View Full Version : Custom Common Hero Contest!
Taeblewalker
April 27th, 2008, 12:39 AM
It's that time again! Taeblewalker is running another contest!
This time, come up with a common hero. The hero should probably be in the 10-40 point range for the greatest likelihood that it will win a prize, but there are 5 categories in all:
Pricing - all the official common heroes cost 25 points, but yours may differ. The cost should match the power level of the unit. If you must make a hero like DW7K, make it 100 points! Note that if the unit is correctly priced at more than 100 points, it is probably too powerful to do well in the in the playability category.
Originality - don't give us an Orc that rides a small bear and has Road Strength as a power! That said, both official common heroes have __________ Strength; it's fine to include that, if the hero is otherwise original.
Clarity - make clear what the special powers are, etc - this should be easier than the glyph contest!
Theme - specifically, the hero should fit both the general to which it is
assigned and the species/era/planet to which it belongs. For example, if you have an Orc, it should A) most probably syngergize with Orcs and/or Utgar figures and B) be from Grut.
Playability - give the figure powers that are general enough to affect more
than one situtation. For example, the Swog Rider affects Orc Archers and is a Beast. Dumuteff Guard affects all Devourers plus roads. These units are just versatile enough, without overdoing it.
Secondly, make sure you follow the rules. See your second edition rulebook for details.
Thirdly, everything should make tactical sense. For example, Special Attacks have some benefit to offset the fact that they are not modifiable. Sir Hawthorne's does less damage but can be reused on a good roll. Nilfheim's does less damage but has range and multiple targets. The Wolves of Badru Special Attack does more damage, but then is nerfed by the chance that the figure might not survive the attack.
Make it all work.
Prizes will include: A Swarm of the Marro Set, a Zombies of Morandin set, and more to be announced!
Entries:
scottishlad5
April 27th, 2008, 01:21 PM
I made my guy when do I post him?
robbdaman
April 27th, 2008, 02:43 PM
Yes, I am curious as well. Should we send submissions to you?
R~
Taeblewalker
April 27th, 2008, 03:22 PM
Sorry, I forgot to note:
Please use card blanks, available at
http://www.heroscapers.com/community/showthread.php?t=269
You can get the full resources here:
http://heroscapers.com/community/showthread.php?t=3249
The judging will be held on Saturday, May 17!
Please post all entries here! If you have any edits of your posted entries, please PM me to let me know.
Pumpkin_King
April 27th, 2008, 03:57 PM
http://i4.photobucket.com/albums/y140/Bill_Nye/ArmyMedicCard.jpg
Bloody the Marro Stinger
April 27th, 2008, 05:04 PM
I may enter, but I have a question. Do we have to give stats on a blank card, or can we do it cardless? It might be harder to read without a card, but I don't exactly know how to do it on a card blank.
NecroBlade
April 27th, 2008, 05:38 PM
I will definitely be entering. 8) I do have a suggestion, though: entrants should PM you their creations, so no one else can see them and use them for ideas. Then you post all the entries at once for judging.
Taeblewalker
April 27th, 2008, 05:53 PM
I will definitely be entering. 8) I do have a suggestion, though: entrants should PM you their creations, so no one else can see them and use them for ideas. Then you post all the entries at once for judging.
We have always done the contest in the public eye, and entrants have always been able to receive encouragement from what others have entered. We think it's more exciting to see what's out there as the contest develops. No one in the past has really abused this by stealing from others in our previous contests.
Taeblewalker
April 27th, 2008, 05:55 PM
I may enter, but I have a question. Do we have to give stats on a blank card, or can we do it cardless? It might be harder to read without a card, but I don't exactly know how to do it on a card blank.
It should fit on a card blank. Just copy a blank from the link to Paint or some other program and type the words in.
If you really can't do it, we can put the text onto the card, but make sure it fits in the space provided. If you avoid excessive wording, this should not be a problem.
scottishlad5
April 27th, 2008, 08:59 PM
http://i30.tinypic.com/28l8i8h.gif
Bloody the Marro Stinger
April 27th, 2008, 09:03 PM
Thanks for the clarification, Taeblewalker! Guess I'll have to type it on a blank then with no picture...
And Kilrit sounds way too much like the name of a unique hero. The text is a little off also when referring to common heroes. For example, instead of saying "Whenever Kilrit is...", say "Whenever a Kilrit is...". That makes the thing seem much more like a common hero, in my eyes.
The Silver Surfer
April 27th, 2008, 09:05 PM
I have a problem with entering, as well. My dad won't allow me to create an account for any online places to where I can post pictures, so I am physically not able to post pictures online, so would it be alright if I just posted stats without a card? I would post a card if I could, but as I said before, I can't. Thanks,
TSS
Einar's puppy
April 27th, 2008, 09:17 PM
I will also have to just give you words. Oh yeah, and I'm going to give this a shot. What do I have to lose?
I guess I will P.M you the stats now..
Eckels
April 27th, 2008, 11:04 PM
Here's my Entry - simple and sweet.
The finer points explained:
The principle: more figures will give bigger bonuses to the later waves after the earlier waves are dead - making them more deadly as they dwindle. At 25 points - a possible filler, considering that it's a small 3, can hide well and has a decent move of 6. But the real bonus is when drafted in high multiples.
Four, cost 100 points, but the last one alive has an attack of 3 instead of two.
Seven, cost 175 points. Additionally, when you have four left - they each have an attack of 3, and the last one alive has an attack of four.
Ten, cost 250 points. And the levels are:
Down to 7: Each have attack of 3
Down to 4: Each have an attack of four
Last one has an attack of 5.
And so on.
I think it could be possible to play a 500 point wild dog army (successfully). In fact, the last two dogs alive would have an attack of 8.
http://www.heroscapers.com/community/gallery/files/3/8/4/5/eckels_wilddog_511430.jpg
UPDATE
After testing this card quite a bit, I've lowered the number of Wild Dogs that you can move and attack with from 5 to 4.
Taeblewalker
April 28th, 2008, 12:22 AM
Here's my Entry - simple and sweet.
The finer points explained:
The principle: more figures will give bigger bonuses to the later waves after the earlier waves are dead - making them more deadly as they dwindle. At 25 points - a possible filler, considering that it's a small 3, can hide well and has a decent move of 6. But the real bonus is when drafted in high multiples.
Four, cost 100 points, but the last one alive has an attack of 3 instead of two.
Seven, cost 175 points. Now you can move the maximum number per turn (5). Additionally, when you have four left - they each have an attack of 3, and the last one alive has an attack of four.
Ten, cost 250 points. That's 2 full squads to move. And the levels are:
Down to 7: Each have attack of 3
Down to 4: Each have an attack of four
Last one has an attack of 5.
And so on.
I think it could be possible to play a 500 point wild dog army (successfully). In fact, the last two dogs alive would have an attack of 8.
http://www.heroscapers.com/community/gallery/files/3/8/4/5/eckels_wilddog.jpg
Wow! The Blood Rage concept is quite good. The stats all work well, too. I am not sure that activating up to 5 makes it a common hero or a squad, but this might be one that breaks the rules in the right way. I will give it more thought, but so far it might be quite good, though when I think more on it it could be a bit broken by allowing what is effectively a 5-figure squad. Perhaps if you cut that number down, or make it a power like the Marro Drone power (i.e., variable number of units taking a turn). I would also rephrase "move and attack" to simply "take a turn with."
Good entry, and definitely in the running.
Taeblewalker
April 28th, 2008, 12:23 AM
To all,
For those who cannot do graphics, feel free to post the stats and powers. Just don't make the powers too wordy, for I will need to be able to fit them on a card.
Thanks!
EDIT: I responded to some entries sent by PM; including a few that were posted publicly.
Bloody, I think it's very sportsman-like of you to offer criticisms that could improve someone else's entry.
Great job, everyone! I am seeing some great stuff!
NecroBlade
April 28th, 2008, 01:02 AM
Thanks for clarifying. I'll probably make mine tomorrow, but not submit it just yet. For those of you who can't make the cards, PM me with all the stats and figures you'd like to use and I'll make them for you...just as long as I don't get TOO many PMs. ;)
Aeston
April 28th, 2008, 02:57 AM
Here is my entry (and also my first custom... I was bored tonight).
http://www.vinehaeven.com/temp/heroscape/miscpics/deathknight.jpg
I thought it would be nice to add a common hero to Cyprien's army of undead that he uses to rule parts of Feylund.
At 60 points, this guy isn't cheap, but he fits in well with a couple of squads of zombies, and will act as a reasonably useful battlefield commander for whatever Cyprien may summon to Valhalla in the future. An army comprised of several zombies and several deathknights would be fearsome to behold, let alone face in battle.
His first ability, Cyprien's Commands, will help zombies close in more quickly on opposing forces and better position themselves for an onslaught. Sensing his master's will, an Annellintian Deathknight can bring some direction to the mindless hunger that drives zombies to fight.
His second ability, Stare into the Abyss, secures his position as a good counterdraft to powerful squads, allowing even his modest attack a chance to strike them down. Perfected in order to help battle the constant nuisance that is the Warriors of Ashra, the Annellintian Deathknight can force lesser warriors to lose themselves in the terror that is the emptiness of his visage.
Finally, as a knight, the Annellintian Deathknight can benefit from Concan's Knight and Sentinel Enhancement.
I thought this unit gave some interesting new options for play, and will be even further enhanced as more undead squads are released in the future.
Taeblewalker
April 28th, 2008, 11:07 AM
Aeston,
Nice, well-thought out entry. Am I correct in assuming that the bonus Move does not stack with multiple Deathknights? Please be aware that not only are the slow-moving zombies boosted; the Shades and Rechets are boosted as well. With that, you might find the game imbalanced, especially with multiple Deathknights spaced around the battlefield, effectively giving your Undead +2 Move over much of the board. At the same time, each Deathknight is an entire squad of Zombies worth of points, and more than the Rechets.
I'm not saying it's broken; I am just wondering if it's a little too good. +1 Move might be better, or you can limit it to zombies, or limit the +2 to Undead squads with a Move of less than 5.
Overall, go with what you think works. It's a strong entry.
Aeston
April 28th, 2008, 11:43 AM
My intent was for the bonus to not stack. I had hoped the wording I used was clear but I might have to go back and change it if you think otherwise.
I considered what you said about giving an undead army movement domination over the board. That is why I decided to raise the cost to 60 (it was initially 40 so a DK and a Zombie squad would even out to 100).
I had hoped that the high cost of a DK justified that movement bonus, and the limit of 4 clear sight spaces made it so not only would you have to burn a turn counter on them to move them upfield, but it would be a challenge to coordinate moving your entire army close enough to them to consistently get the bonus.
Also, with 1 life and 4 defense, it isn't exactly the type of unit you can keep out front the whole time, risking losing those 60 points. I had envisioned them as a way of moving the undead more quickly out onto the field while they, the "commanders" stayed back a bit.
Based on that reasoning, if you still think the bonus needs to be reduced I will happily do it. Let me know what you think.
The Silver Surfer
April 28th, 2008, 12:01 PM
Ok, here's my (pic-less) entry:
Marine Corps Sniper
General: Jandar
Human
Common Hero
Sniper
Precise
MEDIUM 5
Life: 3
Range: 9
Attack: 2
Defense: 4
Sighting: When a Marine Corps Sniper is attacking with a height advantage, he rolls an additional attack die.
Aimed shot: If a Marine Corps Sniper has not moved or used a Special Ability this turn before attacking, Roll one additional attack die
Sharpshooter: Instead of attacking, you may choose any non-adjacent figure within 9 clear sight spaces of a Marine Corps Sniper. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. A Marine Corps Sniper may not use this special power if he moved this turn.
Cost: 80 points
Ok, so there is my entry. And if anyone feels like making a card for this, please feel free to do so. Thanks,
TSS
Taeblewalker
April 28th, 2008, 01:06 PM
Aeston,
I can see your point. I will show it to the other judges soon and let you know what their feedback is, but I can see how the awkward cost and weak stats of the figure itself help justify its cheerleader status.
Surfer,
The unit has 3 Life, which is currently outside the canon for Common Heroes. This might cost you in the contest, as we are judging it on how well it fits in. However, it's not bad, overall. The combination of Wait Then Fire with Sighting might be a bit deadly, though! The Sniper ability is nice, though it alone gives the player the chance for a cheap Dead-eye Dan. With Life 3, I am wondering if this hero with his overall powers is not more powerful than Dan.
Try bringing him back down to Life 1, and see about maybe not putting every great ranged power there is on one common card (I exaggerate). I see where you are coming from in making him, but he seems a little too good for a common hero.
NecroBlade
April 28th, 2008, 02:18 PM
http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/NKob.jpg
Some notes about this figure.
The name N'Kob is something exotic for Aquilla, and also similar to the upcoming Groks.
The species Tallion is something that sounds vaguely familiar, like Gryphillin or Trollticor, but is unique at the same time.
N'Kobs are predators, to work with the upcoming Fyorlag Spiders.
I chose Fierce over something like Relentless, because after making a number of customs, I find relentless gets overused.
Acid Spit was chosen to give the bonding group pseudo-range, similar to what the Bardu* do for the Darklord group. It's also good to get a quick shot in on Q9 (50% of 45 points of damage).
Sense Weakness is also made to work with the Fyorlag Spiders' Entangling Web. Plus, it boosts Dund's Crippling Gaze as an added bonus!
The stats are relatively low to keep him in check. He just so happens to work well at 25 points like the other common heroes.
The figure is a Chuul from the D&D Minis Abberations set.
*I created this card (more or less) long before we knew about the Bardu.
The Silver Surfer
April 28th, 2008, 02:24 PM
Well, thanks for the advice, Tablewalker, although I doubt I'd change him for my own reasons that are pretty pointless, but I'll think about it. Just be glad I didn't give him deadly attack!!
Bloody the Marro Stinger
April 28th, 2008, 04:05 PM
I've got an idea for my entry. Might as well give a figure that helps Aquilla, who has pretty much nothing right now, after all.
scottishlad5
April 28th, 2008, 07:08 PM
http://i30.tinypic.com/34yrwxx.gif
edited
heroscaper314
April 28th, 2008, 09:05 PM
Here's my entry, it was the best I could do considering I'm not that good with the whole creativity thing...
http://farm3.static.flickr.com/2232/2450847786_e3a332ff03.jpg
NecroBlade
April 28th, 2008, 09:26 PM
I'd say that's a very solid custom, other than the fact that I probably wouldn't pay 60 points for him. Good job.
The Silver Surfer
April 28th, 2008, 09:46 PM
http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/Other/MarineCorpsSniper.jpg
Edited. Thanks for the card and advice, Necroblade!
Padwhite
April 28th, 2008, 10:03 PM
Necro: I like it, but it has the same Deathwalker glass jaw problem (sometimes I hate those darn things). For only 25 points, each they would be terrifying to the DWs! I guess you can just throw in the Soulborg immunity thing.
I'm going to work on an entry.
NecroBlade
April 28th, 2008, 10:06 PM
Necro: I like it, but it has the same Deathwalker glass jaw problem (sometimes I hate those darn things). For only 25 points, each they would be terrifying to the DWs! I guess you can just throw in the Soulborg immunity thing.
This is true. The DW player just has to use their vastly superior range to their advantage. DW9K can easily take out more than one at a time, and DW8K would have a pretty good go at them, too. DW7K has Stealth Dodge to get him by while not adjacent. Q9 could kick their butts, too, but what are you going to do? He's Q9. :? :p
JediNate
April 28th, 2008, 10:16 PM
So what is the for the end of this contest? I would like to enter but am fast approaching finals week and need to study.
Taeblewalker
April 28th, 2008, 10:21 PM
Necroblade,
Nice! I am wondering: can you take a turn with all N'Kobs you control under those circumstances (removed order marker)? Also, you should probably add "this turn" to the end of the Sense Weakness power.
Nice job.
EDIT: Since he is a 25 point DW killer, you might consider either making his Acid Spit work only against Small or Medium figures, or making it more like Sonlen's power (i.e., less than 50% chance of auto-kill).
Remember Dead-eye Dan costs 4 times as much, and even he doesn't have a 50% of killing a large DW!
Taeblewalker
April 28th, 2008, 10:27 PM
Hero314,
Your entry is good. I might tidy up the wording a little here or there, but generally it seems like a workable concept.
To all:
Remember, the judging is on May 17!
Also, I will post more critiques as the other judges get a chance to look at the entries.
Keep 'em coming!
NecroBlade
April 28th, 2008, 10:28 PM
Necroblade,
Nice! I am wondering: can you take a turn with all N'Kobs you control under those circumstances (removed order marker)? Also, you should probably add "this turn" to the end of the Sense Weakness power.
Nice job.
EDIT: Since he is a 25 point DW killer, you might consider either making his Acid Spit work only against Small or Medium figures, or making it more like Sonlen's power (i.e., less than 50% chance of auto-kill).
Remember Dead-eye Dan costs 4 times as much, and even he doesn't have a 50% of killing a large DW!Sense Weakness says "take a turn with A N'Kob." ;)
I want Acid Spit to be able to hurt Q9, though. So if you can come up with wording that will accomplish that but not hurt the DW's as bad, let me know. :)
EDIT: One other note about the figure - another reason I chose 25 points is with one or three (or 5, etc.), you'll balance out Sujoah's 185. ;)
scottishlad5
April 28th, 2008, 10:43 PM
http://i27.tinypic.com/11kksuu.jpg
ok, the newest one!
Nadom
April 28th, 2008, 11:13 PM
http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/Other/MarineCorpsSniper.jpg
Edited. Thanks for the card and advice, Necroblade!
Wow! Way to combine three established powers with some interesting stats to make a truly "unique" common hero. Love the 0 base attack combined with the powerful attack buffs!
Pallindromemaster
April 28th, 2008, 11:17 PM
I made one! Good thing, too... it's been too long since I've made any customs...
http://i182.photobucket.com/albums/x124/jugglinglizards/leapingghoul.png
The figure is a repainted gravetouched ghoul from D&D minis... He looks much better in person...
NecroBlade
April 28th, 2008, 11:18 PM
Wow! Way to combine three established powers with some interesting stats to make a truly "unique" common hero. Love the 0 base attack combined with the powerful attack buffs!
He already had the basis in his initial post, but I told him people would like that! :)
Palli: Retreat is an awesome idea!
This is what I miss about custom contests, the sheer creativity!
heroscaper314
April 29th, 2008, 07:36 AM
I'm a bit confused. Are we allowed to edit our submissions?
Taeblewalker
April 29th, 2008, 10:07 AM
I'm a bit confused. Are we allowed to edit our submissions?
Edit: I COMPLETELY misread your post. I thought you were asking is you can edit others' submissions.
To answer your actual question, you may make changes up until the judging date, which is May 17.
The goal of the contest is to get the best possible customs we can. I really plan to use some of these in my games. I can already see playtesting all of the entries so far!
ORIGINAL RESPONSE
You are certainly allowed to make suggestions. Also, some people talk privately and some, like Necroblade in particular, have offered to make the cards for those without the know-how (thanks, NB). Some reposting edits may be done by the person redoing the card for another entrant.
Taeblewalker
April 29th, 2008, 10:11 AM
Sense Weakness says "take a turn with A N'Kob." ;)
Touche.
I want Acid Spit to be able to hurt Q9, though. So if you can come up with wording that will accomplish that but not hurt the DW's as bad, let me know. :)
How about something like Web Special Attack? It can lower Defense. That would hurt Q9 by taking away his major shot at keeping all four of those life points, while having an effect on DW's as well.
I really like this one.
Taeblewalker
April 29th, 2008, 10:20 AM
The Rogue Kilrit is really shaping up nicely.
The Sniper went from possibly quite broken to a very playable figure that requires serious tactical planning.
Great cleanup job, team! All the suggestions and help you are giving each other is going to make this one of the strongest contests yet!
Taeblewalker
April 29th, 2008, 10:23 AM
Here's my entry, it was the best I could do considering I'm not that good with the whole creativity thing...
http://farm3.static.flickr.com/2232/2450847786_e3a332ff03.jpg
Hero, I have given the Fire Elemental some thought. It works pretty well, but seems to lack a little pizzazz. Maybe it's too generic. I am going to brainstorm a way to make it a little less like a Monster Manual entry and more like a HS character.
You might consider including the word "Volcarren" in the name, like Volcarren Spark.
Yes, that's really lame. :D
Anyway, the more I read your card, the more I feel the powers are very well thought out. The difference between Attack/Defense 4/4 and Attack/Defense 1/1 on Lava/Water is really cool. The Burn ability is a nice nod to Sujoah. I am wondering if he is slightly overpriced, echoing I think Necroblade's comment.
Names aside, I would probably cut down his move to 5, and possibly make him a Guard. That might be too close to the Obsidian Guards, so feel free to ignore that suggestion.
I will let you know if I can think of a non-MM name that actually sounds cool.
Taeblewalker
April 29th, 2008, 10:27 AM
Pallindromemaster,
I like the ghoul. He seems very easy to kill, but the leaping and high Attack make him something you can't ignore. I wonder if he is too vulnerable with Defense 2, but given Retreat to the Shadows, that is probably just what he needs to balance out. He can leap over a ruin, most trees, and a non-battlement-topped castle wall, then back!
Sneaky bastard. ;)
yagyuninja
April 29th, 2008, 12:33 PM
I love custom contests! :)
Here's my idea, based off an earlier custom I did. I'll have to whip up the card later.
Viking Skald
Human Champion
1 - Life
5 - Move
1 - Range
2 - Attack
2 - Defense
Warrior Inspiration: All warriors who follow Jandar and start their turn adjacent to a Viking Skald may add one to their move number for the rest of the turn.
20 - Points
So, he costs as much as a single Macdirk, but if you bring him along with a squad they can deploy faster and they get an extra (albeit weaker) attack. If you leave him in your start zone he can give Concan, Kelda, and Raelin a little move boost. I used Acolarh's Ullar amulet power for the wording at first, but I realized that could be confusing if applied to the Tarns. This way I think its clearer that they get +1 move for the whole turn, even if they keep berserking. So, bonuses to the Macdirks and Tarns, YAY!
EDIT: Huh. I just realized this could be confusing with "start their turn" if the Skald moves. That's ok, they can still use the bonding to reposition him. Of course, I could change the wording to "are adjacent when they reveal an order marker". Then the Macdirks would still get the move boost if they bonded with him.
ZBeeblebrox
April 29th, 2008, 01:11 PM
http://i27.tinypic.com/11kksuu.jpg
ok, the newest one!
This entry does not seem like a Common hero to me....he is a good idea for an unique custom, but does he fit the profile of a common hero. A common hero should be planned to play more than one on the battlefield at the time. I would think it would be wierd to play two trolls named Kilrit.
Just my two cents, maybe you could just call him a "Rogue Troll."
NecroBlade
April 29th, 2008, 01:18 PM
This entry does not seem like a Common hero to me....he is a good idea for an unique custom, but does he fit the profile of a common hero. A common hero should be planned to play more than one on the battlefield at the time. I would think it would be wierd to play two trolls named Kilrit.
Just my two cents, maybe you could just call him a "Rogue Troll."
As I discussed with scottishlad5, just think of "Kilrit" as "Troll" in whatever language they speak wherever these things come from. ;)
Taeblewalker
April 29th, 2008, 01:30 PM
I love custom contests! :)
Here's my idea, based off an earlier custom I did. I'll have to whip up the card later.
Viking Skald
Human Champion
1 - Life
5 - Move
1 - Range
2 - Attack
2 - Defense
Warrior Inspiration: All warriors who follow Jandar and start their turn adjacent to a Viking Skald may add one to their move number for the rest of the turn.
20 - Points
So, he costs as much as a single Macdirk, but if you bring him along with a squad they can deploy faster and they get an extra (albeit weaker) attack. If you leave him in your start zone he can give Concan, Kelda, and Raelin a little move boost. I used Acolarh's Ullar amulet power for the wording at first, but I realized that could be confusing if applied to the Tarns. This way I think its clearer that they get +1 move for the whole turn, even if they keep berserking. So, bonuses to the Macdirks and Tarns, YAY!
EDIT: Huh. I just realized this could be confusing with "start their turn" if the Skald moves. That's ok, they can still use the bonding to reposition him. Of course, I could change the wording to "are adjacent when they reveal an order marker". Then the Macdirks would still get the move boost if they bonded with him.
I think he is balanced. One might think at first glance that you could just keep moving him up and giving the units the bonus, but the MacDirks would stay ahead of him, and the Tarns would as well if they ever roll their Berserker Charge. The fliers could easily outpace him, so he ends up either being good for one turn, or defeating his own purpose by forcing the units who benefit from him to "wait up" for him in order to reestablish adjacency.
On the face of it, he would otherwise seem to do precious little more than Kyntela Gwyn, if we reimagined her as a nerfed version of Acolarh with half of Ullar's Amulet as her only power.
However...
Since he is a Human Champion, he can give that extra little versatility to any army with Knights of Weston or MacDirk Warriors.
My only concern is that the rules seem to allow him to bond with the MacDirks for Highland Fury. It would be of no benefit, of course! Still, it seems to linger like a loose end.
I have no immediate fix for it.
Overall, I like the concept. Very nice.
Taeblewalker
April 29th, 2008, 01:32 PM
This entry does not seem like a Common hero to me....he is a good idea for an unique custom, but does he fit the profile of a common hero. A common hero should be planned to play more than one on the battlefield at the time. I would think it would be wierd to play two trolls named Kilrit.
Just my two cents, maybe you could just call him a "Rogue Troll."
As I discussed with scottishlad5, just think of "Kilrit" as "Troll" in whatever language they speak wherever these things come from. ;)
Agreed. Also, I see how this common would really force the owning player to advertise where he will concentrate his armies, in order to give the soloists free reign to do damage. It is an interesting tradeoff, but several of these guys are pretty scary!
heroscaper314
April 29th, 2008, 01:41 PM
As far as the name goes, it is kind of lame...I needed something that wasn't really specific, obviously, otheriwise it would be more like a unique hero. Like I said, I'm not exactly the most creative person in the world, but I can probably come up with a better name if I think hard enough...
And as for the points, yeah, I'm probably going to change that later. I was thinking maybe 50 or 40.
Here's my entry, it was the best I could do considering I'm not that good with the whole creativity thing...
http://farm3.static.flickr.com/2232/2450847786_e3a332ff03.jpg
Hero, I have given the Fire Elemental some thought. It works pretty well, but seems to lack a little pizzazz. Maybe it's too generic. I am going to brainstorm a way to make it a little less like a Monster Manual entry and more like a HS character.
You might consider including the word "Volcarren" in the name, like Volcarren Spark.
Yes, that's really lame. :D
Anyway, the more I read your card, the more I feel the powers are very well thought out. The difference between Attack/Defense 4/4 and Attack/Defense 1/1 on Lava/Water is really cool. The Burn ability is a nice nod to Sujoah. I am wondering if he is slightly overpriced, echoing I think Necroblade's comment.
Names aside, I would probably cut down his move to 5, and possibly make him a Guard. That might be too close to the Obsidian Guards, so feel free to ignore that suggestion.
I will let you know if I can think of a non-MM name that actually sounds cool.
Mooseman
April 29th, 2008, 04:13 PM
http://i31.photobucket.com/albums/c364/Carryoka/Hivenode.jpg
I'm not sure about the pricing, maybe 40-50 would be better?
NecroBlade
April 29th, 2008, 04:19 PM
Cool idea. I think 30 is fine. It's useless without the Hive, which is expensive enough on its own.
Aeston
April 29th, 2008, 04:20 PM
That hive node is an awesome idea. I really like how you pulled it off.
Taeblewalker: can we enter this contest more than once?
Eckels
April 29th, 2008, 04:24 PM
Here's my Entry - simple and sweet.
The finer points explained:
The principle: more figures will give bigger bonuses to the later waves after the earlier waves are dead - making them more deadly as they dwindle. At 25 points - a possible filler, considering that it's a small 3, can hide well and has a decent move of 6. But the real bonus is when drafted in high multiples.
Four, cost 100 points, but the last one alive has an attack of 3 instead of two.
Seven, cost 175 points. Now you can move the maximum number per turn (5). Additionally, when you have four left - they each have an attack of 3, and the last one alive has an attack of four.
Ten, cost 250 points. That's 2 full squads to move. And the levels are:
Down to 7: Each have attack of 3
Down to 4: Each have an attack of four
Last one has an attack of 5.
And so on.
I think it could be possible to play a 500 point wild dog army (successfully). In fact, the last two dogs alive would have an attack of 8.
http://www.heroscapers.com/community/gallery/files/3/8/4/5/eckels_wilddog_511430.jpg
Wow! The Blood Rage concept is quite good. The stats all work well, too. I am not sure that activating up to 5 makes it a common hero or a squad, but this might be one that breaks the rules in the right way. I will give it more thought, but so far it might be quite good, though when I think more on it it could be a bit broken by allowing what is effectively a 5-figure squad. Perhaps if you cut that number down, or make it a power like the Marro Drone power (i.e., variable number of units taking a turn). I would also rephrase "move and attack" to simply "take a turn with."
Good entry, and definitely in the running.
I appreciate your reply, I'm sorry I didn't get back to you sooner.
After testing them through several games, I've decided to lower the Pack Hunting from 5 figures to 4. The card has been adjusted.
As far as the "Breaking the rules of common heroes" goes, - One of the reasons I'd like to make this figure a common hero rather than a common squad, is because I wanted to change the way that the figure is played.
I probably need to re-write Pack Hunting to better explain this - I want to define it as the ability to:
Move, then attack with one figure.
Move, then attack with one figure.
Move, then attack with one figure.
Move, then attack with one figure.
As opposed to squad movement, where you
Move with X number of squad figures.
Attack with same X number of squad figures (zombies being the exception).
yagyuninja
April 29th, 2008, 04:47 PM
Wow, Mooseman, the Hive Node is awesome. Really cool idea.
Taeblewalker
April 29th, 2008, 06:18 PM
That hive node is an awesome idea. I really like how you pulled it off.
Taeblewalker: can we enter this contest more than once?
A quick read tells me that the Hive Node looks great. I can't really look at it now, though.
Please use your BEST entry! Thanks.
Taeblewalker
April 29th, 2008, 08:05 PM
I appreciate your reply, I'm sorry I didn't get back to you sooner.
After testing them through several games, I've decided to lower the Pack Hunting from 5 figures to 4. The card has been adjusted.
As far as the "Breaking the rules of common heroes" goes, - One of the reasons I'd like to make this figure a common hero rather than a common squad, is because I wanted to change the way that the figure is played.
I probably need to re-write Pack Hunting to better explain this - I want to define it as the ability to:
Move, then attack with one figure.
Move, then attack with one figure.
Move, then attack with one figure.
Move, then attack with one figure.
As opposed to squad movement, where you
Move with X number of squad figures.
Attack with same X number of squad figures (zombies being the exception).
I like your explanation. I will look at it more later. It sounds like you are making a change for the balance.
scottishlad5
April 29th, 2008, 08:13 PM
new guy coming soon, really I am, just going to edit it more.
heroscaper314
April 30th, 2008, 09:18 AM
Volcarren Spirit maybe?
Here's my entry, it was the best I could do considering I'm not that good with the whole creativity thing...
http://farm3.static.flickr.com/2232/2450847786_e3a332ff03.jpg
Hero, I have given the Fire Elemental some thought. It works pretty well, but seems to lack a little pizzazz. Maybe it's too generic. I am going to brainstorm a way to make it a little less like a Monster Manual entry and more like a HS character.
You might consider including the word "Volcarren" in the name, like Volcarren Spark.
Yes, that's really lame. :D
Anyway, the more I read your card, the more I feel the powers are very well thought out. The difference between Attack/Defense 4/4 and Attack/Defense 1/1 on Lava/Water is really cool. The Burn ability is a nice nod to Sujoah. I am wondering if he is slightly overpriced, echoing I think Necroblade's comment.
Names aside, I would probably cut down his move to 5, and possibly make him a Guard. That might be too close to the Obsidian Guards, so feel free to ignore that suggestion.
I will let you know if I can think of a non-MM name that actually sounds cool.[/QUOTE]
fil
April 30th, 2008, 10:32 AM
I've got one in the works ... the card's all written, just need to work some p-shop magic to create a fig for it.
whitestuff
April 30th, 2008, 10:51 AM
I go away for a day or two and one of my favourite things about HSers returns 8). I'll put my thinking cap on and get back to you.
Taeblewalker
April 30th, 2008, 02:01 PM
Volcarren Spirit maybe?
That works.
heroscaper314
April 30th, 2008, 03:25 PM
Edited Volcarren Spirit (Formerly known as Fire Elemental)
http://farm3.static.flickr.com/2082/2455251216_55ea1a1bca.jpg
NecroBlade
April 30th, 2008, 03:39 PM
I would change Water Weakness to match the Obsidian Guards', since you're using the same name.
heroscaper314
April 30th, 2008, 04:01 PM
I would change Water Weakness to match the Obsidian Guards', since you're using the same name.
While the Obsidian Guards still get 2 attack and defense while on water and Volcarren Spirits would only get one of each, the wording on the Obsidian Guards' Water Weakness, while slightly different (so I guess I could change it to be same), doesn't say that they roll two attack and defense dice, but that they roll two less attack and defense dice, just like the Volcarren Spirit.
NecroBlade
April 30th, 2008, 04:04 PM
I think you need to :rtfc: again:
http://www.heroscapers.com/oldgallery/albums/userpics/10038/obsidian.jpg
;)
heroscaper314
April 30th, 2008, 04:10 PM
I think you need to :rtfc: again:
http://www.heroscapers.com/oldgallery/albums/userpics/10038/obsidian.jpg
;)
My bad, I didn't read the card carefully enough. Yeah I suppose I should change it then. Maybe I could call it 'Waterd Down'?
NecroBlade
April 30th, 2008, 04:11 PM
I like that name! Funny, but gets the point across.
heroscaper314
April 30th, 2008, 04:25 PM
Okay, here's the new card. I edited 3 things:
1.) Changed from 'Protecter' to 'Guard'(gets move bonus from Warden 816).
2.) Changed points from 40 to 30.
3.) Changed 'Water Weakness' to 'Watered Down'.
http://farm3.static.flickr.com/2001/2454529821_b68c6950ec.jpg
Taeblewalker
April 30th, 2008, 10:12 PM
I think the Volcarren Spirit is really shaping up to be a strong entry. All of you are choosing appropriate names or renaming them very well. The name alone should make you want to play the figure, and I suggest to any new entrants that you try to match the quality of those so far.
Some other rambling thoughts:
Please be careful of the following things
1) Instead of "allied," use "friendly" figures
2) Instead of giving your common hero more than 1 Life, consider powers like "Disappearing Ninja" or "Stealth Armor"
3) If you are going to use a new-sounding name (like the Kilrit example, though he has been renamed Rogue Troll), consider making that name the species (like Marrden Nagrubs: species = Nagrubs)
4) Please check spelling on your cards
5) Really try to make special powers balanced. To do so, consider all possible cases. I have seen a power that will do an automatic wound to any figure on a successful roll, regardless of size, and another that automatically destroys at least 1 figure, regardless of size, regardless of the outcome of the die roll! A 60-point sacrifice to automatically kill at least Jotun and possibly also Braxas and Tor-Kul-Na in one shot is too much.
Always consider ALL possible units your figure will face in combat when deciding whether an ability is balanced.
Thanks for listening to the rant!
NecroBlade
April 30th, 2008, 10:24 PM
My entry's current ability:
ACID SPIT SPECIAL ATTACK
Range 3. Attack 1.
Figures cannot roll defense dice when attacked by N'Kob's Acid Spit Special Attack.
Potential change:
ACID SPIT SPECIAL ATTACK
Range 3. Attack 2.
Figures roll 6 fewer defense dice when attacked by N'Kob's Acid Spit Special Attack.
This change is to address the hurting Q9 vs. hurting DW's problem. It would leave Q9 with only one defense die, but still leave DW9K with an average of 1 shield. DW8K would only have 2 defense dice, though, but it's better than 0. I think this sort of fixes the Q9 vs. DW problem even though it's far less elegant. What do you guys think?
Taeblewalker
April 30th, 2008, 11:00 PM
Acid Spit: The ability makes it harder to kill DW's, but not by much. It is still pretty deadly to them. DW8K is still more than 50% likely to die in one turn, while Q9, your major target, still has 4 Life and will take 2 turns, minimum, to kill. I still think it is less of a Q9 killer than a DW8K killer, and at best on about even footing with killing Q9.
I think reducing the number of defense dice that are taken away will help put the DW's back in the running.
Put another way, do we really want such a low-priced figure able to wipe Q9 out that easily? I like the general idea, but I would bring the power back down a few notches. Remember, Sonlen, et. al., cost a lot more for a lesser chance of killing the Soulborgs!
Taeblewalker
April 30th, 2008, 11:14 PM
Hive Node: I have a few questions. You say that you MAY keep the Hive Nodes aside, as sort of an optional Drop ability. If you place them on the board instead, I assume they go in your start zone?
Also, let's assume you have placed the first Node 12 spaces from the Hive, and the next node 6 spaces further. What happens if the first (closer to the Hive) node is destroyed? Is the link back to the Hive broken? Are any Nodes that cannot trace a line back to the Hive by 12 spaces directly or 6 spaces to another Node that itself has 12 space LOS automatically destroyed, or are they functional unless and until another Node is put in between?
Am I making sense? :)
You could solve the first issue by stating that Nodes are not placed on the board at the start of the game, a la the Rechets of Bogden wording.
You can solve the second issue by stating either A) Place a Node within 12 clear sight spaces of the Hive, period, or B) find a way to word it so that LOS must be traced through successive Hive Nodes (at worst), all the way to the Hive. I am not up to finding concise and clear wording at the moment.
Overall, I really like the idea. It's the wording and card size that make it difficult.
NecroBlade
April 30th, 2008, 11:34 PM
I blame Craig & Co. for making Q9 too similar to the DW's and too much better at the same time. :frustrated:
I would like the figure to be able to hurt Q9 with relative ease, but not "wipe out." If you can get one in two N'Kobs in for a hit, you'd be just about even on points. You really don't have to worry about them completely taking him out, just look at how easy it is for him to take out them and their spider escorts!
How about...
ACID SPIT SPECIAL ATTACK
Range 3. Attack Special.
If N'Kob is attacking a single-based figure, roll 1 attack die for Acid Spit Special Attack. If N'Kob is attacking a double-based figure, roll 2 attack dice for Acid Spit Special Attack. Figures attacked with Acid Spit Special Attack cannot roll more than 2 defense dice.
I want to keep the number of attack dice low, so it's hard to balance that with lowering defense a reasonable amount. This version leaves only a 22% chance of wounding single-basers, though, while giving a 44% chance to hit Q9.
Since acid would be hard to "block" in a conventional sense, you only get 2 defense dice. 1 attack dice compared to 2 attack dice is because it's harder for double-basers to get out of the way of a stream of acid (in addition to hurting Q9).
What do you think?
Taeblewalker
April 30th, 2008, 11:51 PM
Necro:
Mechanically, it's a lot better. It seems to chafe a little at fitting into the existing rules base (not per se, but in terms of being fitting in with the way that other powers have been added into the game).
I also think you overestimate how easily Q9 can take out several N'Kobs (say, 3) and a squad of spiders. He is still worth as much as 2 squads plus 3 of these guys and then some, but with their Defense of 3, he won't simply clean them all up quite that quickly.
The 2-base thing really helps. I just think it's a little awkward, though I can't put my finger on exactly why. I will try to think of another way to do it. Meantime, will the rest of the crowd please weigh in? Maybe one of you has the magic bullet this entry needs to be perfect.
NecroBlade
April 30th, 2008, 11:58 PM
The spiders can only move one of these into position at a time, considerable luck and strategic use of Sense Weakness notwithstanding. Using 3 dice, Q9 has a 51% chance of killing him, and he can attempt that 3 times in one turn. I'd say that's pretty good odds in his favor. I think it "doesn't quite fit" because the number of a unit's bases has yet to be referenced in an ability, but there's always a first time. ;)
I also think no one else has spoken up because they're competing against me. :p
Padwhite
May 1st, 2008, 12:10 AM
Allrighty then. I don't have an image for this yet, as I haven't created a figure. I'm not really sure what to use. I don't have that many Drones that I'd want to cut one up. My plan is to use warriors and Ne Gok Sa, but I can't find anything there that I want to use. I'll keep working on it.
Until then...
Marro Swarm Masters are the ruthless leaders of Marro Drones. The Marro Swam Masters lead the Marro Drones mercilessly into battle, taking control of them during the key moments and expending all of their life-force in one final, brutal attack.
http://i110.photobucket.com/albums/n89/padwhite/HeroScape/MarroSwarmMaster.jpg
I'm sure it needs work, but I liked the idea of the Master taking control of one of the drones and "using him up". Leaving an empty shell. I figured it took a big attack to be worth using a drone.
NecroBlade
May 1st, 2008, 12:21 AM
Very cool attack, however 8 attack dice is a lot. Not sure if it's too good or not, though, considering the order markers and placement required to pull it off. Then again, you're only giving up 17 points (1 drone) to average 4 skulls! Even Deathwalker 9000's 9 defense couldn't handle that.
Also, site should be sight.
fil
May 1st, 2008, 12:46 AM
Ok, here's my common hero for Vydar:
http://img.photobucket.com/albums/v69/davisp/Scape%20Customs/RogueAgentCard.png
I wanted to create a Vydar version of Isamu (low-cost) with this hero; however, I wanted to rate the cost not so much in the base stats (given, an RA isn't particularly sturdy), but more in the risk of possibly wasting a turn/turns and/or relying on these fragile guys over multiple turns. Thus the "rebellious" attribute.
The payoff for the risk is a 10-space effective range (7 move + 3 range) and Deadly Shot.
NecroBlade
May 1st, 2008, 12:56 AM
That first ability does absolutely nothing. You're supposed to be able to take a turn with any common figure. Unless you're wanting it to mean you have to keep the figures and cards separated, and put the order markers on the specific agent you want to use for the turn.
But that's a) not clear from the way it's written, b) too complicated, and c) a bad idea, IMO.
fil
May 1st, 2008, 09:58 AM
I think that you're missing my intent (which is likely my fault from the wording).
The intent is that if you throw one turn marker on a Rogue Agent, you only have a 25% chance of successfully taking a turn with the agent (any agent, of course). However, the more you turn markers per round you commit to an RA, the more likely you are not to waste a turn.
I envision the most likely scenario to be sacrificing the X turn marker to at least raise the odds of a successful, single-turn activation to 50%. Which, by the odds and the sacrifice of the X turn marker, would be costly. Also, if you're willing to commit all 4 turn markers to 1-life, 1-defense figures in one round, the "reward" is that you don't gamble on taking the turn, plus should you have more than one, you have a "squad" of guys with Deadly Shot.
Does that help clarify it?
Taeblewalker
May 1st, 2008, 10:07 AM
I think that you're missing my intent (which is likely my fault from the wording).
The intent is that if you throw one turn marker on a Rogue Agent, you only have a 25% chance of successfully taking a turn with the agent (any agent, of course). However, the more you turn markers per round you commit to an RA, the more likely you are not to waste a turn.
I envision the most likely scenario to be sacrificing the X turn marker to at least raise the odds of a successful, single-turn activation to 50%. Which, by the odds and the sacrifice of the X turn marker, would be costly. Also, if you're willing to commit all 4 turn markers to 1-life, 1-defense figures in one round, the "reward" is that you don't gamble on taking the turn, plus should you have more than one, you have a "squad" of guys with Deadly Shot.
Does that help clarify it?
I really like this. When I first saw the Attack 2, Deadly Shot, for 10 points, I was aghast. However, the D20 roll really makes this work.
UNLESS: You only take these guys! Then, you are placing all your order markers on them automatically, and getting free Deadly Shots! This requires you to have about thirty or forty of them, though, and they are pretty easy pickings. I suppose the only way to really abuse them is to place most order markers on them for a few rounds.
I suggest giving a small chance of failure, even with the X. Perhaps they could rebel on a 1-3 with the X, then on a 1-7, 1-11 and 1-15 with successively fewer order markers?
The good news is that, being commons, they don't break the game when either Red Skull or Doctor Doom come into play.
Taeblewalker
May 1st, 2008, 10:10 AM
Marro Swarm Masters are the ruthless leaders of Marro Drones. The Marro Swam Masters lead the Marro Drones mercilessly into battle, taking control of them during the key moments and expending all of their life-force in one final, brutal attack.
I'm sure it needs work, but I liked the idea of the Master taking control of one of the drones and "using him up". Leaving an empty shell. I figured it took a big attack to be worth using a drone.
The basic idea is great. In the wording, I think you want to specify "adjacent to that Marro Drone." Otherwise, it is very much like the Pounce Special Attack of the Wolves of Badru, except for the auto-kill. I am with Necro in thinking that the attack is a bit much; perhaps 6 would be better?
fil
May 1st, 2008, 10:52 AM
I think that you're missing my intent (which is likely my fault from the wording).
The intent is that if you throw one turn marker on a Rogue Agent, you only have a 25% chance of successfully taking a turn with the agent (any agent, of course). However, the more you turn markers per round you commit to an RA, the more likely you are not to waste a turn.
I envision the most likely scenario to be sacrificing the X turn marker to at least raise the odds of a successful, single-turn activation to 50%. Which, by the odds and the sacrifice of the X turn marker, would be costly. Also, if you're willing to commit all 4 turn markers to 1-life, 1-defense figures in one round, the "reward" is that you don't gamble on taking the turn, plus should you have more than one, you have a "squad" of guys with Deadly Shot.
Does that help clarify it?
I really like this. When I first saw the Attack 2, Deadly Shot, for 10 points, I was aghast. However, the D20 roll really makes this work.
UNLESS: You only take these guys! Then, you are placing all your order markers on them automatically, and getting free Deadly Shots! This requires you to have about thirty or forty of them, though, and they are pretty easy pickings. I suppose the only way to really abuse them is to place most order markers on them for a few rounds.
I suggest giving a small chance of failure, even with the X. Perhaps they could rebel on a 1-3 with the X, then on a 1-7, 1-11 and 1-15 with successively fewer order markers?
The good news is that, being commons, they don't break the game when either Red Skull or Doctor Doom come into play.
Correct. I figured that having the 100% chance of taking the turn would be the payoff for having cajones enough to rely on only these guys for an entire turn.
Think about it: If you lose initiative against a 4-member squad of just about anything, the very real possibility exists that you're entire round's worth of turns could be wasted in that one skirmish! I'd say that's pretty risky.
On the other side, even though they're common, you can still only move 1 per turn, so the possibility of a 4-skull attack is dangerous, but still limited.
Overall, I felt that this wasn't so far out-of-line with Isamu's abilities (natural 3 attack + Vanish, with the vs. Jandar bonus), it just has more Vydar flavor.
Pumpkin_King
May 1st, 2008, 12:54 PM
I blame Craig & Co. for making Q9 too similar to the DW's and too much better at the same time. :frustrated:
I think the key is Q9's use of two spaces. Get a figure that effects a large-sized two-spacer and you have a Q-buster that doesn't smack the DW's glass jaw.
Sorry, random thought there.
NecroBlade
May 1st, 2008, 01:01 PM
I blame Craig & Co. for making Q9 too similar to the DW's and too much better at the same time. :frustrated:
I think the key is Q9's use of two spaces. Get a figure that effects a large-sized two-spacer and you have a Q-buster that doesn't smack the DW's glass jaw.
Sorry, random thought there.Not random at all. In fact, what did you think of the ability I had come up with to that end?
ACID SPIT SPECIAL ATTACK
Range 3. Attack Special.
If N'Kob is attacking a single-based figure, roll 1 attack die for Acid Spit Special Attack. If N'Kob is attacking a double-based figure, roll 2 attack dice for Acid Spit Special Attack. Figures attacked with Acid Spit Special Attack cannot roll more than 2 defense dice.
Taeblewalker
May 1st, 2008, 01:02 PM
I think that you're missing my intent (which is likely my fault from the wording).
The intent is that if you throw one turn marker on a Rogue Agent, you only have a 25% chance of successfully taking a turn with the agent (any agent, of course). However, the more you turn markers per round you commit to an RA, the more likely you are not to waste a turn.
I envision the most likely scenario to be sacrificing the X turn marker to at least raise the odds of a successful, single-turn activation to 50%. Which, by the odds and the sacrifice of the X turn marker, would be costly. Also, if you're willing to commit all 4 turn markers to 1-life, 1-defense figures in one round, the "reward" is that you don't gamble on taking the turn, plus should you have more than one, you have a "squad" of guys with Deadly Shot.
Does that help clarify it?
I really like this. When I first saw the Attack 2, Deadly Shot, for 10 points, I was aghast. However, the D20 roll really makes this work.
UNLESS: You only take these guys! Then, you are placing all your order markers on them automatically, and getting free Deadly Shots! This requires you to have about thirty or forty of them, though, and they are pretty easy pickings. I suppose the only way to really abuse them is to place most order markers on them for a few rounds.
I suggest giving a small chance of failure, even with the X. Perhaps they could rebel on a 1-3 with the X, then on a 1-7, 1-11 and 1-15 with successively fewer order markers?
The good news is that, being commons, they don't break the game when either Red Skull or Doctor Doom come into play.
Correct. I figured that having the 100% chance of taking the turn would be the payoff for having cajones enough to rely on only these guys for an entire turn.
Think about it: If you lose initiative against a 4-member squad of just about anything, the very real possibility exists that you're entire round's worth of turns could be wasted in that one skirmish! I'd say that's pretty risky.
On the other side, even though they're common, you can still only move 1 per turn, so the possibility of a 4-skull attack is dangerous, but still limited.
Overall, I felt that this wasn't so far out-of-line with Isamu's abilities (natural 3 attack + Vanish, with the vs. Jandar bonus), it just has more Vydar flavor.
Edit: I realize that it's not a squad per se, since you only get to use one at a time. Perhaps they are fairly priced after all. Damn brain, not functioning well.
Fair enough, but that's still a 40 point squad with a ranged version of the Minions of Utgars' ability. Perhaps a slightly higher point cost would be better; maybe 15?
I will soon enough talk about it with the other judges, and see if they think otherwise.
Mooseman
May 1st, 2008, 05:20 PM
Hive Node: I have a few questions. You say that you MAY keep the Hive Nodes aside, as sort of an optional Drop ability. If you place them on the board instead, I assume they go in your start zone?
That was the idea, but I guess its not necessary. I should change it to just "Hive Nodes do not start the game on the battlefield."
Also, let's assume you have placed the first Node 12 spaces from the Hive, and the next node 6 spaces further. What happens if the first (closer to the Hive) node is destroyed? Is the link back to the Hive broken? Are any Nodes that cannot trace a line back to the Hive by 12 spaces directly or 6 spaces to another Node that itself has 12 space LOS automatically destroyed, or are they functional unless and until another Node is put in between?
Am I making sense? :)
You can solve the second issue by stating either A) Place a Node within 12 clear sight spaces of the Hive, period, or B) find a way to word it so that LOS must be traced through successive Hive Nodes (at worst), all the way to the Hive. I am not up to finding concise and clear wording at the moment.
Overall, I really like the idea. It's the wording and card size that make it difficult.
I've always imagined the hive to like a fungus: They main part is underground, and he part you can see is the part that produces spores. Some fungus send out underground tendrils to make new copies of themselves. So if node#1 is destroyed, Node#2 is still connected to the hive through an underground link. That's why placing a new node does not require LOS.
Edit:Slightly Modified Hive Node. (http://i31.photobucket.com/albums/c364/Carryoka/Hivenode-1.jpg)
Changed to "Hive Nodes do not start the game on the battlefield." and "Anywhere within 12 spaces" to "An empty space within 12 spaces"
Velenne
May 1st, 2008, 05:34 PM
The Hive Node is amazing. Definitely my favorite so far.
CupidsArt
May 1st, 2008, 09:04 PM
Ooh, ooh, I wanna' play.
This is my entry, hope it makes sense. I threw it together a while back, but finalized it for this contest, :)
http://i148.photobucket.com/albums/s36/cupidsart/LegionwEB.jpg
Mooseman
May 1st, 2008, 09:08 PM
Ooh, ooh, I wanna' play.
This is my entry, hope it makes sense. I threw it together a while back, but finalized it for this contest, :)
http://i148.photobucket.com/albums/s36/cupidsart/LegionwEB.jpg
How does we are legion work with commons? Do you have to keep track of which figure destroyed a legion, or when any one of the same type of figure is destroyed do you get it back?
Pumpkin_King
May 1st, 2008, 09:49 PM
I blame Craig & Co. for making Q9 too similar to the DW's and too much better at the same time. :frustrated:
I think the key is Q9's use of two spaces. Get a figure that effects a large-sized two-spacer and you have a Q-buster that doesn't smack the DW's glass jaw.
Sorry, random thought there.Not random at all. In fact, what did you think of the ability I had come up with to that end?
ACID SPIT SPECIAL ATTACK
Range 3. Attack Special.
If N'Kob is attacking a single-based figure, roll 1 attack die for Acid Spit Special Attack. If N'Kob is attacking a double-based figure, roll 2 attack dice for Acid Spit Special Attack. Figures attacked with Acid Spit Special Attack cannot roll more than 2 defense dice.
Very good idea, NB! I like abilities/special attacks that focus on something somewhat out of the norm to be effective.
EDIT: I just went back and re-read your post. Didn't even see the special attack you posted, just quoted and snipped. My apologies for not seeing it in the first place.
Taeblewalker
May 1st, 2008, 09:50 PM
I agree that the "Zombies Rise Again" power of Legion is hard to track in-game, unless you are using unique heroes only.
You might consider making it a clone of Zombies Rise Again, as a better way, if not more original, to model it. Otherwise, consider not allowing the Legion to reenter play unless a unique unit (hero or all figures of a squad) are killed. This can make your wording almost the same as it is.
Padwhite
May 1st, 2008, 10:18 PM
The basic idea is great. In the wording, I think you want to specify "adjacent to that Marro Drone." Otherwise, it is very much like the Pounce Special Attack of the Wolves of Badru, except for the auto-kill. I am with Necro in thinking that the attack is a bit much; perhaps 6 would be better?
Ok, I've updated it to fix the stupid typo and moved the attack down to 6. I was thinking that sacrificing a drone was more value than it is.
The reason that I didn't want it to have to be adjacent, is that I figured it would be too hard to ever activate it. That is the way I had it at first, but I felt it had to be "ranged". It could be interesting to see the reaction when a marker is on that card. I think you'd work hard to kill the Master before it would be activated.
http://i110.photobucket.com/albums/n89/padwhite/HeroScape/MarroSwarmMaster.jpg
NecroBlade
May 2nd, 2008, 01:51 AM
Very good idea, NB! I like abilities/special attacks that focus on something somewhat out of the norm to be effective.
EDIT: I just went back and re-read your post. Didn't even see the special attack you posted, just quoted and snipped. My apologies for not seeing it in the first place.
Thanks, and no worries. As I posted before, 22% chance of hitting DW9K, but 44% chance of hitting Q9. Any further suggestions everyone or should I update the card?
whitestuff
May 2nd, 2008, 06:10 AM
Here is my entry.
http://i204.photobucket.com/albums/bb279/bwhit89/heroscape/mantis_assassin.jpg
Comments? Suggestions?
Wiet
May 2nd, 2008, 07:48 AM
I hope this contest is open for overseas entries. Here's my submission, a reworking of an older custom of mine. I think this guy does really well as a Common Hero! He has a special power that will stop you dead in your tracks :D
http://img215.imageshack.us/img215/5286/frostkingul7.jpg
//The figure used is Shard Troll from Dreamblade.
whitestuff
May 2nd, 2008, 07:50 AM
I think this guy does really well as a Common Hero!He looks good, but I'll give you a heads up; Common Heroes only have 1 life.
Mooseman
May 2nd, 2008, 08:04 AM
I hope this contest is open for overseas entries. Here's my submission, a reworking of an older custom of mine. I think this guy does really well as a Common Hero! He has a special power that will stop you dead in your tracks :D
Image
//The figure used is Shard Troll from Dreamblade.
I'm not sure I see the point of freeze. It only has a 30% chance of working, and only can be used once per turn, plus, a frozen sqaud figure will probably have better defence than an un-frozen one, and has a good chance of becoming unfrozen. I just dosen't seem like a very effective power.
Maybe you could work it like the Marrden hounds?
After taking a turn with frost king, roll the 20-sided die once for each figure adjacent to a frostking. On a 15 or higher, that figure is frozen....
scottishlad5
May 2nd, 2008, 08:41 AM
http://i25.tinypic.com/9h6r2p.gif
I think its perfected.
Wiet
May 2nd, 2008, 08:50 AM
Mooseman and whitestuff, thanks for the comments. I'll think about it and rework the card, but I guess for this contest I'll have to stick with this version.
Mooseman
May 2nd, 2008, 09:01 AM
Mooseman and whitestuff, thanks for the comments. I'll think about it and rework the card, but I guess for this contest I'll have to stick with this version.
You can can change your entry anytime up to the judging date.
Taeblewalker
May 2nd, 2008, 10:08 AM
Here is my entry.
Comments? Suggestions?
Choose a small or medium figure that Mantis Assassin is not engaged with at the beginning of the turn. If Mantis Assassin moves into engagement with that figure, roll a 20-sided die. On a 12 or higher, inflict one wound on the chosen figure. Mantis Assassin may still attack normally after using Furtive Assault.
Taeblewalker
May 2nd, 2008, 10:09 AM
Scottishlad, the troll looks good! I think the wording on flying has too many commas and should be standardized to read like official cards', but otherwise it works.
Taeblewalker
May 2nd, 2008, 10:12 AM
Frostking is problematic. Life 3 is probably not a good idea, as commons all have Life 1. Otherwise, I am concerned about the awkwardness of putting tokens on a figure's base.
You could instead have the power remove an order marker. That would effective, although it wouldn't stop bonding powers.
Instead, maybe you can place a frost marker on the army card. If you only do that for uniques, it works; if commons also, it affects all commons (like Dund's power).
Decide the flavor you want, and probably choose one of those options or some other that does not require putting tokens on a figure's base.
whitestuff
May 2nd, 2008, 10:22 AM
Choose a small or medium figure that Mantis Assassin is not engaged with at the beginning of the turn. If Mantis Assassin moves into engagement with that figure, roll a 20-sided die. On a 12 or higher, inflict one wound on the chosen figure. Mantis Assassin may still attack normally after using Furtive Assault.
I was aiming for an ability that works similar to Tor-Kul-Na's Trample Stomp. The Assassin, while she moves, can pick anyone she comes in contact with, stab them and then keep moving on towards a normal attack (if she so chooses, just like Tor-Kul-Na).
CupidsArt
May 2nd, 2008, 10:28 AM
Okay, thanks for the heads up guys. I'll do some re-wording if I get time this weekend, :)
Taeblewalker
May 2nd, 2008, 10:52 AM
I was aiming for an ability that works similar to Tor-Kul-Na's Trample Stomp. The Assassin, while she moves, can pick anyone she comes in contact with, stab them and then keep moving on towards a normal attack (if she so chooses, just like Tor-Kul-Na).
I get that. I just think she's too cheap for that powerful an ability. She can take out two Einer Imperium almost one fourth of the time, before she even gets to attack.
whitestuff
May 2nd, 2008, 10:58 AM
I was aiming for an ability that works similar to Tor-Kul-Na's Trample Stomp. The Assassin, while she moves, can pick anyone she comes in contact with, stab them and then keep moving on towards a normal attack (if she so chooses, just like Tor-Kul-Na).
I get that. I just think she's too cheap for that powerful an ability. She can take out two Einer Imperium almost one fourth of the time, before she even gets to attack.Hmmm, I had meant it to only be used once before a normal attack... I think perhaps some rewording/clarifying is needed...maybe she can do it instead of a normal attack...hmmm...
I'll get back to you later :D
NecroBlade
May 2nd, 2008, 11:19 AM
Also, Ghost Walk should be Phantom Walk. ;)
whitestuff
May 2nd, 2008, 11:24 AM
Also, Ghost Walk should be Phantom Walk. ;)http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/pbbbtt.gif
I mean thanks...http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/twitch.gif
Taeblewalker
May 2nd, 2008, 01:13 PM
I was aiming for an ability that works similar to Tor-Kul-Na's Trample Stomp. The Assassin, while she moves, can pick anyone she comes in contact with, stab them and then keep moving on towards a normal attack (if she so chooses, just like Tor-Kul-Na).
I get that. I just think she's too cheap for that powerful an ability. She can take out two Einer Imperium almost one fourth of the time, before she even gets to attack.Hmmm, I had meant it to only be used once before a normal attack... I think perhaps some rewording/clarifying is needed...maybe she can do it instead of a normal attack...hmmm...
I'll get back to you later :D
I think it's OK as in addition to; I just think that she should only do it once, plus a normal attack. Her normal attack could easily be a 2, to reflect her lack of ability to go toe-to-toe; she is a silent killer.
How about:
At any point during Mantis Assassin's move, when she moved adjacent to a small or medium figure, you may roll a 20-sided die. If you roll a 12 or higher, the chosen figure receives one wound. Mantis Assassin may only do this once per turn. She may keep moving after using this power if she has any movement left. After moving, she may attack normally.
fil
May 2nd, 2008, 01:20 PM
Here is my entry.
http://i204.photobucket.com/albums/bb279/bwhit89/heroscape/mantis_assassin.jpg
Comments? Suggestions?
I love the concept, and I agree that the "kill you as I walk by" ability has great flavor! However, I think that she's a little too powerful for 25 points—especially with the possibility of 2 attacks per activation.
Perhaps a little more risk involved with the drive-by attack (For 1-11, she ceases her movement and her turn ends), or lowering her base stats a little would fit the cost well? Maybe a 2/3 or a 3/3, rather than the 3/4 would make her a little more common?
Just a suggestion.
whitestuff
May 2nd, 2008, 01:29 PM
Thanks for all the helpful hints everyone. :thumbsup: This is my first regular HS custom for quite some time and it is definitely trickier than making superheroes :D
I'm going to sleep on it and thrash it out tomorrow. http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/sleepy.gif
Kahlenar
May 2nd, 2008, 05:31 PM
http://img159.imageshack.us/img159/8397/centurionus5.jpg
NecroBlade
May 2nd, 2008, 06:06 PM
Kahlenar, that is simple but brilliant. :up:
I would only suggest upping his Move to 5, so he can more easily keep up with the Romans when Marcus is on the board.
EDIT: Updated N'Kob. Thoughts?
http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/NKob.jpg
Pumpkin_King
May 2nd, 2008, 08:34 PM
Kahlenar, that is simple but brilliant. :up:
I would only suggest upping his Move to 5, so he can more easily keep up with the Romans when Marcus is on the board.
EDIT: Updated N'Kob. Thoughts?
http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/NKob.jpg
I like the upgrade, NecroBlade. Works with the spiders, and, interestingly, Dund. (How do you get the umlaut up there?) Different take on that particular problem, though N'Kob's not obviously meant to work with him. Acid Spit will work well against the squad killers that will wreak so much havok upon the Spiders.
Kahlenar: The Centurion automatically gets points from me for boosting one of my favorite squads, theme-wise. Like NB said, though, a little extra move wouldn't hurt.
Thanks to Taeblewalker and NecroBlade, I updated my entry to this version.
http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/Other/ArmyMedic.jpg
johnny139
May 2nd, 2008, 08:59 PM
You know, I read through this topic and realized I was far too lazy to think up a good custom. Then I remembered I had a BIG file full of half-finished customs lying around. So I picked up a mostly finished one, topped it off, and now I'm posting about it.
http://i201.photobucket.com/albums/aa284/ynnhoj139/ZettianRepairtronCard.jpg
It's not very good, the pricing is most likely off, and I doubt I'll win. But I like the concept, and hey, I have an excuse for posting him now.
Mooseman
May 2nd, 2008, 09:10 PM
You know, I read through this topic and realized I was far too lazy to think up a good custom. Then I remembered I had a BIG file full of half-finished customs lying around. So I picked up a mostly finished one, topped it off, and now I'm posting about it.
It's not very good, the pricing is most likely off, and I doubt I'll win. But I like the concept, and hey, I have an excuse for posting him now.
What's the point of Robotic? Is it a Star Wars custom or something?
Q-9 doesn't need to be able to avoid wounds. May I suggest changing it to "If an adjacent Soulborg who follows Utgar is destroyed..."
johnny139
May 2nd, 2008, 09:17 PM
What's the point of Robotic? Is it a Star Wars custom or something?
Q-9 doesn't need to be able to avoid wounds. May I suggest changing it to "If an adjacent Soulborg who follows Utgar..."
Because he's a Robot, not a Soulborg. No soul. And yeah, the figure is from the Star Wars site, but he's not based on Star Wars.
Point taken. More synergy is always good... though I did want him to work with the Blastatrons, it's a sacrifice I'm willing to make.
*edits post*
NecroBlade
May 2nd, 2008, 09:19 PM
There's no way he should cost 65 points. He won't be able to keep up with anything with only 2 move.
Mooseman
May 2nd, 2008, 09:58 PM
What's the point of Robotic? Is it a Star Wars custom or something?
Q-9 doesn't need to be able to avoid wounds. May I suggest changing it to "If an adjacent Soulborg who follows Utgar..."
Because he's a Robot, not a Soulborg. No soul. And yeah, the figure is from the Star Wars site, but he's not based on Star Wars.
Point taken. More synergy is always good... though I did want him to work with the Blastatrons, it's a sacrifice I'm willing to make.
*edits post*
You could also make it common soulborgs. That would keep him from being overpowered.
Taeblewalker
May 2nd, 2008, 10:13 PM
What's the point of Robotic? Is it a Star Wars custom or something?
Q-9 doesn't need to be able to avoid wounds. May I suggest changing it to "If an adjacent Soulborg who follows Utgar..."
Because he's a Robot, not a Soulborg. No soul. And yeah, the figure is from the Star Wars site, but he's not based on Star Wars.
Point taken. More synergy is always good... though I did want him to work with the Blastatrons, it's a sacrifice I'm willing to make.
*edits post*
You could also make it common soulborgs. That would keep him from being overpowered.
I would increase his move, give him Flying, and make it common soulborgs who follow Utgar. I would also make him a Soulborg.
Great suggestions from the group on this one.
Mooseman
May 2nd, 2008, 10:18 PM
What's the point of Robotic? Is it a Star Wars custom or something?
Q-9 doesn't need to be able to avoid wounds. May I suggest changing it to "If an adjacent Soulborg who follows Utgar..."
Because he's a Robot, not a Soulborg. No soul. And yeah, the figure is from the Star Wars site, but he's not based on Star Wars.
Point taken. More synergy is always good... though I did want him to work with the Blastatrons, it's a sacrifice I'm willing to make.
*edits post*
You could also make it common soulborgs. That would keep him from being overpowered.
I would increase his move, give him Flying, and make it common soulborgs who follow Utgar. I would also make him a Soulborg.
Great suggestions from the group on this one.
Where is the flying coming from? It seems like a totally random power to give it.
Common Utgar Soulborgs= 'Reavers and 'Stalkers= Very limited use
Taeblewalker
May 2nd, 2008, 10:21 PM
http://img159.imageshack.us/img159/8397/centurionus5.jpg
I suggest not bothering with Shield Wall, but using Improved Shield Wall instead. You can say that he counts as a Roman Legionairre, and that when he is part of a Shield Wall, the maximum bonus from a Shield Wall increases to 3.
johnny139
May 2nd, 2008, 10:29 PM
Well, I wanted him as an ally to the Deathwalkers, so common is out the window. I think I'll bump up his move to 3 and lower his points to somewhere around 30, tomorrow, because I'm too lazy to right now.
whitestuff
May 2nd, 2008, 11:30 PM
After a sleep and a blood test :shock:, I've had another look at my entry. Big thanks to Taeblewalker, NecroBlade and fil for your comments, suggestions and error catching. :thumbsup:
Here is the latest version...
http://i204.photobucket.com/albums/bb279/bwhit89/heroscape/mantisassassin2.jpg
NecroBlade
May 2nd, 2008, 11:33 PM
Looks great! Hope the blood test went well. :shock:
whitestuff
May 2nd, 2008, 11:37 PM
Looks great! Hope the blood test went well. :shock:It was nothing serious, just a regular diabetes thing. Who would have thought being a great big fat guy was bad for your health? ;)
fil
May 2nd, 2008, 11:43 PM
Yeah, I like that risk factor in there now. Very cool idea!
Xotli
May 3rd, 2008, 01:06 AM
Hey, can admins play too? :)
http://i58.photobucket.com/albums/g245/barefootcoder/ShadowAssassin.png
F.A.Q.
What does it mean that a hidden Shadow Assassin can't be "targeted"? The same thing it means for a Nakita who successfully rolls for Smoke Powder. No one can choose a hidden Shadow Assassin for the target of an attack.
So how can a hidden Shadow Assassin receive a wound "without being targeted"? Any explosion-type special attack (Explosion Special Attack, Grenade Special Attack, Shotgun Blast Special Attack) on a figure adjacent to a hidden Shadow Assassin could potentially cause him a wound. Also, if Mimring uses his Fire Line Special Attack and the Assassin just happens to be on one of those 8 spaces, he could take a wound. These instances are the ones where you would try to roll a 15 or higher. If you fail, you're toast.
If a Shadow Assassin Sneak Attacks a Samurai, will the counterstrike work on him, since he's hidden when he attacks? Yes, the counterstrike works. The Shadow Assassin ceases to be hidden at the beginning of its attack, not at the end.
Can a Shadow Assassin start out hidden? No, the Assassin must begin the game visible. He could try to hide himself on his very first turn, but remember that he can't be adjacent to any other figures, even your own. So most likely he will have to leave the starting zone before he can even attempt it.
What if it's the end of the game and all my opponent has left is Shadow Assassins, and they're all hidden? I can't win! True, but then again he can't win either unless he attacks you, and as soon as he does he's fair game. The only time this is really problematic is if the success scenario calls for one player to hold out for a certain number of rounds. You may wish to institute a house rule that Shadow Assassins are not allowed in games with these types of objectives.
What's the point of a guy with only 1 life and 1 defense? They're just going to die instantly! If they're not hidden, sure. They're pretty much only good for one strike, so you better hope that kills whatever you're aiming at. Or you could use them to hold glyphs; they're pretty much impervious to being dislodged while they're hidden.
What should I use for a "shadow token"? Personally, I use Horrorclix victim tokens (facedown), but anything that's thin and bigger than the figure's base will do. You could cut out circles (or hexes) from black cardboard. Or, for a really neat effect, take some of those extra glyphs you've got and paint them black.
What figure is that? It's a D&D Minis Kenku Sneak (http://gamingetcstore.com/dd-dk-56.html) (Deathknell #56). It's a common, and can usually be found online for anywhere from 50c up to $2.
Isn't that figure a bird-type-thing? Shouldn't it be able to fly? No. Kenkus in D&D can't fly. And, anyway, this isn't a kenku, it's a korvid, and they can't fly either.
What world is the Shadow Assassin from? Oh, I dunno ... let's say Feylund. :)
Taeblewalker
May 3rd, 2008, 11:27 AM
After a sleep and a blood test :shock:, I've had another look at my entry. Big thanks to Taeblewalker, NecroBlade and fil for your comments, suggestions and error catching. :thumbsup:
Here is the latest version...
This works really well. DW7K is about the only figure that costs a huge amount and can die easily from her - the game supports the occasional "seemingly broken in extremely limited circumstances" type powers, such as Braxas against high-cost hereoes, or Cyprien's Chilling Touch against Nilfheim. I think she works! The low Attack, again, shows her true focus. She is not an angry, tough Swog Rider, able to take people out in a frontal assault.
Taeblewalker
May 3rd, 2008, 11:32 AM
Johnny,
Flying just seemed suggested to me because of its low move (even 3 won't get it anywhere fast) and the fact that it was a round droid. It make me think of several SW examples. I am really concerned that it is useless unless you keep your Soulborgs in one place, next to it. That limits their effectiveness, unless they are Zettians on height.
As for Utgar Soulborgs only, don't forget the Zettians! If you want the other commons, like the Glads, Blasts and Omnicrons, that works well too. I hesitate to include the DW's, because they are extremely expensive figures to be bought back with only a cheap common hero.
Taeblewalker
May 3rd, 2008, 11:43 AM
Hey, can admins play too? :)
http://i58.photobucket.com/albums/g245/barefootcoder/ShadowAssassin.png
F.A.Q.
What does it mean that a hidden Shadow Assassin can't be "targeted"? The same thing it means for a Nakita who successfully rolls for Smoke Powder. No one can choose a hidden Shadow Assassin for the target of an attack.
So how can a hidden Shadow Assassin receive a wound "without being targeted"? Any explosion-type special attack (Explosion Special Attack, Grenade Special Attack, Shotgun Blast Special Attack) on a figure adjacent to a hidden Shadow Assassin could potentially cause him a wound. Also, if Mimring uses his Fire Line Special Attack and the Assassin just happens to be on one of those 8 spaces, he could take a wound. These instances are the ones where you would try to roll a 15 or higher. If you fail, you're toast.
If a Shadow Assassin Sneak Attacks a Samurai, will the counterstrike work on him, since he's hidden when he attacks? Yes, the counterstrike works. The Shadow Assassin ceases to be hidden at the beginning of its attack, not at the end.
Can a Shadow Assassin start out hidden? No, the Assassin must begin the game visible. He could try to hide himself on his very first turn, but remember that he can't be adjacent to any other figures, even your own. So most likely he will have to leave the starting zone before he can even attempt it.
What if it's the end of the game and all my opponent has left is Shadow Assassins, and they're all hidden? I can't win! True, but then again he can't win either unless he attacks you, and as soon as he does he's fair game. The only time this is really problematic is if the success scenario calls for one player to hold out for a certain number of rounds. You may wish to institute a house rule that Shadow Assassins are not allowed in games with these types of objectives.
What's the point of a guy with only 1 life and 1 defense? They're just going to die instantly! If they're not hidden, sure. They're pretty much only good for one strike, so you better hope that kills whatever you're aiming at. Or you could use them to hold glyphs; they're pretty much impervious to being dislodged while they're hidden.
What should I use for a "shadow token"? Personally, I use Horrorclix victim tokens (facedown), but anything that's thin and bigger than the figure's base will do. You could cut out circles (or hexes) from black cardboard. Or, for a really neat effect, take some of those extra glyphs you've got and paint them black.
What figure is that? It's a D&D Minis Kenku Sneak (http://gamingetcstore.com/dd-dk-56.html) (Deathknell #56). It's a common, and can usually be found online for anywhere from 50c up to $2.
Isn't that figure a bird-type-thing? Shouldn't it be able to fly? No. Kenkus in D&D can't fly. And, anyway, this isn't a kenku, it's a korvid, and they can't fly either.
What world is the Shadow Assassin from? Oh, I dunno ... let's say Feylund. :)
My initial thoughts are pretty good here. I did right away think of DW7K as far as "taking wounds while hidden," so there is no lack of clarity there. Also, the scenario you describe where the opponent only has these figures, all hidden, can be problematic, but that really falls under the disucssion thread, "The Cowardly Win." Considering that A) your opponent needs to roll to hide in each case, B) you might have special attacks that can get them, like Self-Destruct and Fireline, and C) most players won't take the cowardly win, I think we're good here.
The only thing I question is the Attack and Attack-boosting power. I suggest that their Attack be a bit higher normally, but that if they choose to attack while hidden, they use a lower number (the price for being cowardly :D). Did you mean for their Attack to increase after they have become unhidden and after they have completed their Attack with 2 dice?
The Silver Surfer
May 3rd, 2008, 01:25 PM
Taeblewalker, You said that the Marine Corps Sniper is Nadom's entry, but it's actualy mine. I'm assuming you were confused from the whole we both have Silver Surfer as our avatar, but either way, You should probably fix that. Thanks,
TSS (not Nadom!:p)
Xotli
May 3rd, 2008, 02:29 PM
The only thing I question is the Attack and Attack-boosting power. I suggest that their Attack be a bit higher normally, but that if they choose to attack while hidden, they use a lower number (the price for being cowardly :D).
No, the idea is that when you can't see their attack coming, they can do more damage (just like a Rogue's sneak attack in D&D). Plus they should get one good attack following by very average attacks, not one average attack followed by good attacks. Otherwise they're way too useful.
Did you mean for their Attack to increase after they have become unhidden and after they have completed their Attack with 2 dice?
No, that's why it says to add the dice to your atack "this turn". ;)
RennixTheThf
May 3rd, 2008, 03:46 PM
Is it to late for me to make one? BTW how do i make one >.< can you send me reply in PM so i dont crowd up anymore room then i have
Wiet
May 3rd, 2008, 07:14 PM
@RennixTheThf: PM sent
keetacongoo
May 3rd, 2008, 11:58 PM
Well, here's mine. We got the Airbourn Elite, so who goes against them? He might be a little too expensive, but in a bigger group they can be deadly.
http://i302.photobucket.com/albums/nn105/keetacongoo/Davis27s20custom20card1.png
Taeblewalker
May 4th, 2008, 01:54 AM
Taeblewalker, You said that the Marine Corps Sniper is Nadom's entry, but it's actualy mine. I'm assuming you were confused from the whole we both have Silver Surfer as our avatar, but either way, You should probably fix that. Thanks,
TSS (not Nadom!:p)
Fixed! :oops:
Taeblewalker
May 4th, 2008, 01:58 AM
Well, here's mine. We got the Airbourn Elite, so who goes against them? He might be a little too expensive, but in a bigger group they can be deadly.
The latter power is very awkward. It seems to imply that only one may move when any number of these guys are in range; I'm just making sure of that. Also, their Attack increases and more can attack? It seems like you are going for something like Arrow Volley, but this seems to overdo it! I think it can work as adding more Attack Dice, but I would not also let more than one figure attack at once. Otherwise, not only do they get overpowered, but you no longer have a commno hero - you have a squad.
I realize that at 50 points they are expensive, but I still think it's just too much, and not in the theme of a common hero.
Xotli
May 4th, 2008, 02:35 PM
Well, here's mine. We got the Airbourn Elite, so who goes against them? He might be a little too expensive, but in a bigger group they can be deadly.
I'm going to agree with Taeblewalker on two points: First, your wording is awkward. Try this:
Attack Barrage
After moving, if this German Gebirgsjager and any other Gebirgsjagers are all within range of the same opponent, you may attack that opponent with up to 3 Gebirgsjagers. If attacking with 2 Gebirgsjagers, add 1 attack die to both attacks. If attacking with 3 Gebirgsjagers, add 2 attack dice to all three attacks.
Secondly, I'm going to agree that the power as stated is just way too powerful, and it's not really a matter of making him cost more. Attacking with multiple people and getting extra dice to do it is just adding insult to injury.
However, I'm going to disagree with him that this is contrary to the spirit of a common hero. I actually think it's sort of clever. And, who knows ... we may see something like this from an official unit one day. I could see that. But I bet they won't get to add dice to their attacks when they do it. ;)
keetacongoo
May 4th, 2008, 03:10 PM
The intention was to have a common hero that was okay alone, but who's real value was in fighting as a team, more squad-like, but still hero-like. That's how a real team of elite soldiers would fight, i guess. But that attack was way to powerful. A large group of guys attacking with four attack die is a little much, esspecially when they can't all be attacked in one turn. I'm in the process of getting the card fixed up. Attack Volley would still be included, but wouldn't have the extra dice bonus. Another ability relating to the death of nazi's might be included, but the attack bonus gained wouldn't apply to attack volley.
Taeblewalker
May 4th, 2008, 03:20 PM
However, I'm going to disagree with him that this is contrary to the spirit of a common hero. I actually think it's sort of clever. And, who knows ... we may see something like this from an official unit one day. I could see that. But I bet they won't get to add dice to their attacks when they do it. ;)
This entry has the same quirk as Eckels' Wild Dog. It does blur the line between hero and squad, since the Zettians are a 2-figure squad, and the rest have three or four. I'm not saying it will be a death sentence, but I will have to see what the other judges say. Before asking them, I am thinking that perhaps it could be like a Hive Mind ability - roll to see how many you can activate. Otherwise, an Arrow Volley type power that lets you move one and have attack support from others, might work really well too.
For both entries, having some kind of bonding might make it fit better in the HS theme.
NecroBlade
May 4th, 2008, 03:28 PM
Looking over the entries, I have mixed feelings about the number of Utgarians. The only two common heroes in the game so far fight for Utgar, we need some for someone else. On the other hand, there are only 8 out of 20 entries for him, which I suppose could be worse, given how he's far and away the general with the most units. Anyway, I'm not a judge and this has no bearing on anything. Merely observation.
keetacongoo
May 4th, 2008, 03:33 PM
Bonding might help, I'm just having trouble thinking of who a Nazi trooper would bond with.
Taeblewalker
May 4th, 2008, 04:52 PM
Looking over the entries, I have mixed feelings about the number of Utgarians. The only two common heroes in the game so far fight for Utgar, we need some for someone else. On the other hand, there are only 8 out of 20 entries for him, which I suppose could be worse, given how he's far and away the general with the most units. Anyway, I'm not a judge and this has no bearing on anything. Merely observation.
I agree that it's nice to have something other than Utgar, but I don't want to penalize anyone for doing what "feels right." Some, like the Hive Node, are really about the units with which they have synergy, and not Utgar per se, which gives them plenty of flavor.
Bonding might help, I'm just having trouble thinking of who a Nazi trooper would bond with.
That's a good point. However, as a Soldier, he gets a few clear bonuses from Marcus. Perhaps having Marcus in your army is enough to make these guys work well.
Looking at the Rocket Special Attack, it seems that there are a few points I would fix. First, why no explosion (affects figures adjacent to the target)? Second, why is it more powerful than Zelrig's, DW9K's, etc.? Third, you can simply say that he is affected by his own attack, much like DW9K is affected by Explosion Special Attack, instead of saying that he cannot be adjacent to the target (presumably, because the rocket would blow up in his face).
Xotli
May 4th, 2008, 09:06 PM
This entry has the same quirk as Eckels' Wild Dog.
Yes, it does. I rather liked that one too. :)
(BTW, Eckels: What figure are you using for that?)
It does blur the line between hero and squad, ...
Yes, but then so do Q9 and Q10, and they're certainly official. The fact that the Majors are beefy heroes who get to attack like squads is what makes them so effective (and desireable in tourneys).
Before asking them, I am thinking that perhaps it could be like a Hive Mind ability - roll to see how many you can activate.
That's not a bad idea either.
Otherwise, an Arrow Volley type power that lets you move one and have attack support from others, might work really well too.
The thing I don't like about that is that you have to include the "on the same level" restriction to avoid questions of whether height advantage applies. Letting them be separate attacks avoids all that.
For both entries, having some kind of bonding might make it fit better in the HS theme.
Enh. IMHO, bonding can be overdone. Besides, we don't have any common heroes who have bonding (true, Swog Riders can be the recipients of bonding, but that's different), so I'm not sure that bonding makes it more "heroscapey" anyway. :)
keetacongoo
May 4th, 2008, 09:10 PM
I'm thinking that warlord bonding could help my figure. That is, after changing around the Arrack barrage ability. I think I might make rocket an explosion, with 2 attack. We'll see how it comes out.
Taeblewalker
May 4th, 2008, 09:28 PM
The thing I don't like about that is that you have to include the "on the same level" restriction to avoid questions of whether height advantage applies. Letting them be separate attacks avoids all that.
You don't have to include, "on the same level." You can simply say that if they are within 5 spaces of the target, you can add to the attack.
Xotli
May 4th, 2008, 10:19 PM
You don't have to include, "on the same level."
No, I suppose you don't have to, but all the other combined attacks (Roman archers, zombies, etc) have it, and if I was going to do a combined attack, I'd definitely put it in there.
OTOH, if keetacongoo goes with making it an explosion attack, then it becomes a special attack, and the point is moot. (Although it seems a shame for a "mountain ranger" not to get a height bonus.)
BTW, keetacongoo: One thing I forgot to put into my suggested wording is to make sure that the other guys have line-of-sight to the target, so when you revise again, don't forget to address that. Obviously it wouldn't make sense to allow an attack from a ranger who happened to be on the other side of a ruin or something.
RennixTheThf
May 4th, 2008, 10:24 PM
ok i made card but dont know how to put it on here so here is the stats
Vydar Thief
1 life
6 move
7 range
0 attack
3 defence
Human
Common Hero
Tricky
Earth
Medium 4
Specials:
Aura Steal:
Roll the 20-sided die if you roll a
1-14 nothing happens
15-19 Choose any 1 added bonus marker or spirts on target figure and put it on Vydar Thief.
20 Pull all Bonus markers and Spirts on Vydar Thief
Tricky Army Bonus:
Add 2 attack die to Vydar Thief's attack roll if all units in your army are tricky
points 35
whitestuff
May 4th, 2008, 10:41 PM
Looking over the entries, I have mixed feelings about the number of Utgarians. The only two common heroes in the game so far fight for Utgar, we need some for someone else.I've been think this as well so I'm changing my entry...
http://i204.photobucket.com/albums/bb279/bwhit89/heroscape/mantisassassin3.jpg
I think she looks better here.
Eckels
May 4th, 2008, 11:15 PM
This entry has the same quirk as Eckels' Wild Dog.
Yes, it does. I rather liked that one too. :)
(BTW, Eckels: What figure are you using for that?)
Thanks :)
I don't have a figure for it, so I've been using Nagrubs as Proxies. Rats would work fine too. They have the same height and shape.
Taeblewalker
May 4th, 2008, 11:50 PM
ok i made card but dont know how to put it on here so here is the stats
Vydar Thief
1 life
6 move
7 range
0 attack
3 defence
Human
Common Hero
Tricky
Earth
Medium 4
Specials:
Aura Steal:
Roll the 20-sided die if you roll a
1-14 nothing happens
15-19 Choose any 1 added bonus marker or spirts on target figure and put it on Vydar Thief.
20 Pull all Bonus markers and Spirts on Vydar Thief
Tricky Army Bonus:
Add 2 attack die to Vydar Thief's attack roll if all units in your army are tricky
points 35
I do like what you are trying to accomplish. I have some major issues, though.
#1 If your opponent isn't using the Viking Champions, this figure is useless. Plus, the high point (a result of 20 on the die) of his power only works if the same card has at least two of the three Viking Champions.
#2 Why does he have such a high Range, if his Attack is zero? Give him Attack 1, and issue #1, above, is reduced.
#3 He is very easy to kill, with 3 Defense and no special defensive powers.
#4 He is common, so how can he have the Champions on his own card?
I would like to suggest something about stealing auras like Raelin's but that can be both too powerful. Perhaps he can negate auras, like those of the Champions and Raelin/Taelord etc.?
I like the fact that you chose a specific type of power to steal; it's just too limited, IMO. I am not sure how to fix the character, although I suggest raising his Attack to 1, giving him a Range of 5 or 6, perhaps, giving him some sort of Stealth or Disappear ability, and really rethink the main power.
I really like the general concept! It's just a very difficult one to figure out, and I don't pretend to have the answer at the moment.
Tiberius
May 5th, 2008, 12:12 AM
Well there are experience counters, and stuff like that that he can steal as well. But I agree, for 35 points, he had better have better stats, or drop his point cost significantly because it really doesnt matter what he steals, it doesnt do much for him.
Give him an ability that doesnt allow him to be targeted more than 3-4 spaces away like stealth.
Give him an extra attack bonus the first time he hits someone, like a backstab.
Maybe changing elevations doesnt cost him any extra movement as he is so adept at climbing.
Just some thoughts.
Xotli
May 5th, 2008, 12:44 AM
I don't have a figure for it, so I've been using Nagrubs as Proxies. Rats would work fine too. They have the same height and shape.
Dang. I was hoping you had found a Cape hunting dog figure that was the right scale. :)
Taeblewalker
May 5th, 2008, 12:46 AM
Well there are experience counters, and stuff like that that he can steal as well. But I agree, for 35 points, he had better have better stats, or drop his point cost significantly because it really doesnt matter what he steals, it doesnt do much for him.
Give him an ability that doesnt allow him to be targeted more than 3-4 spaces away like stealth.
Give him an extra attack bonus the first time he hits someone, like a backstab.
Maybe changing elevations doesnt cost him any extra movement as he is so adept at climbing.
Just some thoughts.
Interesting points. Stealing Negation Markers from Morsbane, Experience Counters (only if they have been placed on the card already) from the Kozuke Samurai, and even the Grenade Token from the AE all sound good to me. Throw in the Viking Champions, and he makes a great counter-draft! You might even allow him to "steal" negation tokens that have been placed on other cards, freeing them from the aegis of Morsbane.
As for the other abilities, giving him "shadow stealth" or somesuch as a version of Thorian Speed works, and the climbing ability might be ok, but only if he has a high Move - otherwise, it's useless.
EDIT: I haven't even addressed the Tricky Army power! It's kind of nice; perhaps if you just add 1, with an increased base attack, it would work better. Another option is to allow the unit switch an order marker on its card with an order marker on any other army card you control, once per round.
Taeblewalker
May 5th, 2008, 12:55 AM
We have 21 entries so far!
NecroBlade
May 5th, 2008, 01:05 AM
Looking over the entries, I have mixed feelings about the number of Utgarians. The only two common heroes in the game so far fight for Utgar, we need some for someone else.I've been think this as well so I'm changing my entry...
http://i204.photobucket.com/albums/bb279/bwhit89/heroscape/mantisassassin3.jpg
I think she looks better here.
I didn't mean to make anyone change. :oops: But I have always liked the shadowy assassin figures for :vydar: :up:
whitestuff
May 5th, 2008, 01:13 AM
I didn't mean to make anyone change. :oops: You didn't. You just gave voice to what I was thinking :) But I have always liked the shadowy assassin figures for :vydar: :up:I agree :D
Zealot
May 5th, 2008, 01:33 AM
This is an idea that I've been toying around with ever since I discovered that Khosumet sucks. I have always loved the wolves and wanted to give them a little more swarm/strategic potential seeing as they're supposed to be pack animals so here is my entry (still in progress and open to suggestions)
Anubian Pack Leader (appearance = black anubian wolf, new/original pose, similar to Marcu's with one hand on the ground)
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 4
Wolf
Common Hero
Devourer
Relentless
Medium 5
Specials
Pack Leadership:
Before taking a turn with Anubian Pack Leader you may first take a turn with 1 squad of Anubian Wolves you control or any two Dumutef Guards you control.
Warning Howl:
When a friendly Wolf or Fiantooth figure within 2 clear sight spaces of any Anubian Pack Leader receives one or more wounds, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.
Points: 25
I also considered "Signaling Howl" but Warning sounded more appropriate for avoiding wounds.
NecroBlade
May 5th, 2008, 01:34 AM
Maybe line of sight needed to the attacker for some flavor on Howl? Other than that it's a good idea!
S1R_ART0R1US
May 5th, 2008, 02:11 AM
I have an entry.
It's a mounted Roman. He can be used to bond with the Legos or Sacred Band, or he could be played with the Roman Archers to provide mellee assistance. That's pretty much all I have to say. Thanks for hosting this contest.
http://jonismart.googlepages.com/romancavalry.JPG/romancavalry-custom;size:640,480.JPG
NecroBlade
May 5th, 2008, 02:16 AM
I love how he brings the Legionnaires, Archers, and their warlords all together.
100 Marcus Decimus Gallus
220 Roman Archers x4
100 Roman Legionnaires x2
080 Roman Cavalry x2
Total 500, 25 starting spaces (drop an archer or replace a squad with Me-Burq-Sa)
I'm digging it! 8)
S1R_ART0R1US
May 5th, 2008, 02:22 AM
I love how he brings the Legionnaires, Archers, and their warlords all together.
100 Marcus Decimus Gallus
220 Roman Archers x4
100 Roman Legionnaires x2
080 Roman Cavalry x2
Total 500, 25 starting spaces (drop an archer or replace a squad with Me-Burq-Sa)
I'm digging it! 8)
Thanks.
Kahlenar
May 5th, 2008, 02:22 AM
http://img159.imageshack.us/img159/8397/centurionus5.jpg
I suggest not bothering with Shield Wall, but using Improved Shield Wall instead. You can say that he counts as a Roman Legionairre, and that when he is part of a Shield Wall, the maximum bonus from a Shield Wall increases to 3.
So, I do actually want to make the change you mentioned, although I think a rewording in his shield wall to remove the line "Centurion counts as a Legionnaire" would be sufficient. I looked at it today and realized that the bonuses went up by too much when he's next to other centurions or legionnaires. Also, I would also change improved shield wall to cap the bonus any one unit can receive to +2 from the improved shield wall, centurion or legionnaire.
But it's late now and I have crazy to deal with.
Aeston
May 5th, 2008, 03:53 AM
Padwhite, I really like your swarm master, so I cut apart a few of my extra Marro in order to make a simple model for it. Enjoy.
http://www.vinehaeven.com/temp/heroscape/miscpics/MarroSwarmMaster.jpg
NEMT
May 5th, 2008, 04:15 AM
I have an entry.
It's a mounted Roman. He can be used to bond with the Legos or Sacred Band, or he could be played with the Roman Archers to provide mêlée assistance. That's pretty much all I have to say. Thanks for hosting this contest.
http://jonismart.googlepages.com/romancavalry.JPG/romancavalry-custom;size:640,480.JPG
He is sweet, kind of like a reverse swog rider, bonding and able to defend the fragile archers . I would draft him, very well done in my opinion.
Tiberius
May 5th, 2008, 04:37 AM
I am not too sure about him being a warlord as with one order marker you can move this guy, the archers and a squad of legionnaires. Wow, that is a ton of synergy by connecting the dots. Oh and the horse is invincible?
NEMT
May 5th, 2008, 04:47 AM
I am not too sure about him being a warlord as with one order marker you can move this guy, the archers and a squad of legionnaires. Wow, that is a ton of synergy by connecting the dots. Oh and the horse is invincible?
True, I missed the warlord classification, but I still like him and even if his class is changed he is still cool.
Tiberius
May 5th, 2008, 05:12 AM
I agree, well done figure, lots of flavor even if you keep it a warlord (thinking for balancing purposes) but this is Einar, the original bonding group so have at it if that fits. I just thought that three tied together bonded figures was a bit much resting on a 50, 40 and 55 point squads and figure.
Aeston
May 5th, 2008, 05:29 AM
Einar's Puppy, here is a card for you if you are interested in using it.
http://www.vinehaeven.com/temp/heroscape/miscpics/drummerboy.jpg
whitestuff
May 5th, 2008, 05:35 AM
Einar's Puppy, here is a card for you if you are interested in using it.
Nicely done!
Tiberius
May 5th, 2008, 05:53 AM
I like him too, but may I suggest a wording change to the Jandar Soldier Squad Bonding? As it is, when you take a turn with another squad you get to move this guy, the problem is, I am dumb and will forget if I am not looking at this card while take a marker turn with the other card. At least that is how it reads to me.
How about you may take a turn with any Jandar Soldier Squad after taking a turn with drummer boy?
Taeblewalker
May 5th, 2008, 07:29 AM
Thoughts on recent posts:
The Roman Cavalry guy is great! I share concerns about the triple turn, though. Making him a Soldier instead of a Warlord would work better, given his Movement Bonding. Otherwise, great job!
I love the Drummer Boy card. However, looking at the points, is that right? 70?
Taeblewalker
May 5th, 2008, 07:32 AM
This is an idea that I've been toying around with ever since I discovered that Khosumet sucks. I have always loved the wolves and wanted to give them a little more swarm/strategic potential seeing as they're supposed to be pack animals so here is my entry (still in progress and open to suggestions)
Anubian Pack Leader (appearance = black anubian wolf, new/original pose, similar to Marcu's with one hand on the ground)
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 4
Wolf
Common Hero
Devourer
Relentless
Medium 5
Specials
Pack Leadership:
Before taking a turn with Anubian Pack Leader you may first take a turn with 1 squad of Anubian Wolves you control or any two Dumutef Guards you control.
Warning Howl:
When a friendly Wolf or Fiantooth figure within 2 clear sight spaces of any Anubian Pack Leader receives one or more wounds, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.
Points: 25
I also considered "Signaling Howl" but Warning sounded more appropriate for avoiding wounds.
Warning Howl is a great Stealth Armor power. On the other hand, I really have to question his uber-reverse bonding. One Dumuteff is plenty. On the other hand, if it was crappy bonding, then taking turns with 2 Dumutefs in place of him would work.
I also wonder if a figure that supports two different units so fully is really worth only 25 points. Maybe he needs to be tightened up, theme-wise. Overall, however, he is a great cheerleader unit, and benefits from the Dumutef's adjacency.
keetacongoo
May 5th, 2008, 07:39 AM
Okay, these are his new stats before I put them on the card. I'm still not sure about the rocket and the Command Obedience, but I think Attack Barrage is good.
German Gebirgsjäger
Utgar
Human
Common Hero
Soldier
Diciplined
Medium 5
Life: 1
Move: 5
Range: 7
Attack: 2
Defense: 3
50 points
Rocket Special attack
Range: 5 Attack: 2
All adjacent figures to the targeted figure
are also affected by Rocket special attack.
Roll attack dice once, and all affected
figures roll defence dice seperatly. German
Gebirgsjäger is affected by his own Rocket
Special attack.
Attack Barrage
After moving, if this German Gebirgsjäger
and any other Gebirgsjägers are all within
range of the same opponent, within their line
of sight, you may attack that opponent with up
to 3 Gebirgsjägers.
Command Obedience
Before taking a turn with this German
Gebirgsjäger, you make take a turn with
a friendly warlord.
S1R_ART0R1US
May 5th, 2008, 10:21 AM
Thanks for the compliments on the Roman Cavalry. My thought about making him a soldier was that a player would only get to attack with one figure, but I guess that would be okay since a player would moss likely have many of these and could pick any one. Also the Dumutef Guard doesn't bond and The Roman Cavalry could then be boosted by Marcus. I think changing it to soldier (which was what I had originally) might take away some of its versatality. Still debating whether to change it or not.
playa1
May 5th, 2008, 10:54 AM
ok i made card but dont know how to put it on here so here is the stats
Vydar Thief
1 life
6 move
7 range
0 attack
3 defence
Human
Common Hero
Tricky
Earth
Medium 4
Specials:
Aura Steal:
Roll the 20-sided die if you roll a
1-14 nothing happens
15-19 Choose any 1 added bonus marker or spirts on target figure and put it on Vydar Thief.
20 Pull all Bonus markers and Spirts on Vydar Thief
Tricky Army Bonus:
Add 2 attack die to Vydar Thief's attack roll if all units in your army are tricky
points 35
I do like what you are trying to accomplish. I have some major issues, though.
#1 If your opponent isn't using the Viking Champions, this figure is useless. Plus, the high point (a result of 20 on the die) of his power only works if the same card has at least two of the three Viking Champions.
#2 Why does he have such a high Range, if his Attack is zero? Give him Attack 1, and issue #1, above, is reduced.
#3 He is very easy to kill, with 3 Defense and no special defensive powers.
#4 He is common, so how can he have the Champions on his own card?
I would like to suggest something about stealing auras like Raelin's but that can be both too powerful. Perhaps he can negate auras, like those of the Champions and Raelin/Taelord etc.?
I like the fact that you chose a specific type of power to steal; it's just too limited, IMO. I am not sure how to fix the character, although I suggest raising his Attack to 1, giving him a Range of 5 or 6, perhaps, giving him some sort of Stealth or Disappear ability, and really rethink the main power.
I really like the general concept! It's just a very difficult one to figure out, and I don't pretend to have the answer at the moment.
You make some excellent points about this figure. The wording is confusing -- what is a bonus marker?
I've often toyed with the idea of a simple figure that is immune to all special attacks. I wanted to put it on some kind fo shade common, but it sounds like it would be appropriate here. This gives the figures some defensive abilities and really ticks off figures that depend on special attacks (i.e. Q9 etc.). Perhaps he could be immune to any special attack or ability, because I don't think that things like Chomp are special attacks. It might complicate the matter, but it sounds like it would make this figure fun to play.
Padwhite
May 5th, 2008, 12:12 PM
Padwhite, I really like your swarm master, so I cut apart a few of my extra Marro in order to make a simple model for it. Enjoy.
http://www.vinehaeven.com/temp/heroscape/miscpics/MarroSwarmMaster.jpg
OMG!! That is Perfect! Exactly what I was thinking of. I don't have any extra Marro, so I couldn't make anything.
You, my friend, are the best. :thumbsup:
Taeblewalker
May 5th, 2008, 12:12 PM
You make some excellent points about this figure. The wording is confusing -- what is a bonus marker?
I've often toyed with the idea of a simple figure that is immune to all special attacks. I wanted to put it on some kind fo shade common, but it sounds like it would be appropriate here. This gives the figures some defensive abilities and really ticks off figures that depend on special attacks (i.e. Q9 etc.). Perhaps he could be immune to any special attack or ability, because I don't think that things like Chomp are special attacks. It might complicate the matter, but it sounds like it would make this figure fun to play.
A bonus marker means something like an Experience Token from the Kozuke Samurai (or is it Tagawa?).
As for your figure, I'd say that's a mite too powerful. Being immune to Special Attacks might be good, especially if normal attacks can take him down fairly easily; but being immune to other special powers seems a bit much.
playa1
May 5th, 2008, 02:18 PM
You are right of course. Immune to special abilities would get really complicated since how would Syvarris' double attack work? It just would be too wierd.
I think "cannot be targetted by a special attack" might be a cool quality of a common hero. I like abilities that force others to rethink the typical strategy. Q9 would have to target the character with his normal attack, could not be eviscerated or affected by explosions or shotguns. It sounds like it would make a cool common ability -- if anyone would like to borrow it for their custom unit. :)
Luthien
May 5th, 2008, 02:34 PM
I've always been of the belief that HeroScape needs some pirates, so here you go:
http://img.photobucket.com/albums/v205/chemical_burn/dreadpirate.jpg
NecroBlade
May 5th, 2008, 02:37 PM
Solid. No complaints. :up: I'd like to see some wild pirates (squad) to go with that, even. :)
Einar's puppy
May 5th, 2008, 03:39 PM
Einar's Puppy, here is a card for you if you are interested in using it.
http://www.vinehaeven.com/temp/heroscape/miscpics/drummerboy.jpg
Awsome! Thanks. The only problem is that I altered his points to 50 and reworded the first power:
Jandar Soldier Inspiration-
All friendly Jandar soldiers adjacent to a Drummer boy gain plus 1 defence. If they have a range of 4 or more then they also gain plus 1 range.
I'm still stuck on the wording of the second power. the thing is, I want the squad to have bonding with him, since he has less staying power than the squads he buffs/bonds. If you have an all 4th Mass and these guys army, then you will put your order markers on the 4th Mass and move the Drummer boys at the same time.
Einar's puppy
May 5th, 2008, 03:44 PM
Thoughts on recent posts:
I love the Drummer Boy card. However, looking at the points, is that right? 70?
I like him too, but may I suggest a wording change to the Jandar Soldier Squad Bonding? As it is, when you take a turn with another squad you get to move this guy, the problem is, I am dumb and will forget if I am not looking at this card while take a marker turn with the other card. At least that is how it reads to me.
How about you may take a turn with any Jandar Soldier Squad after taking a turn with drummer boy?
Einar's Puppy, here is a card for you if you are interested in using it.
Nicely done!
No it isn't.
I was thinking that too, but the problem is I don't think he wills urvive as long as the squads he bonds with, so you will wind up with a bunch of on used markers in the late game. Though, it wouldn't be a horror to change it to a normal bonding hero->squad.
Thanks!
Taeblewalker
May 5th, 2008, 09:32 PM
I've always been of the belief that HeroScape needs some pirates, so here you go:
Woah. I like the general idea of a pirate, but I have a few concerns (don't I always)? :p
The Sea Legs ability is thematic, in a way, but sea legs is really a shipboard ability, not a walking on water ability.
The other ability is, well, wild. It seems to open the door to abuse. Who is wild already? Valguard, Guilty, Dzu-Teh, Marro Warriors, the Tarns, the MacDirks, and probably a host of others from many generals. I suggest rethinking the crappy bonding; possibly to restrict it to pirates (of which there are none, of course) or some other subset.
I think he should probably have some Agent Carr-like power, such as a gun with range 6 and 2 Attack dice, then Melee 2. These are just my thoughts.
fil
May 5th, 2008, 10:09 PM
The pirate rocks!
There are just so many more fun things you could do with him. I'm not saying these are good ideas, just fun ones:
Avast ye scurvy dogs
Instead of taking a turn with a Dread Pirate, you may take a turn with any Wolf/Dog squad you control.
Walk the plank
Dread Pirate never rolls for falling damage.
Swashbuckle
When attacking any adjacent figure, add one die to Dread Pirate's attack.
Swab the poop deck
When moving in swamp water, Dread Pirate may add two spaces to his move.
Ok, that's enough for now. That was fun. :)
Aeston
May 5th, 2008, 11:41 PM
Sorry about the incorrect drummer card. I updated it to refelct your current idea, and I took a shot at wording the second power for you in a way that might work well.
http://www.vinehaeven.com/temp/heroscape/miscpics/drummerboy.jpg
Aeston
May 5th, 2008, 11:43 PM
You, my friend, are the best. :thumbsup:
I'm happy that you like it. It was my pleasure.
Aeston
May 6th, 2008, 12:24 AM
Here is a card for the Anubian Pack Leader. Zealot, I'm sorry I don't have a model that matches up exactly with your description, but I thought this one came really close.
http://www.vinehaeven.com/temp/heroscape/miscpics/anubianpackleader.jpg
Zealot
May 6th, 2008, 01:18 AM
Here is a card for the Anubian Pack Leader. Zealot, I'm sorry I don't have a model that matches up exactly with your description, but I thought this one came really close.
http://www.vinehaeven.com/temp/heroscape/miscpics/anubianpackleader.jpg
Nice Aeston, as you said, I'd prefer more of an Anubian Wolf repaint to black (preferably one with a unique pose like Marcu's) but thank you for putting the information on a card for me.
I've been tweeking with the stats and I think that it would be more effective to alter his attack strength and his first special power.
I believe his attack should be the same as a Dumutef's
Attack: 4
and his special power should read
"or any Dumutef Guard you control."
Tablewalker made a good point that moving 2 dumutefs at once seems a little too powerful for only 25 points. So I offset the loss of an attack by making the Pack Leader's attack = to the lost Dumutef.
Now whenever you activate an Anubian Pack Leader you have to choose between a 100point melee squad of 4 or a 50 point enhancement team that has a decent double attack.
Aeston
May 6th, 2008, 01:35 AM
Zealot, posted your edits on the card.
Yagyuninja, here is your Skald. Enjoy :)
http://www.vinehaeven.com/temp/heroscape/miscpics/vikingskald.jpg
yagyuninja
May 6th, 2008, 01:40 AM
OK, pull my viking, I don't like him. Movement is already handled by Gilbert and Eldgrimm, and the death defy power I used to have on him is too suited to a unique hero.
EDIT: I just saw the card you made me, Aeston, that rocks! My above statement refers to my idea, not your card! :)
Here's my new entry:
http://www.heroscapers.com/community/gallery/files/8/1/ronin_common_hero_original.jpg
Same stats as an Izumi, but 5 more points. In exactly the right situation, he can do a good amount of damage, and he might get that chance fairly often with Kato around. His defense bonus can help out friendlies in a team game, or his own folk in a Kato game. I modeled him after the other common heroes we have: he provides bonuses to similar figures, but has a feature or two to make him an occasionally worthwhile attacker himself.
Help needed: what the heck should I call the second power? I'm thinking of him inspiring the common folk, Seven Samurai style, but it might be a stretch.
NecroBlade
May 6th, 2008, 01:45 AM
Love it. Not sure what to call that second power either. :ponder:
Tiberius
May 6th, 2008, 01:54 AM
I agree, the Ronin is well done. I really couldnt ask for more.
Tiberius
May 6th, 2008, 01:54 AM
The viking needs something else for his price, compared to others of the same cost. Maybe another defense die?
Aeston
May 6th, 2008, 02:24 AM
I love the Ronin yagyuninja! I think the name you have for the second power works very well.
Those abilities are both very thematic for the unit. Perfect addition to the Samurai army.
whitestuff
May 6th, 2008, 02:28 AM
Help needed: what the heck should I call the second power? How about "A Call To Arms" or maybe "Inspired Masses"? How about "Fluff the Plebs"? :)
Xotli
May 6th, 2008, 03:36 AM
... the problem is, I am dumb and will forget if I am not looking at this card while take a marker turn with the other card. At least that is how it reads to me.
Enh. It's no worse than, say, the Nakita's Smoke Powder, which can fire off when a totally different card is the target of an attack.
How about you may take a turn with any Jandar Soldier Squad after taking a turn with drummer boy?
I actually think that might be too powerful. I don't think there are any Jandar squads of soldiers right now that have bonding (it's just the AE and the minutemen, right?), but imagine if one comes out. Then you have 3 turns for the price of one common hero.
Attack Barrage
After moving, if this German Gebirgsjäger
and any other Gebirgsjägers are all within
range of the same opponent, within their line
of sight, you may attack that opponent with up
to 3 Gebirgsjägers.
This is much better, I think. If I could suggest a slight wording change:
Attack Barrage
After moving, if this German Gebirgsjäger and any other Gebirgsjägers are all within range of the same opponent, you may attack that opponent with up to 3 Gebirgsjägers. All German Gebirgsjägers who attack must have a clear line of sight on the one target.
This matches the Roman Archers wording.
Tiberius
May 6th, 2008, 03:55 AM
Xotli
Good call with the nakitas, I had forgotten they had stuff that triggers when you shoot at someone else.
As far as the drummer being too powerful, he is 70 points, the cost of an entire squad of 4th mass himself, or the cost of a squad of knights. I would give him that for that many points.
Xotli
May 6th, 2008, 05:10 AM
As far as the drummer being too powerful, he is 70 points, the cost of an entire squad of 4th mass himself, or the cost of a squad of knights. I would give him that for that many points.
Oh, yeah, he is, isn't he? Well, I think it would be better to back off on the power and lower the points. 70 seems high for a common hero to me. Just my $.02.
Taeblewalker
May 6th, 2008, 10:04 AM
Sorry about the incorrect drummer card. I updated it to refelct your current idea, and I took a shot at wording the second power for you in a way that might work well.
http://www.vinehaeven.com/temp/heroscape/miscpics/drummerboy.jpg
Only three (minor) critiques.
1) "Gain plus 1 range" seems redundant; "adds 1 range" would be tighter.
2) The Bonding Power should probably be worded as a Movement Bonding power - but be careful! The wording you have, when compared to other bonding powers, suggests by its name that the soldier squad gets to take a turn. HOWEVER, if you just say "Jandar Soldier Squad Movement Bonding," then you STILL imply that the squad moves first. "Reverse movement bonding" is slightly more professional than "crappy bonding" and "Mittens," so I am not sure what to call this power.
Nit-picking aside, it's a great unit!
3) I wonder if it's really worth 50 points.
Taeblewalker
May 6th, 2008, 10:15 AM
OK, pull my viking, I don't like him. Movement is already handled by Gilbert and Eldgrimm, and the death defy power I used to have on him is too suited to a unique hero.
EDIT: I just saw the card you made me, Aeston, that rocks! My above statement refers to my idea, not your card! :)
Here's my new entry:
http://www.heroscapers.com/community/gallery/files/8/1/ronin_common_hero_original.jpg
Same stats as an Izumi, but 5 more points. In exactly the right situation, he can do a good amount of damage, and he might get that chance fairly often with Kato around. His defense bonus can help out friendlies in a team game, or his own folk in a Kato game. I modeled him after the other common heroes we have: he provides bonuses to similar figures, but has a feature or two to make him an occasionally worthwhile attacker himself.
Help needed: what the heck should I call the second power? I'm thinking of him inspiring the common folk, Seven Samurai style, but it might be a stretch.
The second power is fine in both name and ability.
I like the first power, but you should really specify "enemy samurai or ashigaru." Furthermore, it would be sick to give this guy counterstrike and Double Attack or even Whirlwind Attack! Give him 4 Life, and he will be a perfect entry into a Unique Hero contest.
I like the Viking Skald; I honestly feel you are wasting this guy here. I would like to run the latter contest soon, and I don't anticipate the admins having a problem with it.
What do you think?
And no, I am not saying the Skald will win for sure (or that he won't!)
Luthien
May 6th, 2008, 10:59 AM
I've always been of the belief that HeroScape needs some pirates, so here you go:
Woah. I like the general idea of a pirate, but I have a few concerns (don't I always)? :p
The Sea Legs ability is thematic, in a way, but sea legs is really a shipboard ability, not a walking on water ability.
The other ability is, well, wild. It seems to open the door to abuse. Who is wild already? Valguard, Guilty, Dzu-Teh, Marro Warriors, the Tarns, the MacDirks, and probably a host of others from many generals. I suggest rethinking the crappy bonding; possibly to restrict it to pirates (of which there are none, of course) or some other subset.
I think he should probably have some Agent Carr-like power, such as a gun with range 6 and 2 Attack dice, then Melee 2. These are just my thoughts.
Trust me, I considered all of these things while I was creating the unit. I decided to go with the "Sea Legs" anyway because I couldn't think of something else. And liek you said, it's thematic.
I figured restricting the power from first taking a turn with another unit to instead would make it less open to abuse. I've always been a fan of crappy bonding and can't keep myself away from it. :p If there was a pirate squad in the game I would have definitely bonded him with them. I've been hoping for a pirate squad since I began playing. Maybe it's time for me to make one.
I'll consider the range thing--pirates do have pistols after all. I'll look it over in between my studying today and see if I want to make some changes.
yagyuninja
May 6th, 2008, 02:01 PM
The second power is fine in both name and ability.
I like the first power, but you should really specify "enemy samurai or ashigaru." Furthermore, it would be sick to give this guy counterstrike and Double Attack or even Whirlwind Attack! Give him 4 Life, and he will be a perfect entry into a Unique Hero contest.
I like the Viking Skald; I honestly feel you are wasting this guy here. I would like to run the latter contest soon, and I don't anticipate the admins having a problem with it.
What do you think?
If you're going to do a Unique Hero contest, I'll definitely wait on the Ronin. I have a couple directions I could take him, too. I'm not sure what you mean about the first power, though. Its supposed to work like the Blastatrons power, so his attack increase is based on the number of ashigaru and samurai you control that are adjacent to the targeted figure.
As for the skald, I actually had a specific figure in mind for him, so I hope you won't mind if I make my own card up, Aeston.
Tiberius: Good point, his stats are too low. I set them when I was thinking I would put a death defy power on him and then forgot to change them. I think I should probably make him 3/4, like most of his viking brethren.
NecroBlade
May 6th, 2008, 02:25 PM
How about "Fluff the Plebs"? :)
No. Just...no. :shock:
yagyuninja
May 6th, 2008, 02:27 PM
Oh yeah Whitestuff; I like A Call to Arms, but its a little too Jandar for him I think. And I'll pass on Fluff the Plebs. :P
Taeblewalker
May 6th, 2008, 02:37 PM
If you're going to do a Unique Hero contest, I'll definitely wait on the Ronin. I have a couple directions I could take him, too. I'm not sure what you mean about the first power, though. Its supposed to work like the Blastatrons power, so his attack increase is based on the number of ashigaru and samurai you control that are adjacent to the targeted figure.
I misread the power. As it stands, I like it a lot.
As for the pirate, I am still leary of Sea Legs being an ability to help walk through water. It really refers to the rolling of a ship. It's thematic, in a way, but also incorrect.
Perhaps you could include an ability to gain an extra attack die against any unit in water. That would make the pirate even more dangerous to an already vulnerable figure, since figures in water are probably on a lower elevation than the pirate. This could be called Fish In A Barrel or perhaps Floundering Curr (the pirate is exeptionally good at taking cheap, dirty shots at enemy sailors who have fallen in and are trying to climb back aboard).
Another power could be Climb the Rigging. It could allow him to move extra up a ladder.
Another power could be Man the Crow's Nest. It could allow the pirate to add two to his Range when the pirate's base is higher than the target's height (not base).
Swashbuckling could give add 2 to his Attack. Dirty Fighting could be like Engagement Strike 13 for the Nakitas.
I hope these offer some help.
robbdaman
May 6th, 2008, 03:01 PM
Okay so this is what I came up with:
http://img.photobucket.com/albums/v464/robbdaman/DSPL-sm.jpg
Thoughts? Opinions?
R~
NecroBlade
May 6th, 2008, 03:24 PM
Wow, very well done! I like Pack Dominance.
Taeblewalker
May 6th, 2008, 10:11 PM
Pack Dominance definitely provides a nice limitation. I wonder if it's too limiting, since the Deathstalkers are a bit rather expensive. On the other hand, it is certainly original.
I also like the wording on the reverse movement bonding. Maul is interesting, considering that its chance of getting all skulls is lower than for a regular Deathstalker.
NecroBlade
May 6th, 2008, 10:14 PM
Pack Dominance definitely provides a nice limitation. I wonder if it's too limiting, since the Deathstalkers are a bit rather expensive. On the other hand, it is certainly original.I like the idea of playing 4x Deathstalkers, 4x Pack Leaders, though, for a 500 melee only army.
I also like the wording on the reverse movement bonding. Maul is interesting, considering that its chance of getting all skulls is lower than for a regular Deathstalker.At first I was going to suggest lowering it back to 3 because of this, but decided against it for 2 reasons. 1) A 'pack leader' should have more attack, and 2) it means a successful Maul can kill even stronger heroes outright. :twisted:
Tiberius
May 7th, 2008, 12:14 AM
I like the deathstalker pack leader alot. With the drawback, I think it is priced just right, though compared to the pack itself, it is a bit overpriced as it has better stats and more powers. I could see it being bumped up another 5 points but it isnt something I would squabble over as it does have the draw back of dominance, which is great flavor by the way.
robbdaman
May 7th, 2008, 12:17 AM
Thanks for the input guys, any thoughts on better wording or does it look pretty good?
With Pack Dominance I wanted to sort of limit it so that you just couldn't field a ton of these guys. Plus I like the idea of the Pack Leaders battling for the alpha position. :p I'd say ideally 2 of them and a couple squads of Stalkers would be what I'd use on occasion. That'd give you half the normal points to still give the rest of the army some flair. ;)
I figured that it has a less chance to Maul but will more likely kill things outright better. At least in my experience in using Deathstalkers getting Maul to work is rare and I just wished they had more dice in general. But I do agree with you Necro if it gets off a Maul it'd be a nasty one.
R~
Tiberius
May 7th, 2008, 12:50 AM
I agree with the wording, I think it is fine the way it is and I prefer having the higher attack dice despite the maul ability. It will be a nastier ability on the rarity when it works and it will have the higher base attack for those hard targets.
Einar's puppy
May 7th, 2008, 07:28 AM
Sorry about the incorrect drummer card. I updated it to refelct your current idea, and I took a shot at wording the second power for you in a way that might work well.
http://www.vinehaeven.com/temp/heroscape/miscpics/drummerboy.jpg
Only three (minor) critiques.
1) "Gain plus 1 range" seems redundant; "adds 1 range" would be tighter.
2) The Bonding Power should probably be worded as a Movement Bonding power - but be careful! The wording you have, when compared to other bonding powers, suggests by its name that the soldier squad gets to take a turn. HOWEVER, if you just say "Jandar Soldier Squad Movement Bonding," then you STILL imply that the squad moves first. "Reverse movement bonding" is slightly more professional than "crappy bonding" and "Mittens," so I am not sure what to call this power.
Nit-picking aside, it's a great unit!
3) I wonder if it's really worth 50 points.
It's my first card, wording ain't gonna be golden
Heh...guess I'll give up on my idea and go with :Jandar Soldier Bonding: whenever Drummer boy takes a turn you may take a turn with any Jandar Soldier squad
Yeah, but anything higher seemed to much. Of you mean he's too expensive then think about it: He bonds with the 4th mass and gives them more range! And he adds to their defence so they can get 4 defense without height! (Assuming valiant is in place-which this guy has)
Einar's puppy
May 7th, 2008, 07:32 AM
Okay so this is what I came up with:
http://img.photobucket.com/albums/v464/robbdaman/DSPL-sm.jpg
Thoughts? Opinions?
R~
I like it. My first opinion was overpowered, but the second ability really keeps it in check. Basically, you take a so-so unit and this good one and couple them. You need the average to get trhe good.
fil
May 7th, 2008, 11:33 AM
I think as long as the Pack Dominance implies that you must have a squad of Deathstalkers to have a Pack Leader, then it's good.
Otherwise, I could see someone just picking a bunch of these guys, and for 25/per, getting an army of nasty 4/5 units, with an 8 effective range, for cheap.
Of course, the two-space figure also helps curb that particular abuse, but I felt it was worth noting.
Taeblewalker
May 7th, 2008, 11:33 AM
The pack leader really seems to work. After all, it's "sort-of" instant kill power works 1/16 of the time, which is somewhere between needing a 19 and a 20 on a d20.
I see the point about the Drummer Boy's cost, though I still think 40-45 points would work better.
Taeblewalker
May 7th, 2008, 11:34 AM
I think as long as the Pack Dominance implies that you must have a squad of Deathstalkers to have a Pack Leader, then it's good.
Otherwise, I could see someone just picking a bunch of these guys, and for 25/per, getting an army of nasty 4/5 units, with an 8 effective range, for cheap.
Of course, the two-space figure also helps curb that particular abuse, but I felt it was worth noting.
Having to buy a new terrain pack just to get the common figure also curbs it :p
robbdaman
May 7th, 2008, 11:45 AM
Having to buy a new terrain pack just to get the common figure also curbs it :p
Heh, but no one really buys the Forgotten Forest for the Dumetef. It could also be in a wave pack like Knights and Swog Rider although I feel gipped getting only 4 figures in a wave pack. ;)
R~
NecroBlade
May 7th, 2008, 12:07 PM
Otherwise, I could see someone just picking a bunch of these guys, and for 25/per, getting an army of nasty 4/5 units, with an 8 effective range, for cheap.
9 effective range.
yagyuninja
May 7th, 2008, 03:01 PM
OK, I got my official entry put together.
http://www.heroscapers.com/community/gallery/files/8/1/skald_common_hero_original.jpg
What do you think of the modifications? Again he is modeled after the Swog and Dumutef. What do they get for 25 points?
Swog
One high stat - move
One support ability - orc archers
One self-help ability - disengage
BONUS - he bonds
Dumutef
One high stat - attack
One support ability - devourers
One self-help ability - road strength
BONUS - above average defense
Skald
One support ability - warrior inspiration
One self-help ability - berserker charge
BONUS - above average defense
Now the Skald doesn't have one high stat point, but I think the groups he bonds with make up for that fact. He could be given 4 attack, which would give him interesting uses if you rolled for the berserker charge. Or maybe he just needs to be 20 instead of 25 points...
Suggestions?
And a question. Does his common status make Berserker charge confusing? It doesn't seem so to me, but I'm not very good at rules critiquing. (as evidenced by the fact that most custom units i make use modifications of old abilities) :)
Mooseman
May 7th, 2008, 03:33 PM
OK, I got my official entry put together.
http://www.heroscapers.com/community/gallery/files/8/1/skald_common_hero_original.jpg
What do you think of the modifications? Again he is modeled after the Swog and Dumutef. What do they get for 25 points?
Swog
One high stat - move
One support ability - orc archers
One self-help ability - disengage
BONUS - he bonds
Dumutef
One high stat - attack
One support ability - devourers
One self-help ability - road strength
BONUS - above average defense
Skald
One support ability - warrior inspiration
One self-help ability - berserker charge
BONUS - above average defense
Now the Skald doesn't have one high stat point, but I think the groups he bonds with make up for that fact. He could be given 4 attack, which would give him interesting uses if you rolled for the berserker charge. Or maybe he just needs to be 20 instead of 25 points...
Suggestions?
And a question. Does his common status make Berserker charge confusing? It doesn't seem so to me, but I'm not very good at rules critiquing. (as evidenced by the fact that most custom units i make use modifications of old abilities) :)
Berzerker charge is a little confusing to me. Can you move any unit again, or just the one that already moved?
yagyuninja
May 7th, 2008, 04:03 PM
Berzerker charge is a little confusing to me. Can you move any unit again, or just the one that already moved?
Well, I intended it to be just the viking that already moved. That is not how the Venoc and Aubriens work, but when you frenzy, you are taking another turn. Also, the word again indicates to me that the Skald that has already moved is the only one that this power applies to. I think that's reasonable, but rules experts might say I'm making too many assumptions.
'Scaper Zeta
May 7th, 2008, 07:03 PM
Well, I just found this Contest and decided to try my luck so without further ado here's my tentative card.
http://i240.photobucket.com/albums/ff152/ZetaDuro/Heroscape/ArnubianMauler-CustomCommonHeroCont.png
Taeblewalker
May 7th, 2008, 07:56 PM
Berzerker charge is a little confusing to me. Can you move any unit again, or just the one that already moved?
Well, I intended it to be just the viking that already moved. That is not how the Venoc and Aubriens work, but when you frenzy, you are taking another turn. Also, the word again indicates to me that the Skald that has already moved is the only one that this power applies to. I think that's reasonable, but rules experts might say I'm making too many assumptions.
The wording is clear enough. The unit works, IMO.
NecroBlade
May 7th, 2008, 11:49 PM
Well, I just found this Contest and decided to try my luck so without further ado here's my tentative card.
http://i240.photobucket.com/albums/ff152/ZetaDuro/Heroscape/ArnubianMauler-CustomCommonHeroCont.png
Awesome. I made a squad with almost those exact abilities, but I like this one, too! :)
Taeblewalker
May 8th, 2008, 12:32 AM
Well, I just found this Contest and decided to try my luck so without further ado here's my tentative card.
http://i240.photobucket.com/albums/ff152/ZetaDuro/Heroscape/ArnubianMauler-CustomCommonHeroCont.png
I'm mixed on this one. I really like the Protect the Pack Leader ability. It's like a cross between Shield Wall and Adjacent Tough.
Now for the rest. Darklord Bonding is nice; it's certainly a wish-list power. However, how is he a "mauler?" With an Attack of only 2 (boosted to 3 with Relentless Assault), he isn't a really powerful individual. I know he is only 25 points; I guess you are saying that it's worth 100 points to use Bonding to keep these guys adjacent, and to have Khosumet be a 3/4 figure, treating him as having a double base and double Attack (Relentless Assault would raise the common to Attack 3).
I can't find fault in that. However, it seems that the name Mauler should really go with a meaner figure. I suggest either changing the name (though I like it, per se), or perhaps giving this figure Unleashed Fury. This would allow you to show that he is a true Mauler, while also showing how vulnerable he is without the Darklord to keep his fury in check (no chance of rolling a 1). If you don't have Khosumet and you do roll a 1, then you could remove any one Anubian Mauler you control.
Taeblewalker
May 8th, 2008, 12:35 AM
General Statement:
These entries are really showing what I've felt all along - that the game designers dropped the ball when they discontinued making common heroes. There is so much untapped potential in this concept; more so, I think, than in the Unique Squad market.
'Scaper Zeta
May 8th, 2008, 05:58 PM
I'm mixed on this one. I really like the Protect the Pack Leader ability. It's like a cross between Shield Wall and Adjacent Tough.
Now for the rest. Darklord Bonding is nice; it's certainly a wish-list power. However, how is he a "mauler?" With an Attack of only 2 (boosted to 3 with Relentless Assault), he isn't a really powerful individual. I know he is only 25 points; I guess you are saying that it's worth 100 points to use Bonding to keep these guys adjacent, and to have Khosumet be a 3/4 figure, treating him as having a double base and double Attack (Relentless Assault would raise the common to Attack 3).
I can't find fault in that. However, it seems that the name Mauler should really go with a meaner figure. I suggest either changing the name (though I like it, per se), or perhaps giving this figure Unleashed Fury. This would allow you to show that he is a true Mauler, while also showing how vulnerable he is without the Darklord to keep his fury in check (no chance of rolling a 1). If you don't have Khosumet and you do roll a 1, then you could remove any one Anubian Mauler you control.
I totally agree with you on the point that he probaly should have something to make him seem more nasty with a name like "Mauler". It was just a name that struck me as nice an wolf-ie so in light of that fact I revised the card to include Unleashed Fury as you suggested and dropped his attack to one to maybe try and balance him out more as I'd really like to keep it at 25 points.
http://i240.photobucket.com/albums/ff152/ZetaDuro/Heroscape/ArnubianMauler-CustomCommonHeroC-1.png
Taeblewalker
May 8th, 2008, 08:37 PM
I totally agree with you on the point that he probaly should have something to make him seem more nasty with a name like "Mauler". It was just a name that struck me as nice an wolf-ie so in light of that fact I revised the card to include Unleashed Fury as you suggested and dropped his attack to one to maybe try and balance him out more as I'd really like to keep it at 25 points.
This is interesting. He is the same cost as one Anubian Wolf.
What he has over them:
Darklord Bonding
Protect the Pack Leader
What they have over him:
+2 Defense
3 activations
Do these cancel out? Quite possibly. The 3 activations, with a potentially VERY high attack, is huge. Darklord Bonding is probably close, though, since it can give a reliable extra Attack Die due to Relentless Assault. However, you would then risk Khosumet on the front lines. This would nerf his "glyph" power. Protect the Pack Leader helps to alleviate this. The extra 2 Defense of the Anubians, however, really give them a chance to survive for a while.
I wonder if you can't give him an extra Defense Die, and still keep him at 25 points. This is a tough one to judge!
RennixTheThf
May 8th, 2008, 08:53 PM
ok i guess i wasn't so clear about my card ... the point of my thief is to steal from your oppent AND your own figures. And as for the markers they include Viking spirts, exp markers on sams, gernades on airborn, and (the main reason) negation markers, i hate those.. after getting the bonus he can use them like the char he stole them from..if stolen negation from morisbane (who is tricky) he can now use it like morsbane, however if your stealing a negation marker of a unit who is negated then the thief is negatied but your hero is not (which is good) also if you steal a gernade you can use it like the airborn and they now can not (2 birds in one stone or errr marker) but yes as for the sams you steal there markers you now can get exp markers on your own. But yes my figure is majorly situational but lets face it if you can distribute negation marks how you want ...isn't he worth adding... i hate those negations
As for the low attack if you use him with micros and the krav and other tricky units he has an attack of two. But i will let you know i am looking to add bonding to him and/or stealth dodge
'Scaper Zeta
May 8th, 2008, 09:07 PM
I totally agree with you on the point that he probaly should have something to make him seem more nasty with a name like "Mauler". It was just a name that struck me as nice an wolf-ie so in light of that fact I revised the card to include Unleashed Fury as you suggested and dropped his attack to one to maybe try and balance him out more as I'd really like to keep it at 25 points.
This is interesting. He is the same cost as one Anubian Wolf.
What he has over them:
Darklord Bonding
Protect the Pack Leader
What they have over him:
+2 Defense
3 activations
Do these cancel out? Quite possibly. The 3 activations, with a potentially VERY high attack, is huge. Darklord Bonding is probably close, though, since it can give a reliable extra Attack Die due to Relentless Assault. However, you would then risk Khosumet on the front lines. This would nerf his "glyph" power. Protect the Pack Leader helps to alleviate this. The extra 2 Defense of the Anubians, however, really give them a chance to survive for a while.
I wonder if you can't give him an extra Defense Die, and still keep him at 25 points. This is a tough one to judge!
I know I was actually thinking about that myself, and how another defense would be nice, but it may unbalance him from being able to be at 25 points which is where I'd like to keep him at.
If anyone else has views or opinions on this matter I'd love to hear them.
Einar's puppy
May 8th, 2008, 09:27 PM
I totally agree with you on the point that he probaly should have something to make him seem more nasty with a name like "Mauler". It was just a name that struck me as nice an wolf-ie so in light of that fact I revised the card to include Unleashed Fury as you suggested and dropped his attack to one to maybe try and balance him out more as I'd really like to keep it at 25 points.
This is interesting. He is the same cost as one Anubian Wolf.
What he has over them:
Darklord Bonding
Protect the Pack Leader
What they have over him:
+2 Defense
3 activations
Do these cancel out? Quite possibly. The 3 activations, with a potentially VERY high attack, is huge. Darklord Bonding is probably close, though, since it can give a reliable extra Attack Die due to Relentless Assault. However, you would then risk Khosumet on the front lines. This would nerf his "glyph" power. Protect the Pack Leader helps to alleviate this. The extra 2 Defense of the Anubians, however, really give them a chance to survive for a while.
I wonder if you can't give him an extra Defense Die, and still keep him at 25 points. This is a tough one to judge!
I know I was actually thinking about that myself, and how another defense would be nice, but it may unbalance him from being able to be at 25 points which is where I'd like to keep him at.
If anyone else has views or opinions on this matter I'd love to hear them.
I think he's done pretty well, but you might want to change unleashed fury a little to add the defense. Maybe make it "if you get a 20, you must thank whatever gods you believe in and add 6 attack to you mauler."<grin>
'Scaper Zeta
May 8th, 2008, 10:30 PM
I totally agree with you on the point that he probaly should have something to make him seem more nasty with a name like "Mauler". It was just a name that struck me as nice an wolf-ie so in light of that fact I revised the card to include Unleashed Fury as you suggested and dropped his attack to one to maybe try and balance him out more as I'd really like to keep it at 25 points.
This is interesting. He is the same cost as one Anubian Wolf.
What he has over them:
Darklord Bonding
Protect the Pack Leader
What they have over him:
+2 Defense
3 activations
Do these cancel out? Quite possibly. The 3 activations, with a potentially VERY high attack, is huge. Darklord Bonding is probably close, though, since it can give a reliable extra Attack Die due to Relentless Assault. However, you would then risk Khosumet on the front lines. This would nerf his "glyph" power. Protect the Pack Leader helps to alleviate this. The extra 2 Defense of the Anubians, however, really give them a chance to survive for a while.
I wonder if you can't give him an extra Defense Die, and still keep him at 25 points. This is a tough one to judge!
I know I was actually thinking about that myself, and how another defense would be nice, but it may unbalance him from being able to be at 25 points which is where I'd like to keep him at.
If anyone else has views or opinions on this matter I'd love to hear them.
I think he's done pretty well, but you might want to change unleashed fury a little to add the defense. Maybe make it "if you get a 20, you must thank whatever gods you believe in and add 6 attack to you mauler."<grin>
Wow, honestly I hadn't thought of lowering and/or changing around the numbers for Unleashed Fury! So thanks for that, I lowered the final attack boost to +6 and added one to his defense, I'm thinking this I pretty good. But as always I'm open to suggestions.
http://i240.photobucket.com/albums/ff152/ZetaDuro/Heroscape/ArnubianMauler-CustomCommonHeroC-2.png
Firemaster
May 8th, 2008, 10:47 PM
Huh, I just noticed this. Well, I'm putting together a card, but until I get it together, I will post my idea for comment and to make sure it is in on time:
Figure:
http://www.wizkidsgames.com/images/figures/Rotating/MKMI/MKMI_031_rot01.jpg
Mage Knight Brass Commander
Details:
Decoy Drone
Soulborg/Common Hero/Tricky/Medium 5
1 Life
5 Move
1 Range
0 Attack
2 Defense
10 Points
Follow the Leader- After taking a turn with any Unique Hero you control, you may move one Decoy Drone you control 5 spaces.
Protect the Leader- If a Unique Hero you control that is adjacent to a Decoy Drone you control becomes the target of an attack, you may switch the positions of the Unique Hero and the Decoy Drone (do not roll for disengagement strikes or any terrain effects) and have the Decoy Drone take the attack instead.
NecroBlade
May 8th, 2008, 11:28 PM
Perfectly simple. :up:
yagyuninja
May 8th, 2008, 11:38 PM
Ha, that cracks me up. Nice one, Firemaster!
Mooseman
May 9th, 2008, 12:26 AM
Protect the Leader- If a Unique Hero you control that is adjacent to a Decoy Drone you control becomes the target of an attack, you may switch the positions of the Unique Hero and the Decoy Drone (do not roll for disengagement strikes or any terrain effects) and have the Decoy Drone take the attack instead.
I would switch the bolded text to 'The Decoy Drone is now the target of the attack' just to make it sound more official.
Taeblewalker
May 9th, 2008, 12:43 AM
The Drone sounds nice but perhaps there can be a d20 roll. One possible abuse of this power is to allow a unique hero to teleport upwards beyond its movement capacity, if the decoy drone is shoulder-height on another level.
Tiberius
May 9th, 2008, 12:58 AM
What about redirecting the attack to the adjacent drone instead of swapping places with it? That solves alot of the movement problems and issues. You would just have to deal with is the attack redirected or just the damage?
Firemaster
May 9th, 2008, 04:39 AM
What about redirecting the attack to the adjacent drone instead of swapping places with it? That solves alot of the movement problems and issues. You would just have to deal with is the attack redirected or just the damage?
I was thinking of that originally, but the problem was if the hero was being attacked by someone at the limit of their range. If the attack was merely redirected, the figure might be attacking outside their range. I suppose it is only a thematic problem. I could possibly put it like this:
Protect the Leader- If a unique Hero you control that is adjacent to a Decoy Drone you control is the target of an attack, you may have the Decoy Drone become the target of the attack instead, even if the Decoy Drone is outside the attacking figure's normal range.
For thematics, I can just say that that the Drone leaped in front of the Attacking figure and moved back to position if it survived the attack. It does make the ability simpler.
Taeblewalker
May 9th, 2008, 10:05 AM
What about redirecting the attack to the adjacent drone instead of swapping places with it? That solves alot of the movement problems and issues. You would just have to deal with is the attack redirected or just the damage?
I was thinking of that originally, but the problem was if the hero was being attacked by someone at the limit of their range. If the attack was merely redirected, the figure might be attacking outside their range. I suppose it is only a thematic problem. I could possibly put it like this:
Protect the Leader- If a unique Hero you control that is adjacent to a Decoy Drone you control is the target of an attack, you may have the Decoy Drone become the target of the attack instead, even if the Decoy Drone is outside the attacking figure's normal range.
For thematics, I can just say that that the Drone leaped in front of the Attacking figure and moved back to position if it survived the attack. It does make the ability simpler.
That's much better. However, it's now more of a bodyguard than a decoy. That's a minor point, of course. Your explanation shows very well how the drone moves into range to take the hit. Without putting all that on the card, however, people may well ask the question about range. The conundrum is the putting all that wording on the card is perhaps over-explaining the rule, and therefore less elegant.
My ramblings aside, I think it's a great idea.
Taeblewalker
May 9th, 2008, 10:10 AM
Decoy Drone:
I posted it on the first page, with a change to reflect the new rule. Feel free to update that here.
Here is one concern of mine: for 10 points, you get a figure that can stop any attack! This seems a bit much. Perhaps it can either only absorb only one wound, or instead it has requires a D20 roll (say, an 8 ) for it to be fast enough to get in the way.
Also, you should limit it to attacks from non-adjacent attackers. Special Attacks could be allowed, as with the Krav Maga.
Leif Kicker
May 9th, 2008, 11:04 AM
Oh...how did I miss this thread:confused:
Firemaster
May 9th, 2008, 01:45 PM
Here is one concern of mine: for 10 points, you get a figure that can stop any attack! This seems a bit much. Perhaps it can either only absorb only one wound, or instead it has requires a D20 roll (say, an 8 ) for it to be fast enough to get in the way.
True, it does do a bit much for 10 points. However I really do not want to introduce a dice roll to the power, so perhaps if I change it to only affect normal, non-adjacent attacks, would that do it to keep it at 10 points?
EDIT: I just noticed what you put in the first post, it is not quite correct. If the Hero is the target of an attack, you can have the Drone receive the attack instead. You have it as being that the Drone gets instantly destroyed.
vBulletin® v3.6.9, Copyright ©2000-2013, Jelsoft Enterprises Ltd.