version : The Horgle Project: Phase 1
hextr1p
July 31st, 2006, 04:10 PM
I've been thinking about a project of sorts where I'd like to put together several custom army cards meant primarily to be filler units. Similiar to Guilty McCreech in that he is a unique hero for 30 points with a decent special ability. I like to call him a "filler unit" because he fills out your army when you've got 30 points or less left over in your draft.
Currently, Guilty is the lowest cost unique hero in the game, and I more often than not see him drafted into an army solely because the player had some points left over, so why throw them away?
The question I pose to you is this: What would you want to see in a filler unit(s)? A unique hero who costs no more than 35 points? Personally, I think the game needs more of them, and would like some ideas to help me design units for the sole purpose of being "fillers."
Any help is greatly appreciated...
Grungebob
July 31st, 2006, 04:13 PM
I am thinking of a Biker Dude, who can use the carry ability. He also has low stats and few life but can kick some occasional booty.
K/H_Addict
July 31st, 2006, 04:13 PM
make one with 1 of everything (maybe not move...maybe 3 or 4 move) for like 5 points. give him no special abilities. just make it 5 points.
Grungebob
July 31st, 2006, 04:15 PM
you could make a unit called the sidekick that was low on stats but sort of bonded with a hero of some sort. You could call him Pancho and have him choose a friendly lawman to bond with.
Aranas
July 31st, 2006, 04:21 PM
The mercenary? :
L3
M5
R1
A3
D3
Cost 15
hextr1p
July 31st, 2006, 04:23 PM
I am thinking of a Biker Dude, who can use the carry ability. He also has low stats and few life but can kick some occasional booty.
That would be cool. The thing about Guilty is that he doesn't offer much when it comes to working together with other units. No synergy. He's often a throw away unit with a handy double-attack. So perhaps units who can aid an army's strategy in more ways than just hoping to get a couple kills in here and there.
make one with 1 of everything (maybe not move...maybe 3 or 4 move) for like 5 points. give him no special abilities. just make it 5 points.
Hmmmm... interesting idea. I can see a small goblin unit designed like this. But I'd rather have a squad of four with such low numbers (though I'd bump their Move up a bit) and have them cost 15 or so rather than have only a single at 5 points.
The other reason I'm asking about unique heroes is that they can have more than 1 Life (as opposed to common heroes who only have a Life of 1). Thus, there is a chance that they can stick around a little longer. Hopeful longevity, you know?
spiderM9
July 31st, 2006, 04:24 PM
That was the idea behind my "Rookies", though they are a unique squad of two.
http://www.heroscapers.com/community/showthread.php?t=1331
I'm trying to do a whole MS repaint, and I want to have the average cost of the repaint set end up less than the average cost of the original set. It seems as though higher cost units would change the game more than lower cost, although having too many lower cost units available could change it in otherways if they are overdrafted.[/url]
CornPuff
July 31st, 2006, 04:25 PM
Bulls Eye Bob
Life 2
Range 9
Attack 2
Defense 2
Gotta Line it Up
Bulls Eye Bob may not attack if he moved this turn
30 points
hextr1p
July 31st, 2006, 04:29 PM
you could make a unit called the sidekick that was low on stats but sort of bonded with a hero of some sort. You could call him Pancho and have him choose a friendly lawman to bond with.
This is a cool idea... many possibilities can be had with this one. I know of one Agent specifically *coughCarrcough* who could use some kind of bonding to help promote synergy.
The mercenary?
Funny you should say that. The units I hope to create are going to be connected in that they are all going to be of the same race. Storyline behind them is that they don't serve any specific general except that which pays the highest price (aka, drafts them). A band of mercenaries for hire, basically. But low cost because, you know, they're cheap like that.
And this is their logo...
http://www.heroscapers.com/oldgallery/albums/userpics/10027/merclogo.gif
And no, it's not meant to be Krug.
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_040_rot01.jpg
One of the figs to be used as one of the units...
reapersaurus
July 31st, 2006, 04:39 PM
you could make a unit called the sidekick that was low on stats but sort of bonded with a hero of some sort. You could call him Pancho and have him choose a friendly lawman to bond with.That's exactly the kind of unit I was thinking about - because the problem with those low-cost/low-power units is you really can only activate them when either nothing's going on, or when they are the last units left in your army.
It would be great if some low-cost units were around that would warrant being played when it is critical, and bonding is about the only way that's likely to happen.
Great idea of the theme, GB - I'd love to see someone make this unit and make it work thematically and mechanically.
K/H_Addict
July 31st, 2006, 04:40 PM
will their card be grayish white?
CornPuff
July 31st, 2006, 04:41 PM
Give them the drone special power. Roll the D20 to see if you can move up to 3 mercs.
Maybe you could limit to attacking.
Military Training
After attacking with this figure, one other unique Mercenary may attack the same target with a normal attack.
or maybe movement
Cover Fire
After you take a turn with this figure, roll the D20. On a result of 13 or higher, you may move one other Mercenary you control.
K/H_Addict
July 31st, 2006, 04:43 PM
Military Training
After attacking with this figure, one other unique Mercenary may attack the same target with a normal attack.
or maybe movement
Cover Fire
After you take a turn with this figure, roll the D20. On a result of 13 or higher, you may move one other Mercenary you control.
Both of these would have to be reworded, especially the attacking one. If i have 3 merc in my army, one attacks, i get to use another. Then, after that, i get to attack again using the same ability from the other merc. it would go on forever.
hextr1p
July 31st, 2006, 04:46 PM
will their card be grayish white?
Dark green, black, and red.
Both of these would have to be reworded, especially the attacking one. If i have 3 merc in my army, one attacks, i get to use another. Then, after that, i get to attack again using the same ability from the other merc. it would go on forever.
Not necessarily. He stated that you only get to move (Cover Fire) or attack with a normal attack (Military Training). This means you don't get to activate the 'bonded' unit for a complete turn.
K/H_Addict
July 31st, 2006, 04:50 PM
well, teh way i read them enabled an infinite chain of mercernaries attacking, so long as you have at least 2 in range.
Runehardt
July 31st, 2006, 04:52 PM
you could make a unit called the sidekick that was low on stats but sort of bonded with a hero of some sort. You could call him Pancho and have him choose a friendly lawman to bond with.
What if you made a figure that could not move on his own? He needs to pick a hero to be adjacent to and he is dragged around the battlefield as a shield or what not. He could attack but only if you put a marker on him. He could be attacked though. He could even boost the Hero by one shield die. If the hero dies, he sits there and can't move but can attack. Another hero can come by and pick him up.
maybe even your opponent's hero can pick him up and steal him from you????
CornPuff
July 31st, 2006, 04:54 PM
Eh, I just threw those together. Rewording is inevitable.
The point is to organize the units into half squads. Groups of little heros that use teamwork.... sometimes.
hextr1p
July 31st, 2006, 04:59 PM
Eh, I just threw those together. Rewording is inevitable.
The point is to organize the units into half squads. Groups of little heros that use teamwork.... sometimes.
Exactly. And both of the abilities you posted are just the type of things I'm looking for.
Grungebob
July 31st, 2006, 05:10 PM
you could make a unit called the sidekick that was low on stats but sort of bonded with a hero of some sort. You could call him Pancho and have him choose a friendly lawman to bond with.That's exactly the kind of unit I was thinking about - because the problem with those low-cost/low-power units is you really can only activate them when either nothing's going on, or when they are the last units left in your army.
It would be great if some low-cost units were around that would warrant being played when it is critical, and bonding is about the only way that's likely to happen.
Great idea of the theme, GB - I'd love to see someone make this unit and make it work thematically and mechanically.I think I will actually make this character. It seems like a fun little project.
netherspirit
July 31st, 2006, 05:10 PM
This is definately an interesting project. I like where I see this going. I will ponder this some and post some ideas later if you are still looking for some :);)
Bannister
July 31st, 2006, 05:12 PM
I like "Military Training" A sort of modified limited bonding ability. I think I would maybe link it to a more powerful character rather than, like in the example, another "Merc".
Using the cowboys for example. build a character similar to Guilty that has
"Military Training"
After attacking with this figure, one "Lawman" you control may attack the same target with a normal attack.
If you wanted to limit it even further you could make the "limited bonding" only take place after your new "cheap guy" does damage to a unit.
Just thoughts.
:)
Bannister
Hex_Enduction_Hour
July 31st, 2006, 05:21 PM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/merclogo.gif
H3x, that is a sweet logo and the thread idea is amazingly cool!
Love the Pancho idea and I could even see some animals made that would fit in these categories - hawks, bear, lion, crocodile.
What if you made a figure that could not move on his own? He needs to pick a hero to be adjacent to and he is dragged around the battlefield as a shield or what not.
:lol:
I keep getting an image of an armless, legless warrior being dragged around. More of a hindrance than a help. LOL
But to go along with what you're saying, this Star Wars idea popped into mind for me: a training Luke Skywalker custom figure with an add-on Yoda in backpack. Yoda would only enhance a Force roll or something.
Wow H3x, I think you opened up a whole new avenue for custom units! Nice!
Grungebob
July 31st, 2006, 05:24 PM
"No I Master he's Blaster"
allskulls
July 31st, 2006, 05:25 PM
Love the Pancho idea and I could even see some animals made that would fit in these categories - hawks, bear, lion, crocodile.
I also like the Pancho idea...how about a dog (or dogs) that bond with human heroes. The special could be called "Man's Best Friend."
Hex_Enduction_Hour
July 31st, 2006, 05:27 PM
"No I Master he's Blaster"
:rofl:
All things Mel Gibson day! Got to make a 30-point 12 pack to 'enhance' a Gibson custom figure...
Bannister
July 31st, 2006, 05:28 PM
Master Blaster runs Bartertown!
Lift embargo.
:D
Bannister
hextr1p
July 31st, 2006, 06:17 PM
This is definately an interesting project. I like where I see this going. I will ponder this some and post some ideas later if you are still looking for some :);)
Yeah, I'm not looking to change the game here. And the units designed will not be these intricate powerhouses with astonishing abilities. I'm just trying to build upon the concept I see in Guilty McCreech, and put together a small company of helpful units available to draft when you only have about 30 points available.
I hope to also make this project a little more interesting by giving the army a uniquely colored card, a back-story, and make them all the same race. There are a lot of cool looking Orcs in the MageKnight game (including the one I posted earlier in this thread) that I'm going to be using as the figs for these.
... I could even see some animals made that would fit in these categories - hawks, bear, lion, crocodile.
Oooooh... yes, an assisting familiar of sorts. That would be cool. Imagine drafting a pack of wolves to be controlled only by the hero you assign them to. This concept is a whole different thread all together!
netherspirit
July 31st, 2006, 06:22 PM
... I could even see some animals made that would fit in these categories - hawks, bear, lion, crocodile.
Oooooh... yes, an assisting familiar of sorts. That would be cool. Imagine drafting a pack of wolves to be controlled only by the hero you assign them to. This concept is a whole different thread all together!
I tried that on the HQ and no one seemed to like that idea. :shrug: Maybe we can breath some new life into that :)
hextr1p
July 31st, 2006, 06:28 PM
I tried that on the HQ and no one seemed to like that idea. :shrug: Maybe we can breath some new life into that :)
I've toyed with the idea of a familiar before. However at that time I was thinking more of a special ability which summoned a familiar, rather than a separate card you assign to a specific kind of hero.
I see this concept we're talking about now working similiarly to 'Heroscape Gear', in which the player uses extra points to draft an eagle (as an example). The eagle's card is assigned to a certain hero (hero type can be determined on the eagle/familiar's card). Then, each time the hero is activated, the player first activates the familiar assigned to said hero. After moving and attacking with the familiar, the player is then able to move and attack with the hero. The familiar would not be able to be attacked until deployed by the hero, so as to keep down quick familiar casualties.
Simple strategy for a familiar being to assign it to a ranged unit. The player would activate the familiar, send it out to engage an enemy and thus hold the enemy in that position, or even prevent the enemy from firing at the ranged unit. Then, the ranged unit would have more time to attack from afar without worry of being attacked himself.
Very rough idea, but I can see this working if tweaked.
skyknight
July 31st, 2006, 06:36 PM
I made a set of animal handlers on my thread a few weeks back, lets see they got well....almost no feedback. I will link them up here so you can see em if you like......(grumbles under breath)
http://www.heroscapers.com/community/showthread.php?t=77&postdays=0&postorder=asc&start=150
JerBear
August 1st, 2006, 11:29 AM
I've been toying with some sort of dog pack small squad. My wife said she'd play more if I made characters that look like our dogs. I've been trying to figure out how to implement them- good ideas here.
The things we do for love...
Bannister
August 1st, 2006, 11:31 AM
I've been toying with some sort of dog pack small squad. My wife said she'd play more if I made characters that look like our dogs. I've been trying to figure out how to implement them- good ideas here.
The things we do for love...
You could introduce the "Weiner Dog Death Squad". I would play that!
:D
Bannister
skyknight
August 1st, 2006, 11:55 AM
Those figs I used for that Hound set are from D&d minis. But you could really use any figs for the same effect.
Bannister
August 1st, 2006, 12:02 PM
http://www.discounttrainsonline.com/graphics/590/L47094.jpg
Weiner Dog Death Squad, I say!
Bannister
JerBear
August 1st, 2006, 12:05 PM
I found some minis at the local game store - I think they were actually deathstalker beasts - look more, like the Resident Evil inside-out dogs, but they'll work fine.
Skyknight - I may use your beastmaster idea and find a fig to represent my wife. I wil have to tread very carefully there.
JerBear
August 1st, 2006, 12:06 PM
http://www.discounttrainsonline.com/graphics/590/L47094.jpg
Weiner Dog Death Squad, I say!
Bannister
Special Attack: Ankle bite
Turtleboy
August 1st, 2006, 12:07 PM
Skyknight - I may use your beastmaster idea and find a fig to represent my wife. I wil have to tread very carefully there.
You can try Dragonslayer's Female Krug :lol:
Bannister
August 1st, 2006, 12:15 PM
http://www.discounttrainsonline.com/G-Scale-Figures-Preiser/G_FIG_590_1.html
These guys have tons of miniatures they are in G scale. I am not a train guy so I don't really know how that translates to HS.
But they do have all kinds of animals and quite a few "people" miniatures.
They are a bit expensive but worth checking out.
Bannister
PS. W.D.D.S. also should have a trip ability I think :D
srmalloy
August 1st, 2006, 12:40 PM
http://www.discounttrainsonline.com/G-Scale-Figures-Preiser/G_FIG_590_1.html
These guys have tons of miniatures they are in G scale. I am not a train guy so I don't really know how that translates to HS.
If I remember the scales correctly, G and OO scales are the closest to the 25/28mm standard. The Roman figures on page 10 (http://www.discounttrainsonline.com/G-Scale-Figures-Preiser/G_FIG_590_10.html) and page 14 (http://www.discounttrainsonline.com/G-Scale-Figures-Preiser/G_FIG_590_14.html) of the list would make an interesting addition to the Legio IX figures we already have. But the prices are ugly, compared to the HS sets, or even wargaming miniatures -- $15 and up; the mounted knights are $30 each.
allskulls
August 1st, 2006, 12:44 PM
http://www.discounttrainsonline.com/G-Scale-Figures-Preiser/G_FIG_590_1.html
Gotta get those cats so we can make the crazy cat-throwing lady from the Simpsons.
Bannister
August 1st, 2006, 01:27 PM
It is the "people figures" that I really like. They come prepainted unless I am mistaken. They are a little steep buy if you are interested in Historical figures, they have many to choose from.
I can see these guys crawling all over my castle!
http://www.discounttrainsonline.com/graphics/590/L50904.jpg
http://www.discounttrainsonline.com/graphics/590/L51002.jpg
Bannister
hextr1p
August 1st, 2006, 04:41 PM
Template for the card I'll be using once I start putting these units together...
http://www.heroscapers.com/oldgallery/albums/userpics/10027/normal_Sample_card.jpg (http://www.heroscapers.com/oldgallery/albums/userpics/10027/Sample_card.jpg)
(click image for larger view)
What do you think?
netherspirit
August 1st, 2006, 04:42 PM
Looks very cool Hex. Very cool indeed.
truth
August 1st, 2006, 05:14 PM
Template for the card I'll be using once I start putting these units together...
http://www.heroscapers.com/oldgallery/albums/userpics/10027/normal_Sample_card.jpg (http://www.heroscapers.com/oldgallery/albums/userpics/10027/Sample_card.jpg)
(click image for larger view)
What do you think?
This is really clever. I've seen a couple of peeps do it on ebay customs, but never well. By creating your own template for your own general you get around alot of the copywritten images and names. You could potentialy have a whole line of customs based around your own general. Also something we've seen in the Zavari (or whatever they are called) the customs made by Lord Radior featured in Issue 3 of the Codex. Though the Zavari are considered to be dialed up on the power level and a little harder to incopperate in. I see you went with the Nerak card as your base... not sure why they made his boarders thicker in the online .pdf than they seem to be otherwise...?
Anyhow great Idea. I'd love to help design units around this new general!
LilNewbie
August 1st, 2006, 05:18 PM
Nice card template, Hextr1p! Would be willing to give post a blank one up here so we can all join in the fun? :D
I really like the mercenary idea and having some figures that don't work for a specific gerneral. The only ruling I would impose is that an army can only field 25% of it's points as mercs.
Newb.
truth
August 1st, 2006, 05:20 PM
I know I know you said cheap mercenary fillers... but I can't resist:
Does this guy not look like the most kick-butt hard core mercenary of all time?
http://a248.e.akamai.net/f/248/5462/2h/gamingetc.safeshopper.com/images/bq0sikla.jpg
:P
skyknight
August 1st, 2006, 05:37 PM
I have created an entire line under the General volcanis and Fridgia. These are also in my custom thread with the dog handlers.
netherspirit
August 1st, 2006, 05:43 PM
I'd love to help design units around this new general!
Ditto.
The only ruling I would impose is that an army can only field 25% of it's points as mercs.
Whys that?
LilNewbie
August 1st, 2006, 05:50 PM
I'd love to help design units around this new general!
Ditto.
The only ruling I would impose is that an army can only field 25% of it's points as mercs.
Whys that?
I should have clarified that by stating that rule would only be in effect if we were playing a game were players could only field one general. Other than that it wouldn't matter. An all Merc force could be fun to play.
1000th post!
:banana: :rock: :rimshot: :pity: :banana:
:headbang: :headbang::headbang::headbang::headbang::headbang::headbang::headbang:
Newb.
hextr1p
August 1st, 2006, 06:34 PM
see you went with the Nerak card as your base... not sure why they made his boarders thicker in the online .pdf than they seem to be otherwise...?
Wow, good eye there picking out the Nerak card base. Nerak's card borders are thicker here because the PDF file was created with bleeds.
Note also that these fonts used are the official card fonts as used by Hasbro. The fonts were embedded into the PDF, and it just so happens that my work computer had these installed. The font family used is Helvetica Neue, the Type1 face. If anyone is interested in purchasing the font, check it out here: Helvetica Neue (http://www.myfonts.com/fonts/linotype/packages/172674/). And yes, it is expensive.
For those who offered to help with this project, feel free. However please knoe that I have specific figures in mind already which I will post later this evening for people to view. They are all Mageknight orcs you can find at EverythingMageknight.com for relatively cheap. I wanted to make these customs as accessible as possible to people, so I chose to go this route.
How people can help out first of all is coming up with a name for this race of units!
The race all tend to look like this:
http://www.dragonstore.de/images/big/unique_123_mk.jpg
However, please stay away from anything that rhymes with Orc, Troll, or Goblin... ;)
skyknight
August 1st, 2006, 06:40 PM
snorkolloblins.
hextr1p
August 1st, 2006, 07:02 PM
snorkolloblins.
Heh heh... I knew something like that was coming...
skyknight
August 1st, 2006, 07:03 PM
sorry boss couldn't resist.
allskulls
August 1st, 2006, 07:22 PM
How people can help out first of all is coming up with a name for this race of units!
The race all tend to look like this:
http://www.dragonstore.de/images/big/unique_123_mk.jpg
However, please stay away from anything that rhymes with Orc, Troll, or Goblin... ;)
What planet are they from? Any common traits in mind?
Some names...
Krills
Darminians
Brutarks
Fuglies!
hextr1p
August 1st, 2006, 07:22 PM
RACE NAME IDEAS:
Megels
Bhogs
Nergs
Kobars
Chuds
Goch
Draigs
Horgles
Grulls
allskulls
August 1st, 2006, 07:24 PM
I like Draig. Will they have a queen? :wink:
hextr1p
August 1st, 2006, 07:30 PM
I like Draig. Will they have a queen? :wink:
Hahahahahahahahahaaaaaaa...
... no.
;)
allskulls
August 1st, 2006, 07:32 PM
:rofl:
srmalloy
August 1st, 2006, 08:13 PM
How people can help out first of all is coming up with a name for this race of units!
The race all tend to look like this:
<image deleted to save space>
However, please stay away from anything that rhymes with Orc, Troll, or Goblin... ;)
Try the Evil Sounding Name Generator (http://www.seventhsanctum.com/generate.php?Genname=evilsoundname) (and look at the other generators there, too). Some samples:
Anglko
Bazgollaka
Caeturgo
Cagrglli
Chandr
Faroldu
Hangl
Hangorglim
Hardulae
Iaet
Korinan
Lkaeturatu
Ndulae
Orolan
Sazglaulkaith
Ulaularorcha
Ulririn
Vauin
Wegoro
Wegororaror
Another place to look for ideas is Chris Pound's Name Generation Page (http://www.ruf.rice.edu/~pound/), which also has links to other name-generation websites.
reapersaurus
August 1st, 2006, 09:16 PM
how bout just Beastmen? :shrug:
This IS a kid's game, using classic fantasy stereotypes.....
hextr1p
August 2nd, 2006, 12:00 AM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
Okay, I've decided to go with Horgle as the name of the race... for now. I am still open to suggestions.
The planet they are from is Grut. Part of their backstory is that they are enemies of the Orc, called to Valhalla to fight for Utgar. However, refusing to side with the Orc in any way, they opted to go freelance under their own banner. Yeah, it's rough, but I'm still working on it.
The Mageknight figs I'd like to use are as follows (note that you can click on their name to go to their gallery page):
:: Khan Harrowblade (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4377): I see this fig as being the Horgle leader... though his fig costs quite a bit of cash. Also, I don't see this unit as being low in draft points, so he can be fairly powerful.
:: Orc Blaster (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3166): I liked the idea of 'Covering Fire' for this guy.
:: Orc Hunter (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4396): Perhaps a special ranged ability? His bow looks like it would pack a lot of power, though not very precise. Or even archer enhancement?
:: Harka Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4354): Looks like a brute. No ideas for this one.
:: Orc Marauder (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4399): Another brute. No ideas.
:: Ub Khan (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4438): Spear thrower. Another ranged attack? He does look to be running. Perhaps that factors into his special?
:: Harka Prowler (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=8254): Double Attack of some sort? Perhaps he can divide up his attack... a lighter melee version of Q9?
:: Goblin Raider (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=7195): A squad of four or three. A power similiar to the Gladiatrons, but you need two of these units adjacent to an enemy to prohibit them from moving... or something.
:: Thunder Drummer (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5332): Inspiration of some sort to other Horgle units?
:: Orc Violator (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5231): Stunning attack?
:: Fuser Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3157): Ranged attack?
:: Masked Shaman (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5942): Light Healing.
There are other MK orcs, but these are the best I saw on the MK gallery.
I am open to ANY suggestions. I don't necessarily have to make figs for all of these, but it would be nice to have a decent sized set.
Bannister
August 2nd, 2006, 09:08 AM
snorkolloblins.
I don't know why, but for some reason that just cracked me up!
:D
Bannister
truth
August 2nd, 2006, 09:57 AM
Looking good! I think rather than create my own I'd like to just help out in the development of these. :)
ChaosChild
August 2nd, 2006, 01:03 PM
Hork the "Horrible Horgle"
Horgle---------------- Life 2
Unique Hero--------- Move 6
Mercenary----------- Range 1
Relentless----------- Attack 4
Medium 5------------ Defense 2
----------------------- Points 30?
Battle Fury 15
Whenever Hork would recieve any wounds, roll the 20-sided die. If you roll a 15 or higher, ignore those wounds.
Here is my idea for a low cost filler unit. The names aren't the important part. I figured that the idea would be more clear in this format. I just liked the idea of having a guy that you just can't get rid of (die roll permitting).
So, feel free to use what you like. I do expect you to use something though, even if it is just the second "r" in "horrible" (not the first one, I'm not happy with that one). :wink: :lol:
hextr1p
August 2nd, 2006, 02:04 PM
ChaosChild, this is great! However, to make him more representative of his cost, I'd drop his Move to 5 or 4, and his Attack to 3. But this is just the kind of thing I'm looking for. Low cost, and even fitting in with the theme of the figs posted.
Adjustment of ability definition below to match Microcorp's ability:
Battle Fury 15
When Hork receives one or more wounds, before removing Hork, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.
But I am definitely using this guy. And I'll even use the name you've given him... minus the "Horrible Horgle" part... heh heh...
reapersaurus
August 2nd, 2006, 02:22 PM
I just think of Hoggle, from the movie Labyrinth, when I hear the name. :shrug:
http://images.quizilla.com/1032528422_hoggle.jpg
http://i4.ebayimg.com/01/i/03/66/e2/8e_1_b.JPG
Bannister
August 2nd, 2006, 02:26 PM
Slap that baby Make him pee!
I love that movie!
Bannister
hextr1p
August 2nd, 2006, 02:28 PM
I just think of Hoggle, from the movie Labyrinth, when I hear the name.
Except mine is spelled with an 'R'... ;)
I know I won't be able to please everyone with this, but I do appreciate the honest feedback. I chose the name Horgle because it sounds a bit like 'horrible', and flows well with 'horde'.
LilNewbie
August 2nd, 2006, 02:33 PM
Now we can create some fun catch phrases:
All courtesy of Bill...
"Cry havoc! and let loose the Horgles of war,
That this foul deed shall smell above the earth
With carrion men, groaning for burial. "
"Out, damned Horgle! out, I say!"
"Friends, Horgles, countrymen, lend me your ears!
I come to bury Caesar, not to praise him."
"There are more Horgles in heaven and earth, Horatio, Than are dreamt of in your philosophy."
"I am constant as the northern star,
Of whose true-fix'd and resting quality
There is no Horgle in the firmament."
"Be not afraid of Horgles: some are born as a Horgle, some achieve Horgleness, and some have Horgleness thrust upon 'em."
:D
Newb.
reapersaurus
August 2nd, 2006, 03:06 PM
you may want to check the price on that Thunder Drummer fig...... :shrug:
hextr1p
August 2nd, 2006, 03:17 PM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
you may want to check the price on that Thunder Drummer fig...... :shrug:
Yeah, that one is a bit costly ($6.99...?). Though the fig for Khan Harrowblade is something like $25! Craziness...
However, there are some who look at such costs and say to themselves, "VIVA LA HEROSCAPE" and make the purchase regardless of a high price. I don't expect everybody to be able to buy the ENTIRE set of this customs project. Hence the reason I'm making the majority unique heroes who have no loyalties. Someone can look through the customs, see one he/she likes, and purchase the fig. One of the angles of this project is that folks do have the option to go buy some of the other figs at a later time to continue to add to the Horgle set. Or just keep it to two or three figs, as even that number fits the backstory behind the role of the Horgle in Valhalla.
ChaosChild
August 2nd, 2006, 03:58 PM
ChaosChild, this is great! However, to make him more representative of his cost, I'd drop his Move to 5 or 4, and his Attack to 3. But this is just the kind of thing I'm looking for. Low cost, and even fitting in with the theme of the figs posted.
Adjustment of ability definition below to match Microcorp's ability:
Battle Fury 15
When Hork receives one or more wounds, before removing Hork, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.
But I am definitely using this guy. And I'll even use the name you've given him... minus the "Horrible Horgle" part... heh heh...
Thanks. I wouldn't put "Horrible Horgle" on the card either but, it just came to me when I was thinking of a name. Had to share. :D
3 attack would probably be better but, I wouldn't go below 5 move. He needs to make it to the battle. Comparing him to Guilty, I figured that he could have at least 1 more attack and move since he doesn't have the range.
The reason I didn't go with the Microcorp's wording is that the question of rolling to ignore a single wound when he has 2 life would come up. So, it would have to be "When Hork recieves any wounds..." or "When Hork recieves any wounds that would destroy him...".
netherspirit
August 2nd, 2006, 05:12 PM
Okay, so ummmm this is awesome. I will try and develop some stats and powers for this project. I am digging it and want to be a part :)
I am heading home from work right now to do some.
hextr1p
August 2nd, 2006, 05:23 PM
3 attack would probably be better but, I wouldn't go below 5 move. He needs to make it to the battle. Comparing him to Guilty, I figured that he could have at least 1 more attack and move since he doesn't have the range.
I kept his move at 5. I've made the card, but will post it once more are completed. Note that I don't have the fig yet, but I think I am going to assign the Harka Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4354) to this unit.
And good point about the ability definition. I'll make the change to the text.
will try and develop some stats and powers for this project. I am digging it and want to be a part Smile
I am heading home from work right now to do some.
Sounds good! Definitely looking forward to seeing what you come up with.
Fallen Templar
August 2nd, 2006, 06:25 PM
I'll Try to contribute any powers/stats. This is a great idea filler heros rock
netherspirit
August 2nd, 2006, 06:36 PM
Turic
Horgle---------------- Life 2
Unique Hero--------- Move 4
Mercenary - Scout----------- Range 6
Relentless----------------- Attack 2
Medium 5------------ Defense 3
----------------------- Points 30?
Frenzy
After taking a turn with Turic roll the 20-sided die. If you roll a 16 or higher take another turn with Turic.
I like the Orc Hunter for this one, would fit great into a Viper Army. And I think its a good place to try out the idea of Subclasses, I've been wanting to try it out on something but haven't had a chance until now.
Ongl
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 1
Relentless----------- Attack 2
Medium 5------------ Defense 5
----------------------- Points 30?
CounterStrike
I like the Harka Orc for this one. These are just the official powers I thought could make good heroes.
The names just something I came up with quickly and could be changed.
I will come up with some original powers soonly. :)
hextr1p
August 2nd, 2006, 06:42 PM
GREL
Fig: Harka Prowler (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=8254)
Horgle---------------- Life 3
Unique Hero--------- Move 4
Mercenary----------- Range 1
Relentless------------ Attack 3
Medium 5------------ Defense 2
----------------------- Points 30
BASH N SMASH SPECIAL ATTACK
Range 1. Attack 1, 2 or 3. Grel starts each turn with 5 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Grel may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 5 attack dice. Grel may target the same or different figures with each attack.
netherspirit
August 2nd, 2006, 06:44 PM
I like it Hex. Very much so.
hextr1p
August 2nd, 2006, 06:50 PM
I like it Hex. Very much so.
Yeah, though so far the units posted have been variations on official powers, as you noted above. I hope to have some original abilities, but I can't get overly creative here at work... heh heh...
Also, note that the ideas posted are only ideas at this point. This is just one big brainstorm session right now. On down the line I'll go through and pick some of those that stand out, perhaps tweak them slightly, and then post the cards for true play test and critique.
And yes, I will give credit to those who's ideas are used.
netherspirit
August 2nd, 2006, 06:56 PM
What do you think about subclasses? A Mercenary - Scout (like the one I posted) would get any bonuses that affect Mercenaries and Scouts. I really like the idea of Subclasses and I think this is a good project to experiment with it on. My thinking is that the Mercs are trained in various different things, thus the 2 classes. Like Turic was trained as a Scout before he became a hired gun...errr bow.
Fallen Templar
August 2nd, 2006, 06:59 PM
GISHI
HORGLE--------5
UNIQUE HERO----------Move 5
Mecenary---------------Range 1
Passive-------------Attack 2
Small 4--------------Defense 3
points 35
Goblin Raider
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_079.jpg
Drawfire
If an adjacent friendly figure is being targeted by a ranged attack, Gishi may roll defense for the chosen figure. If Gishis Fails to defend the attack, Gishi incurs the damage from the attack.
hextr1p
August 2nd, 2006, 07:04 PM
What do you think about subclasses?
I do like the idea of subclasses. However, I'd prefer if this project stay within the official rules.
(Boo, Hex!)
I know, it does stump a lot of creative avenues that could be pursued with this set of characters. But I'm also trying to keep these customs in the vein of 'Customs 101', if you will. Create within the boundaries of the established system, thus making the customs more accessible to folks who may be put off by them in some way.
netherspirit
August 2nd, 2006, 07:07 PM
Drawfire
If an adjacent friendly figure is being targeted by a ranged attack, Gishi may roll defense for the chosen figure. If Gishis Fails to defend the attack, Gishi incurs the damage from the attack.
Thats like my special defense. :) I like it. It could use a little rewording...
Something like this?
If an adjacent friendly figure is attacked by a figure who is not adjacent, Gishi may roll defense for the attacked figure. Gishi receives any wounds that would be inflicted from the attack.
netherspirit
August 2nd, 2006, 07:10 PM
What do you think about subclasses?
I do like the idea of subclasses. However, I'd prefer if this project stay within the official rules.
(Boo, Hex!)
I know, it does stump a lot of creative avenues that could be pursued with this set of characters. But I'm also trying to keep these customs in the vein of 'Customs 101', if you will. Create within the boundaries of the established system, thus making the customs more accessible to folks who may be put off by them in some way.
Hmmm, I really don't think its straying very far from official stuff, but its your project, so okay. :P
I think it would be a good thing for this project, because you are looking for cheap heroes that can be used as fillers, and what better way to fill specific armies than having their class fit in?
hextr1p
August 2nd, 2006, 07:12 PM
Thats like my special defense. :) I like it. It could use a little rewording...
Something like this?
If an adjacent friendly figure is attacked by a figure who is not adjacent, Gishi may roll defense for the attacked figure. Gishi receives any wounds that would be inflicted from the attack.
I do like this. Though what about this:
DRAWFIRE
If a friendly figure adjacent to Gishi is targeted by a figure who is not adjacent, Gishi may roll defense for the targeted figure. Gishi receives any wounds inflicted from the attack.
netherspirit
August 2nd, 2006, 07:15 PM
Aelkor
Fig(Masked Shaman (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5942))
Horgle---------------- Life 3
Unique Hero--------- Move 5
Mercenary----------- Range 1
Passive-------------- Attack 1
Medium 5------------ Defense 4
----------------------- Points 30
Light Healing
After moving and before attacking choose a wounded hero figure adjacent to Aelkor. Then roll the 20-sided die. If you roll a 15 or higher remove one wound marker from the chosen figure's card.
Fsiv330
August 2nd, 2006, 07:23 PM
i like that idea
hextr1p
August 2nd, 2006, 07:54 PM
As mentioned previously in this thread, I like the idea of CornPuff's Cover Fire ability, and would like to see it assigned to the Orc Blaster (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3166) fig, or even the Fuser Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3157) fig.
The definition needs a little work, but I'm getting ready to head home in a few. Though I'd like to see the ability work with any friendly adjacent figure, and not just Mercenaries.
Cover Fire
After you take a turn with this figure, roll the 20-sided die. If you roll a 13 or higher, you may move any friendly figure within four clear sight spaces the amount indicated by their Move stat. If the moved figure is engaged, it will not take any leaving engagement attacks.
... or something like that.
netherspirit
August 2nd, 2006, 10:16 PM
Nauroth
Fig: (Orc Marauder (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4399))
Horgle---------------- Life 3
Unique Hero--------- Move 5
Mercenary----------- Range 1
Relentless----------- Attack 5
Medium 5------------ Defense 3
Brute For Hire (or some other less-chessy name)
At the end of the turn roll the 20-sided die, if you roll a 1-8 choose an opponent, that opponent gains control of Nauroth and his army card.
I think the power goes well with the flavor of the merc.
I would really like to give this guy some more life and defense but I think it would go against the purpose of this project. I think as is, maybe 40 points? Maybe with one or 2 more life he could be 50 points?
ChaosChild
August 2nd, 2006, 10:26 PM
Aelkor
Fig(Masked Shaman (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5942))
Horgle---------------- Life 3
Unique Hero--------- Move 5
Mercenary----------- Range 1
Passive-------------- Attack 1
Medium 5------------ Defense 4
----------------------- Points 30
Light Healing
After moving and before attacking choose a wounded hero figure adjacent to Aelkor. Then roll the 20-sided die. If you roll a 15 or higher remove one wound marker from the chosen figure's card.
I like the light healing ability but, I htink it should have a range where he hurts the fig too(like Kelda). It would also keep his points down because as is I am thinking 40 or 45 points. If there's a chance that Kelda can hurt a fig, this guy looks like he is going to charge you an arm and a leg (literally) to fix a hole in your head.
hextr1p
August 2nd, 2006, 10:33 PM
Wark
Fig: Fuser Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3157)
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 5
Relentless----------- Attack 3
Medium 4------------ Defense 2
----------------------- 35 points
Cover Fire
After attacking, roll the 20-sided die. If you roll a 13 or higher, you may move any friendly figure within four clear sight spaces the amount indicated by their Move stat. If the moved figure is engaged, it will not take any leaving engagement attacks.
Fallen Templar
August 2nd, 2006, 10:39 PM
Barbaraks
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 5
Relentless----------- Attack 3
Medium 5------------ Defense 2
40 points
Surpression Fire Special Attack
Instead of his normal attack Barbaraks may make a 1 die special attack against all enemy figures within 5 clear sights spaces. All figures roll defense dice seperatly
http://www.wizkidsgames.com/images/figures/Rotating/MKUP/MKUP_082_rot01.jpg
Orc Blaster
ChaosChild
August 2nd, 2006, 10:42 PM
Wark
Fig: (undecided)
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 5
Relentless----------- Attack 3
Medium 4------------ Defense 2
----------------------- 35 points
Cover Fire
After attacking, roll the 20-sided die. If you roll a 13 or higher, you may move any friendly figure within four clear sight spaces the amount indicated by their Move stat. If the moved figure is engaged, it will not take any leaving engagement attacks.
I like the orc blaster for that one. Giving another unit disengage (essentially) is a great idea. I might even make sure I had 35 points left so I could draft him.
hextr1p
August 2nd, 2006, 10:51 PM
CHOLTAX
Fig: Orc Marauder (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4399)
Horgle---------------- Life 3
Unique Hero--------- Move 5
Mercenary----------- Range 1
Relentless----------- Attack 3
Medium 5------------ Defense 3
------------------------35 points
Horgle Howl 16
After moving and before attacking, choose any small or medium figure adjacent to Choltax. Roll the 20-sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Choltax this turn.
* * *
Note that I used the fig Nether was going to use above for Nauroth. However, I do like the Nauroth unit. How about using the Orc Sentry (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3115)? This fig looks like he's in the war so long as he gets paid...
netherspirit
August 2nd, 2006, 10:53 PM
Barbaraks
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 5
Relentless----------- Attack 3
Medium 5------------ Defense 2
40 points
Surpression Fire
Instead of his normal attack Barbaraks may make a 1 die special attack against all enemy figures within 5 clear sights spaces.
http://www.wizkidsgames.com/images/figures/Rotating/MKUP/MKUP_082_rot01.jpg
Orc Blaster
I like Suppression Fire, make it a special attack and you are good to go. I think you could even get away with making it attack 2? Maybe
hextr1p
August 2nd, 2006, 10:54 PM
I like the orc blaster for that one. Giving another unit disengage (essentially) is a great idea. I might even make sure I had 35 points left so I could draft him.
Agreed on both accounts. CornPuff thought of this concept, but I just tweaked the wording.
Also agree about the Orc Blaster for this fig. Edited the post...
Fallen Templar
August 2nd, 2006, 10:59 PM
Kralshak The Coward
Horgle---------------- Life 4
Unique Hero--------- Move 4
Mercenary----------- Range 1
Relentless----------- Attack 2
Medium 4------------ Defense 2
pricing undecided maybe round 50
Orc Digger
http://www.wizkidsgames.com/images/figures/Rotating/MKNX/MKNX_110.jpg
Throw Dirt
Instead of attacking with Kralshak select 1 unique Hero within 4 clear sight spaces. Roll the 20-sided die, if you roll a 13 or higher decrease the range of the selected figure to 1 until the end of the round.
Fallen Templar
August 2nd, 2006, 11:04 PM
Barbaraks
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 5
Relentless----------- Attack 3
Medium 5------------ Defense 2
40 points
Surpression Fire
Instead of his normal attack Barbaraks may make a 1 die special attack against all enemy figures within 5 clear sights spaces.
http://www.wizkidsgames.com/images/figures/Rotating/MKUP/MKUP_082_rot01.jpg
Orc Blaster
I like Suppression Fire, make it a special attack and you are good to go. I think you could even get away with making it attack 2? Maybe Nether I think that would work but would that make it more then 40 pts ? I had it at 2 with a price of 45. Do you think thats a decent price or keep it at 40.
netherspirit
August 2nd, 2006, 11:04 PM
I'm not sold on the Throw Dirt special....it just seems kinda....eh, you know? I dunno....what it does is really cool, I just don't like the Flavor and the Feel of it.
Fallen Templar
August 2nd, 2006, 11:06 PM
I'm not sold on the Throw Dirt special....it just seems kinda....eh, you know? I dunno....what it does is really cool, I just don't like the Flavor and the Feel of it. Maybe something like
Diversionary Tactics or Cowards Discorse
netherspirit
August 2nd, 2006, 11:07 PM
Theres so much going on in this thread....
Fallen Templar
I think 1 attack isn't powerful enough...2 is certainly not too powerful. You would have to put a phrase in there about attacking all fiures once. I think 45 with the 2 attack special would be okay. It would be great for mowing down pesky vipers!
netherspirit
August 2nd, 2006, 11:11 PM
Note that I used the fig Nether was going to use above for Nauroth. However, I do like the Nauroth unit. How about using the Orc Sentry (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3115)? This fig looks like he's in the war so long as he gets paid...
That figure would work too. I just chose the Maurader because he looked like a brute.
Fallen Templar
August 2nd, 2006, 11:11 PM
Heres a redone Barbaraks
Barbaraks
Horgle---------------- Life 2
Unique Hero--------- Move 5
Mercenary----------- Range 5
Relentless----------- Attack 3
Medium 5------------ Defense 2
50 points
Supressive Fire Special Attack
Range 5 Attack 1
Instead of his normal attack, Barbaraks may use his Suppressive Fire Special Attack. Roll 1 attack die for each figures within 5 spaces. All figures attacked by Suppressive Fire roll defense dice separately.
http://www.wizkidsgames.com/images/figures/Rotating/MKUP/MKUP_082_rot01.jpg
Orc Blaster
Grungebob
August 2nd, 2006, 11:19 PM
Suppression Fire Special Attack
Range 5 Attack 1
Instead of his normal attack, Barbaraks may use his Suppression Fire Special Attack. Roll 1 attack die against all enemy figures in line of sight and within 5 spaces. All figures attacked by Suppression Fire roll defense dice separately.
Fallen Templar
August 2nd, 2006, 11:22 PM
Suppression Fire Special Attack
Range 5 Attack 1
Instead of his normal attack, Barbaraks may use his Suppression Fire Special Attack. Roll 1 attack die against all enemy figures in line of sight and within 5 spaces. All figures attacked by Suppression Fire roll defense dice separately. I forgot to ad the Special attack into the updated version :oops:
netherspirit
August 2nd, 2006, 11:24 PM
GB - Do you think it would too powerful for 45 points to make it a 2 die special attack?
Suppression Fire Special Attack
Range 5 Attack 2
Roll 2 attack die against all figures in line of sight and within 5 spaces. All figures attacked by Suppression Fire roll defense dice separately.
I think it would be more interesting if it was ALL FIGURES. Its a chain/mini/machine gun, would he be able to control it very well? I think it would make it much more interesting to play. And you could make it 2 attack and not be too powerful that way?
Sidenote Rant....
Why does everyone feel the need to say "Instead of a normal attack" in special attack text, not just on this card, but on a lot of customs I have seen people use that phrase. Is there a precedence on some official unit that I am not seeing? A special attack but its very definition is instead of a normal attack, that doesn't need to be stated in the wording.
Fallen Templar
August 2nd, 2006, 11:32 PM
I think it would be more interesting if it was ALL FIGURES. Its a chain/mini/machine gun, would he be able to control it very well? I think it would make it much more interesting to play. And you could make it 2 attack and not be too powerful that way?
That was my original idea but i thought it would be to powerful for 45 points
Grungebob
August 2nd, 2006, 11:32 PM
GB - Do you think it would too powerful for 45 points to make it a 2 die special attack?
Suppression Fire Special Attack
Range 5 Attack 2
Roll 2 attack die against all figures in line of sight and within 5 spaces. All figures attacked by Suppression Fire roll defense dice separately.
I think it would be more interesting if it was ALL FIGURES. Its a chain/mini/machine gun, would he be able to control it very well? I think it would make it much more interesting to play. And you could make it 2 attack and not be too powerful that way?
Sidenote Rant....
Why does everyone feel the need to say "Instead of a normal attack" in special attack text, not just on this card, but on a lot of customs I have seen people use that phrase. Is there a precedence on some official unit that I am not seeing? A special attack but its very definition is instead of a normal attack, that doesn't need to be stated in the wording.Yes I do think it would be more powerful than a 45 point figure. Your rant has merit. I think it is something that custom designers have latched on to. Let me try it again.
Suppression Fire Special Attack
Range 5 Attack 1
Roll 1 attack die against all figures in line of sight and within 5 spaces. All figures attacked by Suppression Fire roll defense dice separately.
So you think that he should be forced to attack ALL figures?
netherspirit
August 2nd, 2006, 11:36 PM
So you think that he should be forced to attack ALL figures?
I think so, yes. It doesn't make much sense if one of your figures is right next to an enemy figure that he can aim and shoot just the enemy figure. Its a freaking chain gun. Spray and Pray. I know you aren't supposed to use logic and realworld examples, but I think it would make for more interesting game play. It has more flavor that way, I love flavorful units.
Also 1 attack die doesn't appeal to me. It doesn't seem to pack the punch that a chain gun should. I think it could be 2, along with the fact that you can end up hurting your own figures would be enough balance to leave him at 45 points?
Grungebob
August 2nd, 2006, 11:44 PM
I totally do not agree. In a range of 5 you could be attacking alot of units!!! If his ability was a 2 attack I would say his price would have to go up. Remember the name of the ability is Suppression fire.
netherspirit
August 2nd, 2006, 11:49 PM
I totally do not agree. In a range of 5 you could be attacking alot of units!!! If his ability was a 2 attack I would say his price would have to go up. Remember the name of the ability is Suppression fire.
Yeah, I know what it called, but 1 attack just doesn't appeal to me. I just don't like it, but thats me, its not my custom, so eh, :shrug:
Attacking a lot of units is the point, thats why I think it should be all figures...
Fallen Templar
August 2nd, 2006, 11:54 PM
I totally do not agree. In a range of 5 you could be attacking alot of units!!! If his ability was a 2 attack I would say his price would have to go up. Remember the name of the ability is Suppression fire.
Yeah, I know what it called, but 1 attack just doesn't appeal to me. I just don't like it, but thats me, its not my custom, so eh, :shrug:
Attacking a lot of units is the point, thats why I think it should be all figures... I hit the crossroads between both points made by Gb and Nether Updated the post earlier on pg 11
netherspirit
August 3rd, 2006, 12:17 AM
Unless I counted wrong we are up to 10 or 11 possible customs.
If the first post could be updated with a compilation of what has been created so far, we could get a little more organized, I think.
I like the way FT has been posting his with the picture of the figure underneath the stats, so maybe that should be the way to go?
I dunno, its just kind of annoying to have everything spread out like they are right now. If it weren't so late I would do it right now but I have to get to bed.
Grungebob
August 3rd, 2006, 12:20 AM
We should have a contest. the criteria could be the low point cost heroes.
toddrew
August 3rd, 2006, 12:28 AM
We should have a contest. the criteria could be the low point cost heroes.
I like that idea - working on a custom of the wererat figure from D&D War of the Dragon Queen that I'm trying to cost at <30 (I should probably check more of this thread to be sure that figure isn't already one of 'em...)
Fallen Templar
August 3rd, 2006, 12:35 AM
Kralshak The Coward
Horgle---------------- Life 4
Unique Hero--------- Move 4
Mercenary----------- Range 1
Relentless----------- Attack 2
Medium 4------------ Defense 2
pricing undecided maybe round 50
Orc Digger
http://www.wizkidsgames.com/images/figures/Rotating/MKNX/MKNX_110.jpg
Cowards Discourse
Instead of attacking with Kralshak may toss mud at 1 unique Hero within 4 clear sight spaces. Roll the 20-sided die, if you roll a 13 or higher decrease the range of the selected figure to 1 until the end of the round
Widigo
August 3rd, 2006, 01:31 AM
Nice Idea I will be doing a couple of these. I like the heros so cheep they should be in squads idea. I also like the stratigy behind so many low power but bonding armys. I am thinking of a shamin, with a little horgle (however you spell it) magic to him. I may look into some other figures that would make good horgle. I have never paid much attention to the green skin orks, 'cause they would need to be painted before I would feel comfortable calling them orks.
Sorry if I spell like a Horgle.
Good Idea.
Widigo
August 3rd, 2006, 02:11 AM
Slimbo the Bad Shamin
Horgle
U. H.
Merc.
Silly
Have not seen figure can not give size.
A 2
D 2
M 3
R 6
Pts. 40 - 50
Horgle Magic
Slimbo adds 2 to his roll when attacking a non-adjacent figure.
Shamin Figure
Sorry I will do better ones later.
truth
August 3rd, 2006, 09:16 AM
Bombal
Horgle---------------- Life 3
Unique Hero--------- Move 6
Mercenary----------- Range 1
Reckless------------- Attack 2
Medium 4------------ Defense 0
----------------------- Points 25
Orc Marauder (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4399)
Tough
When rolling defense dice against a normal attack, Bombal always add one automatic shield to whatever is rolled.
Reckless Thrust
Special Attack
Range 1. Attack 5.
After using Reckless Thrust, place a wound marker on Bombal
Grungebob
August 3rd, 2006, 09:20 AM
Increase his move to 6. Otherwise very cool Truth!! If he was a common hero with a Def of 1 or 2 I would draft three or four of him!!
Also I am confused about this thread. It started as a generic discussion about low point heroes and now everyone seems to be focusing on these Horgle deals. This should have been a separate discussion altogether.
truth
August 3rd, 2006, 09:22 AM
Increase his move to 6. Otherwise very cool Truth!! If he was a common hero with a Def of 1 or 2 I would draft three or four of him!!
You think I can keep his points at 25 with a move of 6?
Grungebob
August 3rd, 2006, 09:24 AM
Increase his move to 6. Otherwise very cool Truth!! If he was a common hero with a Def of 1 or 2 I would draft three or four of him!!
You think I can keep his points at 25 with a move of 6?Yes if that is your only change. With 0 defense he is likely to not make it to engagement especially if there are anny special attacks on the table.
truth
August 3rd, 2006, 09:26 AM
Increase his move to 6. Otherwise very cool Truth!! If he was a common hero with a Def of 1 or 2 I would draft three or four of him!!
You think I can keep his points at 25 with a move of 6?Yes if that is your only change. With 0 defense he is likely to not make it to engagement especially if there are anny special attacks on the table.
Change made.
hextr1p
August 3rd, 2006, 10:01 AM
Also I am confused about this thread. It started as a generic discussion about low point heroes and now everyone seems to be focusing on these Horgle deals. This should have been a separate discussion altogether.
I agree with you completely. This became a whole different kind of monster all together. And before I knew it, the thread grew to 13 pages!
Once I compile a list of the units and ideas posted thus far, I'll have a mod lock this thread so the project can move onto narrowing down the units to those that will actually be used.
Unless someone else has a better idea...
truth
August 3rd, 2006, 10:06 AM
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_040_rot01.jpg
Kargor
Horgle---------------- Life 2
Unique Hero--------- Move 6
Mercenary----------- Range 6
Lucky---------------- Attack 2
Medium 4------------ Defense 3
----------------------- Points 25
Lucky Shot
After moving and before attacking, you may choose any non-adjacent small or medium figure within 6 clear sight spaces of Kargor. Roll the 20-sided die. If you roll a 20, the chosen figure is destroyed.
truth
August 3rd, 2006, 10:08 AM
Also I am confused about this thread. It started as a generic discussion about low point heroes and now everyone seems to be focusing on these Horgle deals. This should have been a separate discussion altogether.
I agree with you completely. This became a whole different kind of monster all together. And before I knew it, the thread grew to 13 pages!
Once I compile a list of the units and ideas posted thus far, I'll have a mod lock this thread so the project can move onto narrowing down the units to those that will actually be used.
Unless someone else has a better idea...
I have a better Idea. Rename this thread The Horgle Project and start a new thread about low cost fillers and thier place in an army.
Grungebob
August 3rd, 2006, 10:13 AM
I do admit that I love these Horgle cheapies. But we need some solid expensive Horgles too, and some decent Horgle squads. I would love to change my Maggrut Scrabblas to Horgles!!
truth
August 3rd, 2006, 10:18 AM
I think what Hextr1p is trying to do with these horgle is not to make them a standalone general's recruited army. But rather a collection of a race of Loner creatures who make themselves available for hire... thus the low cost filler to an army.
Grungebob
August 3rd, 2006, 10:23 AM
This is where I get the impression that it is going to be an entire army type thing: So in trying to make a nice little goblin raider type thing I think I might just switch my Maggruts over to horgles..
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
Okay, I've decided to go with Horgle as the name of the race... for now. I am still open to suggestions.
The planet they are from is Grut. Part of their backstory is that they are enemies of the Orc, called to Valhalla to fight for Utgar. However, refusing to side with the Orc in any way, they opted to go freelance under their own banner. Yeah, it's rough, but I'm still working on it.
The Mageknight figs I'd like to use are as follows (note that you can click on their name to go to their gallery page):
:: Khan Harrowblade (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4377): I see this fig as being the Horgle leader... though his fig costs quite a bit of cash. Also, I don't see this unit as being low in draft points, so he can be fairly powerful.
:: Orc Blaster (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3166): I liked the idea of 'Covering Fire' for this guy.
:: Orc Hunter (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4396): Perhaps a special ranged ability? His bow looks like it would pack a lot of power, though not very precise. Or even archer enhancement?
:: Harka Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4354): Looks like a brute. No ideas for this one.
:: Orc Marauder (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4399): Another brute. No ideas.
:: Ub Khan (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4438): Spear thrower. Another ranged attack? He does look to be running. Perhaps that factors into his special?
:: Harka Prowler (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=8254): Double Attack of some sort? Perhaps he can divide up his attack... a lighter melee version of Q9?
:: Goblin Raider (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=7195): A squad of four or three. A power similiar to the Gladiatrons, but you need two of these units adjacent to an enemy to prohibit them from moving... or something.
:: Thunder Drummer (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5332): Inspiration of some sort to other Horgle units?
:: Orc Violator (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5231): Stunning attack?
:: Fuser Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3157): Ranged attack?
:: Masked Shaman (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5942): Light Healing.
There are other MK orcs, but these are the best I saw on the MK gallery.
I am open to ANY suggestions. I don't necessarily have to make figs for all of these, but it would be nice to have a decent sized set.
truth
August 3rd, 2006, 10:30 AM
This is where I get the impression that it is going to be an entire army type thing: So in trying to make a nice little goblin raider type thing I think I might just switch my Maggruts over to horgles..
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
Okay, I've decided to go with Horgle as the name of the race... for now. I am still open to suggestions.
The planet they are from is Grut. Part of their backstory is that they are enemies of the Orc, called to Valhalla to fight for Utgar. However, refusing to side with the Orc in any way, they opted to go freelance under their own banner. Yeah, it's rough, but I'm still working on it.
The Mageknight figs I'd like to use are as follows (note that you can click on their name to go to their gallery page):
:: Khan Harrowblade (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4377): I see this fig as being the Horgle leader... though his fig costs quite a bit of cash. Also, I don't see this unit as being low in draft points, so he can be fairly powerful.
:: Orc Blaster (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3166): I liked the idea of 'Covering Fire' for this guy.
:: Orc Hunter (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4396): Perhaps a special ranged ability? His bow looks like it would pack a lot of power, though not very precise. Or even archer enhancement?
:: Harka Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4354): Looks like a brute. No ideas for this one.
:: Orc Marauder (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4399): Another brute. No ideas.
:: Ub Khan (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4438): Spear thrower. Another ranged attack? He does look to be running. Perhaps that factors into his special?
:: Harka Prowler (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=8254): Double Attack of some sort? Perhaps he can divide up his attack... a lighter melee version of Q9?
:: Goblin Raider (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=7195): A squad of four or three. A power similiar to the Gladiatrons, but you need two of these units adjacent to an enemy to prohibit them from moving... or something.
:: Thunder Drummer (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5332): Inspiration of some sort to other Horgle units?
:: Orc Violator (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5231): Stunning attack?
:: Fuser Orc (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3157): Ranged attack?
:: Masked Shaman (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5942): Light Healing.
There are other MK orcs, but these are the best I saw on the MK gallery.
I am open to ANY suggestions. I don't necessarily have to make figs for all of these, but it would be nice to have a decent sized set.
Yeah I could have misinterpreted. You wanna give us some insight as to where you want to go with this Hex?
hextr1p
August 3rd, 2006, 11:23 AM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
Yeah I could have misinterpreted. You wanna give us some insight as to where you want to go with this Hex?
The original premise was actually to have 4-5 low cost unique heroes players could draft to fill out their armies with 35 points or less. As I began looking around at figs, I found that the newer MK Orc figures were not only cool looking, but there were quite a few of them available at reasonable prices through EverythingMageknight.com. Then I thought why not add a little flavor to the mix and make them all the same race with a backstory describing how and why they were in Valhalla, the fact that they had no loyalties, and thus their low point cost.
When this took off as it did, I then thought, "Hey... why not just make a whole new faction all together?!" Though with the underlying premise still being to make the race low cost unique heroes, I can see a couple being much stronger heroes, or even common or unique squads to truly fill out the Horgle faction.
Truth and I talked briefly about this via email, and the following is more his idea than mine: but it would be great to see this faction be a sort of introductory customs project to those not very familiar with the scene, or even those still wary about introducing customs into their games. I know the CODEX crew has done similiar things with the publication, even introducing the Zaravi into the game. However, a lot of those figs are a bit spendy for people to bring them into their HS sessions. While there are a couple figs I've chosen which do cost a bit more, the majority are available for $.49 cents or $1.49.
Not only that, but also show folks how to debase and rebase figs, options for card creation and printing, etc. A lot of details still need to be determined before we make this a possible running feature on the main page. But basically it boils down to this:
Here is the new faaction and their backstory (Photos of figs in game)
Here are the cards (PDF format), and here is how to print them (printing options for the technology challenged)
Here are the figs and where you can get them and how much (EverythingMageKnight.com)
Here is how you debase and rebase the figs (Give a couple examples)
Perhaps have a few units come out every now and then designed by more prominent custom creators, while still maintaining the basic premise
I'm open to ideas...
The focus is accesibility. I also don't want these units to go outside the bounds of the official rules. I think something that intimidates newcomers to the customs scene are some custom abilities being a house rule in order for them to work. Keeping these units within the HS Master rules, you can use them without introducing a foreign dynamic into the game.
Sorry if that is a lot to take in, but this project has just evolved each day it seems. I thank everyone for their patience...
Fallen Templar
August 3rd, 2006, 11:38 AM
Telshek
Horgle---------------- Life 5
Unique Hero--------- Move 5
Mercenary----------- Range 1
Rythmic---------------- Attack 1
Medium 5------------ Defense 5
----------------------- Points ?
http://www.wizkidsgames.com/images/figures/Rotating/MKDR/MKDR_091.jpg
Rally The Weary
Any Horgle within 5 clear sight spaces of Telshek who has 1 life left gain a +1 to their movement and may roll 1 additional defense die.
Fallen Templar
August 3rd, 2006, 11:44 AM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
Yeah I could have misinterpreted. You wanna give us some insight as to where you want to go with this Hex?
The original premise was actually to have 4-5 low cost unique heroes players could draft to fill out their armies with 35 points or less. As I began looking around at figs, I found that the newer MK Orc figures were not only cool looking, but there were quite a few of them available at reasonable prices through EverythingMageknight.com. Then I thought why not add a little flavor to the mix and make them all the same race with a backstory describing how and why they were in Valhalla, the fact that they had no loyalties, and thus their low point cost.
When this took off as it did, I then thought, "Hey... why not just make a whole new faction all together?!" Though with the underlying premise still being to make the race low cost unique heroes, I can see a couple being much stronger heroes, or even common or unique squads to truly fill out the Horgle faction.
Truth and I talked briefly about this via email, and the following is more his idea than mine: but it would be great to see this faction be a sort of introductory customs project to those not very familiar with the scene, or even those still wary about introducing customs into their games. I know the CODEX crew has done similiar things with the publication, even introducing the Zaravi into the game. However, a lot of those figs are a bit spendy for people to bring them into their HS sessions. While there are a couple figs I've chosen which do cost a bit more, the majority are available for $.49 cents or $1.49.
Not only that, but also show folks how to debase and rebase figs, options for card creation and printing, etc. A lot of details still need to be determined before we make this a possible running feature on the main page. But basically it boils down to this:
Here is the new faaction and their backstory (Photos of figs in game)
Here are the cards (PDF format), and here is how to print them (printing options for the technology challenged)
Here are the figs and where you can get them and how much (EverythingMageKnight.com)
Here is how you debase and rebase the figs (Give a couple examples)
Perhaps have a few units come out every now and then designed by more prominent custom creators, while still maintaining the basic premise
I'm open to ideas...
The focus is accesibility. I also don't want these units to go outside the bounds of the official rules. I think something that intimidates newcomers to the customs scene are some custom abilities being a house rule in order for them to work. Keeping these units within the HS Master rules, you can use them without introducing a foreign dynamic into the game.
Sorry if that is a lot to take in, but this project has just evolved each day it seems. I thank everyone for their patience... Hex as you stated above is their going to be a custom card Template for the Horgle.
hextr1p
August 3rd, 2006, 11:47 AM
Hex as you stated above is their going to be a custom card Template for the Horgle.
Yes there is... and it's already created. However, I'm going to be putting the cards together as we begin to narrow the units down.
http://www.heroscapers.com/oldgallery/albums/userpics/10027/normal_Sample_card.jpg
This is obviously smaller than the actual size. Also, the final cards will be made into print ready PDFs for best quality.
Fallen Templar
August 3rd, 2006, 11:49 AM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/normal_Sample_card.jpg
:shock: Awesome :shock:
Widigo
August 3rd, 2006, 12:14 PM
I was waiting for a card, now if I could only make my damned CC work with this model, any takers on PMing me the instructions on how to do that.
Sorry if I spell like a Horgle, or smell like one.
This may become my new sig. I am starting to like it.
hextr1p
August 3rd, 2006, 12:17 PM
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_040_rot01.jpg
Kargor
Horgle---------------- Life 2
Unique Hero--------- Move 6
Mercenary----------- Range 6
Lucky---------------- Attack 2
Medium 4------------ Defense 3
----------------------- Points 25
Lucky Shot
After moving and before attacking, you may choose any non-adjacent small or medium figure within 6 clear sight spaces of Kargor. Roll the 20-sided die. If you roll a 20, the chosen figure is destroyed.
GrungeBob brought up introducing stronger heroes to this line to help fill out the faction, and I'd like to see this fig be one of those. Note that this is the fig which brought on the idea of the Horgle all together...
I like the lucky shot concept, but I also had another idea in mind:
Waylay Special Attack
Range 8. Attack 2.
Choose any figure within 8 clear sight spaces. If the figure does not have an order marker on its card this round, the chosen figure cannot roll any defense dice when attacked by Kargor this turn.
Point-Blank Special Attack
Range 3. Attack 5.
If Kargor does not move this turn, he may use his Point-Blank Special Attack instead of attacking normally.
Something like those...
A side note, the following two figs are ones I'd like to be the most powerful unique heroes in this faction:
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_122_rot01.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4377)
The leader of the Horgle Horde.
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_123_rot01.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4378)
The Horgle Horde sergeant/second in command.
I haven't even started thinking about abilities for these two, but again, these are to be more powerful units, not fillers!
Widigo
August 3rd, 2006, 12:28 PM
I think if someone could find a cartoony ogre that we could do one or two strong 'uns. I don't know about squads the whole reason I liked these is that they are like drafting a squad one man at a time.
A power I am throwing around.
Mass Movment
Instead of attacking with (Insert name here) you may move four other horgle on the board.
netherspirit
August 3rd, 2006, 12:28 PM
Lots of really cool special abilities are coming out of those so far.
I am looking forward to helping out in whatever way you need me to hex.
Fallen Templar
August 3rd, 2006, 12:59 PM
Same here I'll do my part to help.
Fallen Templar
August 3rd, 2006, 01:23 PM
With the Goblin Raider will he be a squad or will he be a cannonfodder/defense hero I submited
Widigo
August 3rd, 2006, 01:48 PM
I like yours FT a nice distraction card.
truth
August 3rd, 2006, 01:48 PM
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_040_rot01.jpg
Kargor
Horgle---------------- Life 2
Unique Hero--------- Move 6
Mercenary----------- Range 6
Lucky---------------- Attack 2
Medium 4------------ Defense 3
----------------------- Points 25
Lucky Shot
After moving and before attacking, you may choose any non-adjacent small or medium figure within 6 clear sight spaces of Kargor. Roll the 20-sided die. If you roll a 20, the chosen figure is destroyed.
GrungeBob brought up introducing stronger heroes to this line to help fill out the faction, and I'd like to see this fig be one of those. Note that this is the fig which brought on the idea of the Horgle all together...
I like the lucky shot concept, but I also had another idea in mind:
Waylay Special Attack
Range 8. Attack 2.
Choose any figure within 8 clear sight spaces. If the figure does not have an order marker on its card this round, the chosen figure cannot roll any defense dice when attacked by Kargor this turn.
Point-Blank Special Attack
Range 3. Attack 5.
If Kargor does not move this turn, he may use his Point-Blank Special Attack instead of attacking normally.
Something like those...
The waylay special attack should have a small or medium limiter on it as to avoid the DW glass jaw effect.
And if you would want to make him stronger with these abilites I would suggest a life boost so he can stay in the game long enough to make use of them :).
hextr1p
August 3rd, 2006, 01:51 PM
With the Goblin Raider will he be a squad or will he be a cannonfodder/defense hero I submited
I can't say for sure at the moment. I'd really like the Goblin Raider to be used as a squad (being that they're small and feisty looking that way). However, I do want to use your stats and abilities for a different figure.
This weekend I hope to find some time to begin going through the ideas posted so far and begin consolidating the mass into a more orderly package.
hextr1p
August 3rd, 2006, 01:55 PM
The waylay special attack should have a small or medium limiter on it as to avoid the DW glass jaw effect.
And if you would want to make him stronger with these abilites I would suggest a life boost so he can stay in the game long enough to make use of them :).
All good poiints...
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_040_rot01.jpg
Kargor
Horgle---------------- Life 4
Unique Hero--------- Move 6
Mercenary----------- Range 6
Relentless?---------------- Attack 3
Medium 4------------ Defense 3
----------------------- Points ???
Waylay Special Attack
Range 8. Attack 2.
Choose any small or medium figure within 8 clear sight spaces. If the figure does not have an order marker on its card this round, the chosen figure cannot roll any defense dice when attacked by Kargor this turn.
Point-Blank Special Attack
Range 3. Attack 5.
If Kargor does not move this turn, he may use his Point-Blank Special Attack instead of attacking normally.
truth
August 3rd, 2006, 01:58 PM
I want to say... 50 on the points...
Widigo
August 3rd, 2006, 02:08 PM
50-60 would be good.
Fallen Templar
August 3rd, 2006, 02:11 PM
55 points for Kargor. I thinks thats a resonable price
hextr1p
August 3rd, 2006, 02:11 PM
I want to say... 50 on the points...
Really? That low? I'm thinking I'm going to bump his defense to 4 (make him a little more resilient) and set his cost at 65 for now.
LilNewbie
August 3rd, 2006, 02:15 PM
My initial reaction was 70 (65 minimum) since he has an 8 range special attack and, choosing wisely, he could kill a figure each action. He's fast, decent range and decent stats with two special ranged attacks. Just my .02. Great stats/abilities and figure choice though. :D
Newb.
truth
August 3rd, 2006, 02:20 PM
I can agree on 60 - 65 points.
netherspirit
August 3rd, 2006, 02:21 PM
I think you should use this sculpt as Kragor and give him better stats and a higher cost, like you want to do with that figure. Those special attacks are too good to use on a figure that isn't going to be around very long to use them very much.
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_123_rot01.jpg
You could even come up with another ability, like a leadership type thing so he can pump up the other Horgles.
truth
August 3rd, 2006, 02:49 PM
I think you should use this sculpt as Kragor and give him better stats and a higher cost, like you want to do with that figure. Those special attacks are too good to use on a figure that isn't going to be around very long to use them very much.
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_123_rot01.jpg
You could even come up with another ability, like a leadership type thing so he can pump up the other Horgles.
I don't really see this race pumping each other up. They seem like every monster for themselves type creatures.
hextr1p
August 3rd, 2006, 02:55 PM
I think you should use this sculpt as Kragor and give him better stats and a higher cost, like you want to do with that figure. Those special attacks are too good to use on a figure that isn't going to be around very long to use them very much.
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_123_rot01.jpg
You could even come up with another ability, like a leadership type thing so he can pump up the other Horgles.
I don't really see this race pumping each other up. They seem like every monster for themselves type creatures.
Yes, Truth hit the Horgle on the head with that thematic observation.
Nether, I do like your suggestion. The only reason why I have to say no is this: that fig costs in the range of $25 on EverythingMageknight.com! As does the other fig I posted next to him. Thus, a special cost calls for a special unit (at least that's how I see it). I haven't even had a chance to think of how to bring these two 'leader' figs into play as far as abilities. So if anyone has any ideas, as usual, spill them out here. I look at and consider everything.
Regarding Kargor, if we need to bump him up even more to make him more resilient, so be it.
netherspirit
August 3rd, 2006, 03:14 PM
truth, hex said he wanted to make those 2 "leader" figures...it was just the first thing I thought of when I thought of a leader, someone who helps the followers...but whatever. I can't think of anything for a leader that doesn't help out the others, maybe if I think about it some more I can.
You said you wanted to use that figure. Did I miss something? :shrug: I like those 2 special attacks for that figure, guess its just me...
I guess I will have to do something like this with a different race, because I appear to have some clashing opinions and ideas that don't seem to mesh well with what you have in mind.
hextr1p
August 3rd, 2006, 03:28 PM
truth, hex said he wanted to make those 2 "leader" figures...it was just the first thing I thought of when I thought of a leader, someone who helps the followers...but whatever. I can't think of anything for a leader that doesn't help out the others, maybe if I think about it some more I can.
You said you wanted to use that figure. Did I miss something? :shrug: I like those 2 special attacks for that figure, guess its just me...
I guess I will have to do something like this with a different race, because I appear to have some clashing opinions and ideas that don't seem to mesh well with what you have in mind.
Nether, apologies if I come off like a whiner who only wants things done his way and only his way. I don't mean to. There is just so much happening in this thread, that it's hard to take in and keep up with while here at work.
Instead of leader, I should have said something like, "alpha male", or the dominating member of the species; the most powerful unique hero of this faction. These figures don't necessarily need a leader type ability. Though I could see them having some sort of a bonding with other unique hero Horgles. But as mentioned, I haven't had a chance to think about how I'd like to integrate these two into the mix. I just know that those two figs are the ones I would like to use as the power heroes of the Horgles.
netherspirit
August 3rd, 2006, 03:47 PM
hextr1p You certainly didn't come off that way, I didn't mean to sound like a big whiner myself. You have other ideas for the purpose of this project, that being an introduction to Custom Units for newbies, and I can appreciate that, I was just getting excited because this seems like such an awesome thing that I have so many ideas that would likely suit something for more advanced customs and don't really fit the scope of this project. So I will likely do something like this for myself. :)
I am still going to be helping out with this, I love the concept and the ideas that have been genated thus far.
ChaosChild
August 3rd, 2006, 04:48 PM
Here's my idea for a "leader" type to help out an all Horgle army.
Instead of taking a turn with <name>, you may take a turn with a number of Horgle Unique Heroes that have a combined point cost that is less than or equal to <name>.
Or...
Instead of taking a turn with <name>, roll the 20-sided die. If you roll a 1, nothing happens. If you roll a 2-?, you may move and attack with a number of Horgle Unique Heroes with a combined point total of 60 points or less. If you roll a ?-?, you may move and attack with... you get the point.
They will work if none of the Horgle heroes have bonding. The first one should fit on a card with 2 other abilities to make the leader powerful. That way you have to make a choice between a powerhouse or a few less powerful guys. The second, I like because of the die roll but, that isn't going to fit on a card with other abilities.
I'm just kind of thinking out loud here so, I might have missed something.
truth
August 3rd, 2006, 04:52 PM
The reason why I think that these guys are so great for those new to the custom scene is they can print up just one and play them with any army with thier mercenary, low cost theme. And with low cost/low power heroes it will be harder for the opposistion to whine unfair and broken at the first site of a custom. Cause after all how is the guy with 2 attack and 3 defense going to break the game open? But I can see making these other "leader" Horgel because they look so stinking cool even if they are expensive. They can just be for the more hard core custom users and for awe factor. I don't know maybe I'm just talking out of my rear. What I do know is this project has me pumped. I have high hopes for these guys!
hextr1p
August 3rd, 2006, 05:04 PM
(all that stuff Truth said above)
This is exactly how I see these units working. Yes, they can be bought one at a time for the reasons you mentioned (low-cost, not gamebreakers, etc.). That, and because of their mercenary status, if you only have one, the unit still fits in with their theme of loner type units. Or, you can buy a couple for the same reasons. Or, you can purchase the entire set slowly or all at once. And then you can save to buy the power figs!
So many possibilities...
hextr1p
August 3rd, 2006, 06:15 PM
http://www.heroscapers.com/oldgallery/albums/userpics/10027/horgle_banner.gif
Figures still available for Horgle custom consideration:
Ub Khan (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=4438)
Orc Violator (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5231)
Goblin Raider (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=7195): Someone assigned this fig to their custom, but I'd like to see these made into a squad. GrungeBob made mention of his Maggrut Scrabblas.
Half-Orc Hatcheteer (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3139)
Orc Wolfkin (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5235)
Also, Grungebob, I wasn't able to find the stats for your Maggrut Scrabblas. Do you mind posting them here for reference?
Fallen Templar
August 3rd, 2006, 09:16 PM
Fodder Gobbies
HORGLE
Unique Squad 3 figures ----------Move 5
Mecenary---------------Range 1
Passive-----------------Attack 2
Small 4-----------------Defense 3
Life 1
Points 35
Goblin Raider
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_079.jpg
Cannon Fodder
If an adjacent friendly figure is being targeted by a ranged attack, Fodder Gobbies may roll defense for the chosen figure. If a Fodder Gobbies fails to defend the attack, The Fodder Gobbie is destroyed.
Frenzy
justjohn
August 3rd, 2006, 11:49 PM
MAN! What an awesome idea. Sorry I'm so late getting interested in this. Is there still room for me to participate? I hope so! You guys have so many great ideas so far.
Here's a contribution:
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_077.jpg
Iki-Tiki
Horgle-------------Life 2
Unique Hero------Move 6
Mercenary--------Range 1
Annoying---------Attack 2
Small 3?----------Defense 2
--------35 points?-----------
Taunt
Choose 1 figure withing 4 clear spaces of Iki-Tiki and roll the 20-sided die. On a roll of 15 or higher, move that figure adjacent to Iki-Tiki. The figure recieves all leaving engagement attacks.
I know you were looking for a squad for this figure, but... I've been wanting to implement the taunt ability, and this seems like the perfect place.
Great idea.
Fallen Templar
August 4th, 2006, 10:34 AM
MAN! What an awesome idea. Sorry I'm so late getting interested in this. Is there still room for me to participate? I hope so! You guys have so many great ideas so far.
Here's a contribution:
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_077.jpg
Iki-Tiki
Horgle-------------Life 2
Unique Squad------Move 5
Mercenary--------Range 1
Annoying---------Attack 2
Small 3?----------Defense 2
--------35 points?-----------
Taunt
Choose 1 figure withing 4 clear spaces of Iki-Tiki and roll the 20-sided die. On a roll of 15 or higher, move that figure adjacent to Iki-Tiki. The figure recieves all leaving engagement attacks.
I know you were looking for a squad for this figure, but... I've been wanting to implement the taunt ability, and this seems like the perfect place.
Great idea.I like the idea behind taunt but couldnt it be put into a squad for about 40 points. Something like this
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_077.jpg
Fodder Gobbies
Horgle-------------Life 2
Unique Hero------Move 6
Mercenary--------Range 1
Annoying---------Attack 2
Small 3?----------Defense 2
--------40 points?-----------
Taunt
Choose 1 figure withing 4 clear spaces of a Fodder Gobbies and roll the 20-sided die. On a roll of 15 or higher, move that figure adjacent to a Fodder Gobbie. The figure recieves all leaving engagement attacks.
netherspirit
August 4th, 2006, 10:41 AM
Half-Orc Hatcheteer (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3139)
I actually had a custom in the works for this figure. It had double attack and a Hatchet Throw Special Attack. I think the stats could be tweaked to make it fit the scope of the project. I had it using a Hatchet Marker and then he would have to go pick it up (kind of like one of truth's customs), that may be too complicated for this but here it is anyways.
Hatcher The Hatchet Throwing Horgle
Horgle-------------Life 2
Unique Hero------Move 5
Mercenary--------Range 1
Precise------------Attack 3
Medium 5?----------Defense 2
--------45 points?-----------
Double Attack
After Hatcher Attacks he may attack one additional time.
Hatchet Throw Special Attack
Range 5. Attack 2.
Begin the game with a Hatchet Marker on this card. Use this attack only if there is a hatchet marker on this card. Choose a figure to attack. Remove the hatchet marker and place it adjacent to the chosen figure. When Hatcher moves to a space with a hatchet marker place the marker on this card.
It could probably be really dumbed down for the purposes of your project, but thats what I had for that figure (with better stats).
hextr1p
August 4th, 2006, 10:58 AM
Half-Orc Hatcheteer (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3139)
Hatcher The Hatchet Throwing Horgle
It could probably be really dumbed down for the purposes of your project, but thats what I had for that figure (with better stats).
:rofl:
That name is awesome! Though it will be changed to something more brutal, of course... but yeah, hilarious!
Yes, this is an excellent ability for this fig. Though I only read through it once, I'll look at it more over the weekend to tweak it a bit. But I do like it a lot.
netherspirit
August 4th, 2006, 11:02 AM
Hatcher The Hatchet Throwing Horgle
:rofl:
That name is awesome! Though it will be changed to something more brutal, of course... but yeah, hilarious!
As expected, its just a place holder name. :) Glad you thought it was funny though. :D
hextr1p
August 4th, 2006, 11:18 AM
Okay, building on GrungeBob's suggestion helping to round the faction out with some squads, I found the following MK fig:
Grimlin: $.49 each at EverythingMageknight.com
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_001.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=7204)
Lesser creatures (they only have one eye!) from Grut the Horgle force in to fighting for them. A squad of 4, perhaps?
Orc Slaver: $4.99 at EverythingMageknight.com
http://www.wizkidsgames.com/images/figures/Rotating/MKNX/MKNX_115.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=8281)
A bit spendy of a fig, but he could be a unit who boosts the above squad somehow.
netherspirit
August 4th, 2006, 11:23 AM
Since they are forced into fighting for the Horgle maybe they could have some kind of roll each to see if they escape? Or don't fight?
And then the big guy is there to keep them in line. Maybe with a bonus to the aforementioned roll on the other card?
Yeah I dunno....I am sure I can come up with something better...I will ponder a bit more :ponder:
hextr1p
August 4th, 2006, 11:36 AM
Since they are forced into fighting for the Horgle maybe they could have some kind of roll each to see if they escape? Or don't fight?
At first glance, I do like that idea. Something like, "After moving, roll the 20 sided die. If you a roll 1-10 (whatever), you cannot attack with this squad this turn."
Rough, I know. But the idea would allow to keep their cost down.
OR!! How about a temporary mutiny of sorts. Same idea above, but instead of them not attacking, that turn you're forced to attack friendly figs instead of enemy figs! Heh heh...
LilNewbie
August 4th, 2006, 11:36 AM
Okay, building on GrungeBob's suggestion helping to round the faction out with some squads, I found the following MK fig:
Grimlin: $.49 each at EverythingMageknight.com
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_001.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=7204)
Lesser creatures (they only have one eye!) from Grut the Horgle force in to fighting for them. A squad of 4, perhaps?
Taking a page from another famous game, these guys could have an ability like this:
Cloud of Flies: Add 2 to Defense to a "Gremlin" if being attacked from a non-adjacent figure.
Maybe adding a line that special attacks cannot be use if a figure is adjacent to a "Gremlin" due to the distraction caused by the Flies.
Great figure and 4 in a squad would be cool.
Newb.
netherspirit
August 4th, 2006, 11:48 AM
Since they are forced into fighting for the Horgle maybe they could have some kind of roll each to see if they escape? Or don't fight?
At first glance, I do like that idea. Something like, "After moving, roll the 20 sided die. If you a roll 1-10 (whatever), you cannot attack with this squad this turn."
Rough, I know. But the idea would allow to keep their cost down.
OR!! How about a temporary mutiny of sorts. Same idea above, but instead of them not attacking, that turn you're forced to attack friendly figs instead of enemy figs! Heh heh...
I like the Mutiny Idea...
OH! OH! OH! What about something like this, place a restriction on the bigger guy you posted so he has to stay near them or you lose control of the squad? Like if he gets too far away you lose an order marker on them or something....anyways he's their wrangler, if you roll too low he comes in and attacks one of the little guys, to keep them in line.
Fallen Templar
August 4th, 2006, 02:38 PM
Krusk
Horgle-------------Life 2
Unique Hero------Move 5
Mercenary--------Range 1
Brutal------------Attack 3
Medium 5?----------Defense 4
http://www.wizkidsgames.com/images/figures/Rotating/MKNX/MKNX_115.jpg
Total Obiedience
All Friendly Slaves on the board do not roll for Escape.
Great Reach
Same as Rhyderrch's power for the Ushtabi
Slaves of the Horgle
Durgeth-------------Life 1
Unique squad------Move 5
Slaves--------Range 1
Brutal------------Attack 2
Medium 5?----------Defense 2
50 points
http://www.wizkidsgames.com/images/figures/Rotating/MKOM/MKOM_001.jpg
Escape
A the Beginning of the round roll the 20-sided die. If you roll a 11 or higher you may not activate the Slaves of the Horgle this round
Self Destruct
same as DW7K
hextr1p
August 4th, 2006, 03:07 PM
Found another one to help round out the low-cost heroes of this faction:
http://www.wizkidsgames.com/images/figures/Rotating/MKUP/MKUP_028_rot05.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3112)
Orc Tracker
Camoflauge
If (insert name here) is adjacent to an Evergreen Tree, add 2 dice to his Defense.
I'm sure someone has thought of that ability before... but it's simple, yet effective.
ChaosChild
August 4th, 2006, 03:14 PM
Tree Camoflauge
If <name> is adjacent to a tree, opponents' figures must be adjacent to <name> to attack him with a normal attack.
hextr1p
August 4th, 2006, 03:15 PM
Tree Camoflauge
If <name> is adjacent to a tree, opponents' figures must be adjacent to <name> to attack him with a normal attack.
OOH! YEAH! I like that better!
reapersaurus
August 4th, 2006, 04:20 PM
Found another one to help round out the low-cost heroes of this faction:
http://www.wizkidsgames.com/images/figures/Rotating/MKUP/MKUP_028_rot05.jpg (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=3112)
Orc TrackerDefinately not.
I wouldn't take that fig and use it for a HS custom, since that is Tark, truth's Halls of Valhalla-elected unit.
http://www.heroscapers.com/oldgallery/albums/userpics/10001/tark.jpg
netherspirit
August 4th, 2006, 04:27 PM
Since when is Customs Creation a first come first serve establishment? Truth made a custom using that figure so I or anyone else can't?
reapersaurus
August 4th, 2006, 04:34 PM
I knew someone was going to say that.
It is only because it is a Halls of Valhalla unit.
You don't see any difference between a figure being used for one of the 15 best custom units ever made for the game, and some card that was hardly even looked at?
Look, if you don't see the problem with using a figure from a VERY well-known card, than go for it. There's no law against it. It's just that when most custom HS players hypothetically would see that figure on the map, they're more likely to say "Cool - you're playing with Tark!" then they are of saying "Cool - you're playing with (whatever new name you make)"
netherspirit
August 4th, 2006, 04:39 PM
I knew someone was going to say that.
It is only because it is a Halls of Valhalla unit.
You don't see any difference between a figure being used for one of the 15 best custom units ever made for the game, and some card that was hardly even looked at?
Look, if you don't see the problem with using a figure from a VERY well-known card, than go for it. There's no law against it. It's just that when most custom HS players hypothetically would see that figure on the map, they're more likely to say "Cool - you're playing with Tark!" then they are of saying "Cool - you're playing with (whatever new name you make)"
Obviously it isn't very well known, Hex, Chaos, and myself didn't catch it as being Tark. :shrug: :P
Perhaps you should have said something like your last paragraph instead of "Definately Not." Like it was against the rules or something. Your other post came off very abrasive to me, it made me think "Who are you to tell me (or anyone) which figures I can't use to make customs"
hextr1p
August 4th, 2006, 04:46 PM
Definately not.
I wouldn't take that fig and use it for a HS custom, since that is Tark, truth's Halls of Valhalla-elected unit.
I'm going to have to disagree with you on this one, Reap.
Is it the fig that was elected into the Halls? Or was it the fact that it's a great card with fun, well thought out abilities that got Tark into the Halls?
The fig was first a MageKnight figure, and I know I've seen other custom cards elsewhere using the same fig. Specifying and sanctioning a figure from a game outside of Heroscape for a specific custom becomes a bit limiting to those looking into getting into customs themselves, doesn't it? What happens when all the cool sculpts are used up?? True, the card was chosen as an 'elite' card. But that doesn't give anyone the right to say outright, "HEY! That's my fig!"
And you would think that more than one HS custom per MK fig would give players more options to incorporate the use of customs into their games? As an advocate of customs yourself, I think you'd be one of the first to agree with this logic.
I have great respect for Truth. But I don't think he'd get too upset if I use a mass market, common Mageknight figure for a customs project that he himself is behind. However, if he does come to me and request that I use a different figure, than I will rethink my position and try to find a different fig to use.
netherspirit
August 4th, 2006, 04:48 PM
And you would think that more than one HS custom per MK fig would give players more options to incorporate the use of customs into their games?
That is exactly what I was thinking...
reapersaurus
August 4th, 2006, 04:56 PM
My wording to the contrary, I'm not telling you NO, don;t use it.
I'm simply advising you of the existence of a as-popular-as-custom-units-get custom by truth that uses that same figure, for confusion purposes.
As to some other stuff: The waylay special attack should have a small or medium limiter on it as to avoid the DW glass jaw effect.
And if you would want to make him stronger with these abilites I would suggest a life boost so he can stay in the game long enough to make use of them :).
All good poiints...
http://www.wizkidsgames.com/images/figures/Rotating/MKMK/MKMK_040_rot01.jpg
Kargor
Horgle---------------- Life 4
Unique Hero--------- Move 6
Mercenary----------- Range 6
Relentless?---------------- Attack 3
Medium 4------------ Defense 3
----------------------- Points ???
Waylay Special Attack
Range 8. Attack 2.
Choose any small or medium figure within 8 clear sight spaces. If the figure does not have an order marker on its card this round, the chosen figure cannot roll any defense dice when attacked by Kargor this turn.
Point-Blank Special Attack
Range 3. Attack 5.
If Kargor does not move this turn, he may use his Point-Blank Special Attack instead of attacking normally.He is an assassin for Sentinels and Minions.... which are high-cost, usually-tough-to-kill squads...
Ryderech's Great Reach I still don;t understand how the wording makes clear what it's meant to do. I've spoken with Ryhdd at great length about this, and I don;t know if he was going to make the wording work, or be clearer. I mention this, in case anyone is thinking of using that power (as mentioned before), they are aware of the rules confusion regarding it.
On a thematic note, very few small figs, regardless of weaponry, would likely look like they could Reach extended hexes. Loook at a board, and see how wide that is - hopefully any fig with some kind of Reach power would really warrant it in the sculpt. :shrug:
I think Chaos had a great suggestion, that I think fell on deaf/busy ears : the ability of the leader to provide some kind of Bonding. I thought that BNonding was one of the ideas this mercenary group was going to be incorporating a lot, siunce the problem with low cost heroes is that they aren;t usually worth activating until they are the last ones left in an army.
The Taunt ability can't be put on to a cheap squad, if disengage attacks can kill the figure when they go after the Taunter. Too powerful.
Also - if there are any Faction-specific powers you guys would want for these Horgles?
I'm thinking that a Faction-card (like the Zaravi card) might be neat, that lists any common traits.
The only common trait I can think of would be (since they are mercenaries) -
"A Horgle's Personality does not affect any Personality-specific abilities on cards in the same army."
Meaning - if you draft a Horgle into an all-Valiant army, the 4th Mass could still get their defensive bonus.
Those would be TRUE mercenaries, with that ability, or something similar.
hextr1p
August 4th, 2006, 05:08 PM
(see above)
All valid points.
I'll look into making Kargor a bit less of an assassin. Though he is to be one of the higher costed Horgles.
I did see someone bring up the use of Ryd's Great Reach ability. However being that it looks to be confusing, I don't think I'll put the ability into use here.
Leader bonding is definitely something I want to institute for the two more powerful figs I want to introduce to this faction. I'm also going to go back and see if I can introduce bonding of other types into some of the lesser figs as well.
Agree with the Taunt observation. Not downing the power, but it is too powerful for a low-cost squad.
And I REALLY like the closing idea you had about the Horgle traits not affecting trait specific abilities on other cards!
hextr1p
August 4th, 2006, 07:30 PM
http://www.wizkidsgames.com/images/figures/Rotating/MKDR/MKDR_037.jpg
Orc Wolfkin
Kwag
Horgle----------------- Life 3
Unique Hero--------- Move 5
Devourer-------------- Range 1
Relentless------------- Attack 4
Medium 4------------- Defense 2
-------------------------Points ???
Frenzy
After you take a turn with Kwag, roll the 20-sided die. If you roll a 16 or higher you may take another turn with Kwag.
Anubian Wolves Bonding
Before taking a turn with Kwag, you may first take a turn with 1 squad of Anubian Wolves you control.
ChaosChild
August 4th, 2006, 09:50 PM
I like the idea of Horgles bonding with official units but if the leader has bonding with Horgles, chain bonding could occur. Also, if you are going to have him bond with someone, I think it should be Khosumet. Bonding with Khosumet would help Kwag and keep his points down.
Again, decide whether you want the leader to have bonding with other Horgles or the lesser Horgles to have bonding with other units. My opinion: The lesser Horgles will be fine without bonding because it will keep their points down and you are not likely to draft to many in a non-Horgle army. However, in a Horgle army, a leader that can bond with the lesser Horgles so you can take a turn with 2 or 3 at a time would be a needed boost.
And, the idea of Horgle specific abilities on a seperate card might be straying from your initial idea of keeping them simple. If you do go with it though (I do like the idea btw), you could also use Nether's idea of sub-classes only simplified. Put a regular class on each individual card and then have all Horgles have a class of mercenary on the faction trait card. I also like reaper's idea that Horgles aren't factored into trait specific abilities.
truth
August 4th, 2006, 10:19 PM
I don't mind you using Tark. I wouldn't mind either if you just took my tark card and transfered it into a Horrgle template. I'd even be willing to call that the offical card for him and switch it out in the halls barring any exceptions. Your looking at a camo ability and he already has one... :) Because obviously the fig begs for one.
Mooseman
January 20th, 2007, 08:16 PM
http://www.wizkidsgames.com/images/figures/Rotating/MKNX/MKNX_110.jpg
Vrurag the Minelayer
Horgle---------------- Life 2
Unique Hero--------- Move 6
Engineer----------- Range 1
Tricky----------- Attack 2
Medium 5------------ Defense 3
----------------------- Points 35
Lay Mine
Vrurag starts the game with five blank and five explosive mine tokens. Twice during his move, Vrurag may stop and place a face down mine token on an ajdacent same level non-water non-lava non-road space.
If a small or medium figure moves onto a space with a mine token on it, turn the token over. If the mine is blank, nothing happens. If the mine is explosive, destroy the figure. Either way, remove the token. If a large or huge figure moves onto a space with a mine token on it, turn the token over. If the mine is blank, nothing happens. If the mine is explosive, deal three wounds to the figure. Either way, remove the token.
hextr1p
February 5th, 2007, 04:02 PM
Found another MageKnight figure to make into one of the mid-level Horgles:
http://www.wizkidsgames.com/images/figures/Rotating/MKSO/MKSO_090.jpg
Bloodhawk figure (http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=5896): $7.99 from EverythingMageKnight.com
Any ideas for this one? His theme can go in so many different directions, so I'm open to some brainstorming. I have a couple ideas, but nothing concrete just yet.
* * *
EDIT: 3.8.08
Another one to add:
http://www.wizkidsgames.com/images/figures/Rotating/MKSO/MKSO_030.jpg
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