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Taeblewalker
November 4th, 2008, 09:01 PM
Here are the rules!


You must make a unique squad. No other entries will be accepted.
It must consist of at least two figures (any more than four is questionable; 6 or more is probably a bad idea), and follow the standard rules of Heroscape. You must provide all the stats, such as Life, Move, Range, Attack, Defense, Cost; species, class, personality, size and height, the general it follows and at least one (but probably no more than four) special powers.
The judging date will be Sunday, November 23.
There will be five areas of judging:
Originality - it's OK to use common powers like Slither, Disengage, Flying, and even Counter Attack or Phantom Walk, but don't make a clone of an existing figure! Modding existing units is fine, as is using figures from D&D minis, MageKnight, Star Wars minis, etc.
Playability - the advantage to reusing old ideas (see above) is that they are tested. If you do come up with something truly original, don't make the mistake of forgetting to make it playable. The unit must work with the rules as is and must not be overpowered or underpowered overall. Certain special powers, like those that allow you to affect a target plus every figure within two hexes, can really make a unit too powerful to play and be fun or competitive.
Clarity - make sure that the reader of your army card can tell whether the power affects friendly figures or merely those that you control. Make sure the player knows just how a movement power lets him move. Try to imagine all the questions that a person who is not living in your head would have when reading the exact wording. Ask for help in this forum! I will be glad to steer you toward clarity.
Theme - please don't expect to win with Orcs who follow Jandar! Elves follow Ullar, bugs follow Aquilla. Marro follow Utgar. Etc. I know that Ninjas have really been making the rounds since they first appeared for Einar, and Monks have shown bipartisanship - it's OK to show some variety! However, certain "sacred cows" should be respected unless you can do really good job of pulling it off - Soulborgs who follows Einar, for example, should probably be a pair of ancient, Greek-made, steam-driven automata. A good rule is that if the fit doesn't feel right, change the general. The other part of theme is fitting the powers to the unit. A slithering unit should be snakelike or have some really good reason to be in the water, like Water Suit. A flier should either have wings or be something like a Vampire or an Oriental Dragon.
Cost - if you are making Jotun's brothers, don't make him 50 points! On the other hand, a squad of three geese should probably cost about 10.Post your entry either here or through PM to me, Taeblewalker. If you cannot make a card, someone will probably offer to make on for you. Just make sure the entry can fit entirely on one standard army card. Here are some links to get you started:

http://www.heroscapers.com/community...ead.php?t=9289 (http://www.heroscapers.com/community/showthread.php?t=9289)

Please use card blanks, available at

http://www.heroscapers.com/community...read.php?t=269 (http://www.heroscapers.com/community/showthread.php?t=269)

Here is an Aquilla blank (a little hard to find among the others)

http://www.heroscapers.com/community/gallery/files/9/4/aquilla_blank_original.jpg

You can get the full resources here:

http://heroscapers.com/community/showthread.php?t=3249 (http://heroscapers.com/community/showthread.php?t=3249)



I will try to help guide you if your entry is subpar before the contest judging date.

Prizes will include:
An Agent Skahen
A Road to the Forgotten Forest set
Two 10th Regiment and Wolves sets
Two Grok Riders sets
An Ashigaru set
and a strategy guide wish list units. Check the list of completed units here: http://www.heroscapers.com/community...ad.php?t=10693 (http://www.heroscapers.com/community/showthread.php?t=10693)

While we are talking strategy, if you like I can use your very own unit to write a strategy guide!

Good Luck!

iceman3317
November 5th, 2008, 07:47 AM
Skahen's Secret Agents


http://i346.photobucket.com/albums/p406/Zyelos/Iceman33172.jpg

Bio:
"Go agents!!! I'll cover you." Skahen yelled as the Agents diaspered in a hurry. "You know our mission." One of Skahen's agents told the other. "We got to get to Agent Carr and warn him that they are comeing for him. We can't fell this mission,if we do then we will not come back from it." As they ran into building were Carr's hideout was. They ran up stairs to were Carr was pushing papers to find the candy bar he picked up. "Carr Whach out!!!" The agents yelled as a bullet shattered the window behind him and made its mark. However a bright light spun around him and disappred. As it disappered 2 men slammed the wall and shot both agents. "Welcome to Valhalla, Carr and Skahen and agents." Vydar said.

iceman3317
November 5th, 2008, 07:51 AM
Sorry I made these cards a while ago. I don't know why it isn't letting me zoom in on them. I can't remeber the special abilities and I can't read it. So if someone whould please get them were people can zoom in or something, please help.

nyys
November 5th, 2008, 09:07 AM
This sounds like fun, and I've been looking for an excuse to actually do something with the custom ideas I've been writing down in a notebook for a while now.

Do we have to have a figures to represent the unit?

Pumpkin_King
November 5th, 2008, 09:49 AM
Hoo-rah! My favorite contest of the year! Didn't win anything last year, but I got high hopes! I've had the figures modded and photo'd for a while now, waiting for this. I'll get a card together tonight.

Lord Pyre
November 5th, 2008, 09:51 AM
Heh, gotta paint the couple Haloclix figures I have for this. I've had ideas for a while, but never finalized them.

Pumpkin_King
November 5th, 2008, 11:10 AM
Quick question, Taeblewalker. Are we allowed to use custom card blanks if they're still in the same format as the officals? With range/life/general/etc. all in the same spots?

nyys
November 5th, 2008, 11:39 AM
I was inspired by TheMedic when he created the custom hero MEDIC (http://www.heroscapers.com/community/showthread.php?t=15675&highlight=medic) (will need to scroll down), to come up with a Medic Squad.

Just found my old notes and started adding to them.

Anyone know of any medic miniatures? I can use a set of AE as a fall back, but I wanted different sculpts and obvioulsly Medics with guns don't make much sense.

Pumpkin_King
November 5th, 2008, 11:44 AM
I was inspired by TheMedic when he created the custom hero MEDIC (http://www.heroscapers.com/community/showthread.php?t=15675&highlight=medic) (will need to scroll down), to come up with a Medic Squad.

Just found my old notes and started adding to them.

Anyone know of any medic miniatures? I can use a set of AE as a fall back, but I wanted different sculpts and obvioulsly Medics with guns don't make much sense.
I used an AE for a common hero medic a while ago. I even used it in a contest. I'm no army buff, to be sure, but just giving him maybe 1 attack and 6 range like I did will show his lack of skill with a gun.

R˙chean
November 5th, 2008, 11:59 AM
Any chance of submitting or nominating a creation by another user? If so, I would like to throw these boys out there for consideration:

Dread Brothers by Jonathan:
http://www.heroscapers.com/oldgallery/albums/userpics/10138/DreadBrothers72.jpg

Made from Einar Imperium, AE, and Krav.

Jexik
November 5th, 2008, 02:06 PM
How long does this contest last?

The Silver Surfer
November 5th, 2008, 02:08 PM
Thanks to bmaczero for creating this card for me. There is a typo in the Melee Quick Stike ability, but here's the correct wording.

Melee Quick Strike: If an Enforcer attacks an adjacent figure and deals at least one wound, he may attack either the same or a different adjacent figure one additional time.

http://i429.photobucket.com/albums/qq18/bmaczero/HS%20Custom%20Units/VydarEnforcers2.jpg

Another Edit: Hit Zones added, but the Melee Quick Stike ability still contains a typo.

Firemaster
November 5th, 2008, 05:07 PM
Here is my entry, the Aubrien Elite Snipers:

http://i146.photobucket.com/albums/r253/Firemaster_M/Heroscape%20Cards/AubrienEliteArchersCard.png

The figures are 3 different Mageknight figures (I forget which exactly
but they are all fairly common and should be obtainable fairly cheaply).

I think the cost is about right; when put next to Syvarris, they are fairly comparable, though obviously somewhat better, hence the higher cost.

iceman3317
November 5th, 2008, 05:28 PM
Oh man Fire. Those are awsome. Lol can you make me a set.

wk4c
November 5th, 2008, 05:53 PM
I'll be doing the same thing as Silver Surfer, and I would be very grateful to anyone nice enough to make up a card for me.

Cypriens' Royal Guard

General: Utgar

Undead
Unique Squad
Guards
Terrifying
Medium 4
[3 Squad Members]
Life: 1
Move: 7
Range: 1
Attack: 3
Defense: 4
Points: 125

Undead Lord Bonding
Before taking a turn with Cypriens' Royal Guard, you may first take a turn with any Undead Lord in your control.

Cyprien Defense
If any of Cypriens' Royal Guard are adjacent to Cyprien Esenwein, all shields rolled by Cyprien's Royal Guard count as an extra shield.

Stealth Flying
When counting spaces for Cypriens' Royal Guard's movement, ignore elevations. Cypriens' Royal Guard may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cypriens' Royal Guard starts to fly, if they are engaged they will not take any leaving engagement
attacks.

The Silver Surfer
November 5th, 2008, 06:01 PM
Hey wk4c, you never mentioned how many figures are in your squad. And it's spelled Guards not Gaurds. ;)

nicktheant
November 5th, 2008, 06:15 PM
Agent Skahen!:shock:

I making mine with some Halo Clix Elite figures.

Not sure what the stats are yet, and I need to brush up on photoshop too.

And what Pumpkin_King said "Can we use custom cards."

iceman3317
November 5th, 2008, 06:26 PM
Hey guys. If you need pictures for your figures just search images and find some. It might help in judgeing. I whould also suggest you all useing normal cards,that will also help you in judgeing.


Table I think it might be a good idea to make another thread like you did with the last contest.

bmaczero
November 5th, 2008, 09:29 PM
Are images required, or do they gain bonus points, or does it not matter if you have an image or not?

Taeblewalker
November 5th, 2008, 09:39 PM
This sounds like fun, and I've been looking for an excuse to actually do something with the custom ideas I've been writing down in a notebook for a while now.

Do we have to have a figures to represent the unit?

You don't need actual figures - just make up the unit with a custom card.

Pumpkin_King
November 5th, 2008, 09:39 PM
The Minuteman nervously checked his musket again. He tried to drown out the clinking, hissing, and screeching of the two robotic figures before him.

For three days they had defended the pass against the mindless horde of undead. Endless numbers of zombies climbed the rocky hill toward the Automatons, only to be gunned down in a flurry of steam-propelled bullets. The Minuteman ground his teeth as a particularly lucky zombie reached the top. The Automaton swiveled its gun, trying to fire upon the zombie, but it was too close. Instead, it backed up and pointed a fist at the savage. It rocketed forward, through the zombie, breaking bone and liquefying necrotic organs. It clanked to the ground, then was swiftly pulled back in by a length of chain. It clanked back into the robot's shoulder and released steam as it locked back in. The Automaton turned is lifeless eyes back to the horde and opened fire again.

The human paced back and forth, trying to escape the two mindless types of beings around him; both the zombies and his "allies" the Automatons fought with steely certainty. The robots, known only as the Automatons, mechanically fired and re-loadedfrom their seemingly endless supply of ammunition.

Suddenly, a flash of red pounced upon one of the Automatons. Cyprien Esenwein snarled as his sword bounced off the robot's thick armor. Turning slowly, the robot attempted to fire a round at his attacker, but the vampire was too swift. He dodged the volley of bullets and drew back an ice-covered hand. He slammed it back down on the robot, fully expecting it to freeze over; but the Automaton, unfazed, punched the vampire and knocking him off his chassis. The vampire hit the ground hard, and was rewarded by a round of bullets from the second robot.

Hissing and cursing in Feylundian, the Cyprien retreated into the sky. The Minuteman watched in disbelief as the Automatons, totally unfazed, went back to their work on the zombies.

Truly, he thought, their creator was mad.

And a genius.

http://i4.photobucket.com/albums/y140/Bill_Nye/steamautomatonscard.jpg
At this point, I hope custom blanks are okay, because re-doing this one would seriously suck. Also, a thousand points if you can guess where their name came from.

EDIT: Also, I need a point range. I'm terrible at assigning a point value to my cards.

Onacara
November 5th, 2008, 09:45 PM
I am going to have to enter this one....using my newly painted Archers.
(Beautiful work Raud)

Taeblewalker
November 5th, 2008, 09:45 PM
Any chance of submitting or nominating a creation by another user?

That's fine.


Jexik, the contest will last at least two weeks, but I don't have an end date yet.

Pumpkin_King
November 5th, 2008, 09:50 PM
Snap, totally forgot to say the steampunk Jandar blank was made by, owned by, and copyright of CupidsArt. Huge thanks to him.

bmaczero
November 5th, 2008, 09:55 PM
That is amazing, Pumpkin King!

Better start looking for some inspiration for mine.

SilverSurfer and wk4c, here're some cards for you guys:

http://i429.photobucket.com/albums/qq18/bmaczero/HS%20Custom%20Units/CypriensRoyalGuard-1.jpg

Edit: Removed Image
(See a few posts down for SilverSurfer's)

Pumpkin_King
November 5th, 2008, 10:01 PM
That is amazing, Pumpkin King!

Thank you! I'd love to look at the whole of your cards, but I've got the tippy-tops so far. Any chance you can save a copy as .jpg and put up that one instead of the .pngs so the stone age 56k'ers like me can enjoy them?

bmaczero
November 5th, 2008, 10:10 PM
Oops, I'll do that.

The Silver Surfer
November 5th, 2008, 10:14 PM
That is amazing, Pumpkin King!

Better start looking for some inspiration for mine.

SilverSurfer and wk4c, here're some card for you guys:



Sweet, thanks bmaczero. But would it be possible for you to maybe take the gorrillinators (after all, these are the same species), and do something to make them look a little different, and then put them on the card? If not, that's fine, but I just thought I'd ask.

bmaczero
November 5th, 2008, 10:16 PM
Sure, I can look into that.

Also, you might want to remove the image from your post, seems PNGs take a long time to load on some systems.

Edit:
Ok, here you go SilverSurfer:

All I had to do was rearrange them and flip the hue around, turned out surprisingly cool.

Edit: Image removed. See next page XD.

The Silver Surfer
November 5th, 2008, 11:12 PM
That is downright awesome. +rep, and thanks a ton!

Pumpkin_King
November 5th, 2008, 11:19 PM
Whew, that's some fantastic 'Shopping work, bmaczero. The enforcers look sweet. I'd rep you again if I hadn't already. ;)

Firemaster
November 6th, 2008, 12:17 AM
Whew, that's some fantastic 'Shopping work, bmaczero. The enforcers look sweet. I'd rep you again if I hadn't already. ;)

Well, you could always rep me. I'm only 3 points away from my next bar.

One thing I'd like to mention is that I actually already have a Skahen, so if I manage to get first place I'll pass on it and leave her for someone else (I have been wanting a Road set for a while).

Fallen Templar
November 6th, 2008, 12:26 AM
My entry
http://www.heroscapers.com/community/gallery/files/8/6/high_elf_wardens_copy_original.jpg

pegasus
November 6th, 2008, 03:14 AM
[quote=Pumpkin_King;703598]
http://i4.photobucket.com/albums/y140/Bill_Nye/steamautomatonscard.jpg
Also, a thousand points if you can guess where their name came from.
quote]

http://worlddominationtoys.com/drsteel/about/photo.jpg

Gentlemen, I give you the one and only Dr Phineas Waldorf Steel. :DFind outmore about his 'visions' over here.
http://worlddominationtoys.com/drsteel/about/about.htm

@bmaczero: nice, especially the rolling dodge. You may want to re-check the wording of the melee quick strike though.;)

hi1hi1hi1hi1
November 6th, 2008, 07:09 AM
pegasus - that is one of the coolest looking cards I've seen in a long time. The detail is amazng! Great job!

iceman3317
November 6th, 2008, 07:40 AM
[quote=pegasus;703758][quote=Pumpkin_King;703598]
http://i4.photobucket.com/albums/y140/Bill_Nye/steamautomatonscard.jpg
Also, a thousand points if you can guess where their name came from.
quote]
I hate to say it,but the points have to be around 160/ It's a very pwerful card,but the points cost is going to be high.

Matthias Maccabeus
November 6th, 2008, 08:27 AM
Here's my entry. I'm computer illiterate when it comes to any sort of graphic stuff, so I'll be working with DeadEye to get the card up probably sometime next week.

Paladins of Weston
Jandar
Human
Unique Squad
Paladins
Medium 5/6
Valiant

Life - 1
Attack - 3
Defense - 4
Range - 1
Move - 4

Shields of Faith Aura -
All friendly figures within 2 clear sight spaces of a Paladin of Weston gain an automatic shield when rolling defense against a non adjacent attack. Sheilds of Faith Aura can affect other Paladins of Weston. This ability does not stack.

Blessings from Above -
After moving and before attacking a Paladin of Weston can remove 1 wound marker from an adjacent friendly figure. The Paladins of Weston can only remove one wound marker total per turn.

Holy Sword -
If a Paladin of Weston is attacking a figure that follows Utgar, double his attack dice after taking into account all modifiers.

I'm guessing somewhere in the 115 point range.

Pumpkin_King
November 6th, 2008, 09:29 AM
http://worlddominationtoys.com/drsteel/about/photo.jpg

Gentlemen, I give you the one and only Dr Phineas Waldorf Steel. :DFind outmore about his 'visions' over here.
http://worlddominationtoys.com/drsteel/about/about.htm

You, sir, win the internet. I was half-tempted to make a card about the good Doctor himself. Among his special powers would be Back and Forth (http://www.youtube.com/watch?v=0YT_J5HRsIY) and Buld the Robots (http://www.youtube.com/watch?v=Ci9CCvTHvpM). Toward a utopian playland!

Matthias Maccabeus: Are you sure you don't want them to be Knights so they can give Dupius his much-needed bonus? I can see keeping them Paladins for thematic reasons. What about giving them a power that makes them count as Knights as well as Pallies?

whitestuff
November 6th, 2008, 09:47 AM
http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/ewok2.gif
http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/stormtrooper_WHTRZ.gif
Hooray! New competition for fun and learning! http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/smiley-love.png

Now all I need to do is make something that I could post...

Einar's puppy
November 6th, 2008, 10:12 AM
http://i250.photobucket.com/albums/gg242/einarspuppy/Darkbronzeknights-1.jpg

No man can live while his soul dies. The Bronze knights are the exception, they are the line inbetween.~Utgar

The suffering of a spell caster was at a point almost unbearable. As Arganok sat in the tower of his imprisonment, he wrote volumes and volumes of cursed books. His captors knew not the power of these books, or at least, they did not know the power untill it was used against them.

There were three men guarding Arganok on that night. The spell caster was imprisoned for crimes that need not be spoken, for they bear to relevance to the events of that night. The only thing one must need to know is that he possessed a terrible power. And on this night, he would use it to invoke the evil of men's hearts.

The guards stood inattentive at the door, unaware of the power of the man inside. As they stood, they began to hear chanting, and the wrighting of a pen. Wearily yet brashly, the guards entered the room. On the floor was a book, it's pages scattered, and their captive. Arganok held a book in his hand, in which he scribble furiously, chanting the whole time.

One guard moved closer to the disheveled man. When he approached, the writing stopped, as did the chanting. Preparing to ask a question, the guard opened his mouth. At that moment Arganok opened the book to reveal a circle of archaic writing. The guard's mouth was wrenched open, and from it came a wisp of white. They book absorbed half of this wisp, and then shut. The guards skin turned black, and he fell to the ground.

The other two tried to scream, but they met the same fate. One's face faded into nothingness, the other's hair turned ghostly white. And so Arganok escaped, leaving only three men as the witness. But they were not going to talk at any time in any future. For once one's soul has been split, he becomes a Fallen.

Pumpkin_King
November 6th, 2008, 10:41 AM
Ooh, good card, EP. Any special reason why the wording of Soul Splinter isn't more like the Zombies?

NecroBlade
November 6th, 2008, 10:59 AM
Good thing I came in here, I almost missed this! Time to go through my customs and see if I have a god entry or if I have to come up with something. :ponder:

The Silver Surfer
November 6th, 2008, 02:21 PM
@The Silver Surfer: nice, especially the rolling dodge. You may want to re-check the wording of the melee quick strike though.;)

Fixed. :p
But actually, yes the character is mine, the card was just created for me by bmaczero.

bmaczero
November 6th, 2008, 07:18 PM
Yah, thanks for clearing that up SilverSurfer.

Here's a little idea of my entry, it's an idea for a new species I had a while ago:

The Kelleron, hailing from the green planet of Kell, are a species remarkably similar to the humans of Earth. They are generally about one-third the height of the average human, and are not capable of moving quite as quickly as humans can. However, they make up for it with efficient organization and years of training.

lol, actually I just wanted to find a use for all my little green army men. I still like it, though.

The Kelleron Commandos are an elite division of the Kelleron military. They recieve only the most dangerous and crucial missions, and of course, are equipped with the best technology and training.

Their abilities and stats are almost done, I'm working on modding the army card and making the pic.

Gah, that reminds me SilverSurfer, I forgot to do hit zones on your card. I'll do that in a minute...

Edit:
Okay, here we go, hopefully the final one ;)
http://i429.photobucket.com/albums/qq18/bmaczero/HS%20Custom%20Units/VydarEnforcers2.jpg

Taeblewalker
November 6th, 2008, 07:50 PM
Damn good entries, folks! I have been uber-busy and not able to make comments or read them in any detail, but the ideas are great (I'll help by criticizing anything that seems out of place upon closer scrutiny).

I will also set the judging date for the 23 of November.

iceman3317
November 6th, 2008, 08:16 PM
If yall have any ideas to make Skahen's Secret Agents better,please tell. I'm working on the updates right now.

Pumpkin_King
November 6th, 2008, 08:38 PM
Agent Skahen Bonding:
You may move Agent Skahen before takeing a turn with these.

Kung Fu:
Range 1:Attack 5
Insted of a normal attack you may use Kung Fu.

Tricky Bonding
Every Ticky Figure who follows Vydar may move 2 additional spaces.



Human
Unquie Squad
Agents
Tricky
Medium 5

Range 6
Movement 5
Attack 3
Defence 3
100 points

Well, you have good ideas here, but your wording needs a re-haul. Bonding should read, "Before taking a turn with Skahen's Agents, you may take a turn with Agent Skahen". Kung Fu...are you sure you can't find some sort of collary that makes it Special? And Tricky Bonding; are you trying to say that Tricky figures ALWAYS get the +2 move? Because that's just silly. If it's normal movement bonding, then okay, nifty power.

Einar's puppy
November 6th, 2008, 08:48 PM
Ooh, good card, EP. Any special reason why the wording of Soul Splinter isn't more like the Zombies?
Because I didn't think of just copying the text but changing the names in it. :p

This card was my first experimentation with a new type of power that has been underused by Hasbro/wizards: The negative power. Essentially, it's a power that makes the figure worse, allowing the point cost to go down. Marcu and Sonya use this power, as does the Groks. Unholy prevent the unit from getting a lot of good bonuses. Without it, I would have to price them at about 110, but I felt it would be too high of a cost. So, I figured Realin, Finn, Thorgrim, Eldgrim, and Gilbert's attack and defence boosting aura's and spirits were worth a few points.

Pumpkin_King
November 6th, 2008, 08:56 PM
Ooh, good card, EP. Any special reason why the wording of Soul Splinter isn't more like the Zombies?
Because I didn't think of just copying the text but changing the names in it. :p

This card was my first experimentation with a new type of power that has been underused by Hasbro/wizards: The negative power. Essentially, it's a power that makes the figure worse, allowing the point cost to go down. Marcu and Sonya use this power, as does the Groks. Unholy prevent the unit from getting a lot of good bonuses. Without it, I would have to price them at about 110, but I felt it would be too high of a cost. So, I figured Realin, Finn, Thorgrim, Eldgrim, and Gilbert's attack and defence boosting aura's and spirits were worth a few points.
Oh, definitely worth a few points. And the lack of non-species-related buffs in Utgar's army cements thier place as cheap beatstick squaddies, with an edge of finesse. They can go in among the 4th Mass placement, or the edge of the Roman Phalanx and smack down, while replenishing their ranks from the fallen now-fragile squaddies. I love anti-squad squads.

A note about wording: along with Soul Splinter's change, maybe Cursed Soul could read: "When a Cursed Knight attacks a figure, it must roll its printed Defense stat". Just to cut down on a tiny bit of text clutter.

iceman3317
November 6th, 2008, 09:51 PM
Lets see if I can re word this better. I was mess up on wording.
http://i199.photobucket.com/albums/aa278/iceman3317/SkahensSecretAgents.png

http://i199.photobucket.com/albums/aa278/iceman3317/000_0223.jpg





Agent Skahen Bonding:
Before taking a turn with Skahen's Agents, you may take a turn with Agent Skahen.

Spining Boot Kick:
Range 1:Attack 4
Insteed of attacking with both Agents, You may chose one. Every figure adjacent to that Agent is effected by Spinning Boot Kick. Each figure rolls defense dice seperately

Tricky Bonding
If any Tricky figure you control that follows Vydar starts its movement adjacent to a Skahen Secret Agent, it may move two additional spaces.



Human
Unquie Squad
Agents
Tricky
Medium 5

Range 6
Movement 5
Attack 3
Defence 3
110 points


Bio:
"Go agents!!! I'll cover you." Skahen yelled as the Agents diaspered in a hurry. "You know our mission." One of Skahen's agents told the other. "We got to get to Agent Carr and warn him that they are comeing for him. We can't fell this mission,if we do then we will not come back from it." As they ran into building were Carr's hideout was. They ran up stairs to were Carr was pushing papers to find the candy bar he picked up. "Carr Whach out!!!" The agents yelled as a bullet shattered the window behind him and made its mark. However a bright light spun around him and disappred. As it disappered 2 men slammed the wall and shot both agents. "Welcome to Valhalla, Carr and Skahen and agents." Vydar said.

Pumpkin_King
November 6th, 2008, 10:09 PM
Okay, much better, iceman3317. I'd put the Spinning kick as: "Insteed of attacking with both Agents, You may chose one. Every figure adjacent to that Agent is effected by Spinning Boot Kick. Each figure rolls defense dice seperately". This way, it's exactly like the monks. Whenever possible, I try and makes the powers that are similar to official stuff be as close as I can make it.

I'm still not sure about what you're trying to say with Tricky Bonding.

bmaczero
November 6th, 2008, 10:21 PM
Every Ticky Figure who follows Vydar that is adjacent to at least 1 Skahen's Agent,may move 2 additional spaces

Maybe try:

If any Tricky figure you control that follows Vydar starts its movement adjacent to a Skahen Secret Agent, it may move two additional spaces.

iceman3317
November 6th, 2008, 10:52 PM
Thanks guys

Lord Pyre
November 6th, 2008, 10:58 PM
Iceman, it looks like the focus on your camera is messed up. You might try taking a picture without anything in the background. It might look a bit better. :p

pegasus
November 7th, 2008, 05:59 AM
In another thread (about the possible demise of custom making) I argued that custom makers should concentrate on adding stuff to either rebalance the game or allow for new tactics and armies. So this is me trying to put my money where my mouth is. :oops:And with the crowd eagerly awaiting the return of Wave 2 it seemed like a good idea to add some fuel to that anxiety. :twisted:
I give you the Clerics Of Weston.

Clerics of Weston, Jandar, human, unique squad, clerics, devote, medium 5
Life 1, range 1, attack 1, defense 1, move 4, 70 points

DEVOTE
Clerics of Weston may not be drafted in an
army containing undead or terrifying figures.

EXORCISM 17
Instead of taking a normal turn with a
Cleric of Weston you may attempt to regain
control over an adjacent figure that was
yours at the start of the game but have lost
control over. Roll the 20 sided die. On a
roll of 17 or higher you regain control of the
chosen figure and that figures army card.
Remove any order markers on this card.

JANDAR'S DIVINE PROTECTION 3
All friendly followers of Jandar roll 1 extra defense
die for every cleric within 3 clear sight spaces.

HOLY AURA 1
A Cleric of Weston and all adjacent friendly
figures are immune to special attacks and
abilities from undead figures.

JANDAR'S DIVINE WRATH
When a Cleric of Weston attacks an
undead figure, add 3 attack dice.

The figures are 28 mm resin abbey's priests by Fenryll, retailing somewhere around $13 for a set of three (the picture used for the card came from Fenryll's website.

http://www.heroscapers.com/community/gallery/files/5/7/9/7/clerics_weston_contest_original.jpg
(click for full size)

iceman3317
November 7th, 2008, 07:39 AM
Hmm. Ok I'll try to get a better photo of them. Right now the photo I had are gone becaus emy computer crashed and my camera's kodak cd is missing.

Einar's puppy
November 7th, 2008, 10:10 AM
Pegasus, I think you are going to run into a huge problem with these clerics. They die much to fast. They offer some great bonuses that can help their team and hurt their enemies indirectly, but they will be targeted just like realin, and often times a squad of gruts would wipe them all out in one turn.

They would be incredibly tricky to play, and it seems a master would be one of the few who could use them to their full potential. The simple remedy? Making them common. Sadly, this is a unique unit contest.

I might have sounded a little harsh here, but It's not really that bad. Exorcism probably won't be used often, but it is a very nice power to have. The auras are great, and really make them worth drafting. They can protect their allies, and with realin beside them you have a formidable defensive pod.

Even with their special immunity, I fear they will fall too quick.

hi1hi1hi1hi1
November 7th, 2008, 11:46 AM
Wow my first classicscape custom in over a year. Here goes nothing...

http://i218.photobucket.com/albums/cc164/hi1hi1hi1hi1/Classic%20Creations/DeathwalkerRepairUnit.jpg

Einar's puppy
November 7th, 2008, 01:07 PM
Nice entry hi1! I like the second power a lot. I've played a game were my only arrow grut, from the lowland with no boosts killed DW9k. With power gives them much more staying power. It's a fix to the common whiff!

90 points may be a bit high, as their main purpose is do die. But hey, Finn and Thorgrim are worth 80, and they don't hover or add life.

pegasus
November 7th, 2008, 02:02 PM
Pegasus, I think you are going to run into a huge problem with these clerics. They die much to fast. They offer some great bonuses that can help their team and hurt their enemies indirectly, but they will be targeted just like realin, and often times a squad of gruts would wipe them all out in one turn.

They would be incredibly tricky to play, and it seems a master would be one of the few who could use them to their full potential. The simple remedy? Making them common. Sadly, this is a unique unit contest.

I might have sounded a little harsh here, but It's not really that bad. Exorcism probably won't be used often, but it is a very nice power to have. The auras are great, and really make them worth drafting. They can protect their allies, and with realin beside them you have a formidable defensive pod.

Even with their special immunity, I fear they will fall too quick.

Thanks for commenting (and I mean that) but I fear I have to disagree about your suggestion that they should be a common squad. The definition of a good unique squad in my opinion is a squad that cannot be made common without breaking the game. You're free to disagree but I think the Clerics of Weston meet that condition. Let me see if I can convince you (and the judges :mrgreen:) that they most definitely should not be common. It's all about JANDAR'S DEVINE PROTECTION ability. The clerics benefit from each others protection ;) so when kept "together" they have defense of 3. Now imagine what will happen if you could draft four or five squads. Their defense (and the defense of any jandarians around them) would go through the roof :lol: That's why you should never be allowed to draft more than one squad.

Sure, you will have to make some tough decisions when playing them. Do you keep them together to max their defense or do you spread them out to power up more allies? It will depend on the game.
Do you put them in the front line? Probably better to keep them back when you're facing a horde of arrow gruts. But when Cyprien or zombies are eating through your commons it becomes another story entirely.
Yes, they're not easy to play, I never meant them to be. Where's the fun in that?:twisted:
</IMG></IMG></IMG>

gorthan313
November 7th, 2008, 03:18 PM
I see what you mean about the Clerics. I didn't have any problems with the one defence, because they're monks, for crying out loud! However, I think that you did a good job in not making them overtly powerful like Cyprien Esenwein or Major Q9, but you made they're specials sort of balance them out.

pegasus
November 7th, 2008, 06:10 PM
Wow my first classicscape custom in over a year. Here goes nothing...

http://i218.photobucket.com/albums/cc164/hi1hi1hi1hi1/Classic%20Creations/DeathwalkerRepairUnit.jpg
I have a question about the abilities of this card. The way it is worded Soulborg protection and Deathwalker life support could kick in at the same time, i.e. whenever a skull is rolled against an adjacent soulborg. First protection would allow you to destroy the repair unit and consequently (because it is "destroyed") you could put the figure on a card to attain life support.
Maybe this is how you intended it to work. But somehow I don't think so, in which case you might want to tweak the wording.
</IMG>

bmaczero
November 7th, 2008, 06:20 PM
I agree with gorthan, the clerics are nicely balanced, and though they do need some protection and careful placement from the player.

I like those Soulborg repair guys, that is a really cool idea! Especially because I would love to have a Deathwalker with 3 life :).

I've almost got my guys done, I'd like a little feedback on one of their abilities, thought. I'm trying to make them stealthy, scoutlike sort of guys, so I gave them this ability:

GPS Systems
Any unit within line-of-sight of a Kelleron Commando is considered to be within line-of-sight of all Agents you control who follow Vydar.

I'm thinking this may be overpowered with a Vydar agent team that can potentially shoot through ruins and other obstacles. It also isn't too realistic - figures shouldn't be able to shoot through the terrain regardless of whether they know there's an enemy there or not. Does anyone else think this way?

Einar's puppy
November 7th, 2008, 08:20 PM
really long psot saying the monk's bonus works on them

Oh, I didn't realize it affects them too. That helps them a lot. (sorry for shortening your post, but I don't like clogging threads with long quotes :p)

hi1hi1hi1hi1
November 7th, 2008, 09:34 PM
Nice entry hi1! I like the second power a lot. I've played a game were my only arrow grut, from the lowland with no boosts killed DW9k. With power gives them much more staying power. It's a fix to the common whiff!

90 points may be a bit high, as their main purpose is do die. But hey, Finn and Thorgrim are worth 80, and they don't hover or add life.
Thanks Einar's puppy! I think everyone has had those terrible whiff roles, I know I have lots of times. The piricing is really hard on these guys, on one hand they just die, but on the other they can make a Deathwalker incredibly good (3 life 9/8/7 defense). I think they either surpass their points or aren't worth anything. They are certainly all situational, but I like them.

hi1hi1hi1hi1
November 7th, 2008, 09:37 PM
Soulborg protection[/B] and Deathwalker life support could kick in at the same time, i.e. whenever a skull is rolled against an adjacent soulborg. First protection would allow you to destroy the repair unit and consequently (because it is "destroyed") you could put the figure on a card to attain life support.
Maybe this is how you intended it to work. But somehow I don't think so, in which case you might want to tweak the wording.
</IMG>

Actually, yes I wanted it to work that way. This way there is some incentive to keep them alive rather then attacking your own figures turn one just to boost the Deathwalkers. This way a perfect game with them would be to prevent the Deathwalker from being hit twice and then boost its life.

Sorry about the double post, I just missed this comment first time through. :oops:

LordVenoc
November 7th, 2008, 10:00 PM
Here's my entry. And I'm fairly illiterate when it comes to making cards, so any help would be much appreciated.

3 Figs

Wolves of Tehuti
Utgar
Wolves
Unique Squad
Devourers
Relentless
Medium 5

Life 1
Move 6
Range 1
Attack 1
Defense 3

Full Moon Rising
Once per round, after moving and before attacking with the Wolves of Tehuti you may roll the 20 sided die once.
1-2 Destroy one wolf you control.
3-6 Subtract 2 from the move of all wolves untill the end of the next round.
7-12 Add 1 to the attack of all wolves until the end of the next round. Add 2 to all Unleashed Fury Rolls until the end of the round.
13-18 Add 1 to the attack, defense, and move of all wolves until the end of the next round. Add 3 to all Unleashed Fury Rolls until the end of the round.
19-20 Immediately take a turn with up to 6 Wolves you control. Add up to 8 to any Unleashed Fury Rolls this turn.

Rising of the Sun
When all Wolves of Tehuti you control have been destroyed, you must subtract 2 from all Unleashed Fury Rolls. Subtract 2 from the defense of all wolves.

And I'm unsure as to what point cost they should be.

iceman3317
November 8th, 2008, 08:24 AM
I whould say 95 points. I whould say some people have a better point value for them.

Taeblewalker
November 8th, 2008, 11:37 AM
Thanks everyone for the great entries - and for being patient with me while I get a chance to read them.

I do want you to continue to post them here, but I also want each entrant to submit each entry in a single post in the new thread I will be making for entries only. This thread will just be a list of each entry in the order in which they are posted. For those of you who are return players, this will be just like the last contest. Find it here: Custom Unique Squad Entry Thread (http://www.heroscapers.com/community/showthread.php?p=705089#post705089)

To reiterate, post your entry here for discussion and offer any criticisms here.

In the new thread, post only once - your entry only - and don't comment on anyone's entry in that thread. It will let me read the entries one at a time without having to hunt through this thread for them.

Thanks!

iceman3317
November 8th, 2008, 12:51 PM
Thanks for that Table.

Lord Pyre
November 8th, 2008, 01:00 PM
I'll get my entry in hopefully within the next few days.

bmaczero
November 8th, 2008, 01:10 PM
Ok, here's mine. It should be mostly finished, I'm still a little concerned about the GPS Systems ability, though.

Edit: New card, see later pages.

The Silver Surfer
November 8th, 2008, 01:31 PM
I like the Commandos, and the GPS ability is pretty good (although it is a bit iffy), but you spelled line-of-sight wrong.

bmaczero
November 8th, 2008, 01:37 PM
XD. I thought I'd fixed that, thanks!

iceman3317
November 8th, 2008, 03:41 PM
I added a hit zone to mine. All the hit zone is,is th Nakita Agents. Just ignore the 3rd figure

Einar's puppy
November 8th, 2008, 03:47 PM
http://i429.photobucket.com/albums/qq18/bmaczero/HS%20Custom%20Units/VydarEnforcers2.jpg

On the topic of this card by the Sivler Surfer:

They are a very hit-and-run unit. It seems their goal is to reach their opponent, preferably in melee where they are vulnerable, and do as much damage as possible. A double attack on a squad is very powerful, and their movement ability allows them to use it more. Even with tough though, they will get plowed down by Keamon,the Q brothers, Nilfheim, or anyonther special attacker who can hit multiple targets.

They look like they would be a lot of fun to play with against a non-special attack army, but against one of those I mentioned before, they won't last too long. But, against a non-specail army they can do a ton of damage. I'm not sure if they are priced to high, or if they are just right. It all depends on the army they play against.

The Silver Surfer
November 8th, 2008, 04:00 PM
Thanks for the comments, EP, although I'm not sure if you're saying they need to be made more durable against Special Attacks or simply stating fact. Do you think I should add something to Rolling Dodge to make it more useful against special attacks?

Einar's puppy
November 8th, 2008, 06:38 PM
Thanks for the comments, EP, although I'm not sure if you're saying they need to be made more durable against Special Attacks or simply stating fact. Do you think I should add something to Rolling Dodge to make it more useful against special attacks?
I'm not really sure myself. I'm jsut saying that the specail weakness has been what maeks the gorillanators so unsued. These guys have that too. Maybe make it Improved Tough, so it works on specials? I'm not sure. It might be balanced as it is. I'm not really an expert on these things...where's Craig Van Ness when ya need him? :p

Pumpkin_King
November 8th, 2008, 08:13 PM
So...I'm going to assume the Automatons are perfect in every way, then? ;)

S1R_ART0R1US
November 8th, 2008, 08:23 PM
I've got my entry. I'm thinking about 120 points.

Reconnaissance Paratroopers

Human
Unique Squad-Four figures
Soldiers
Disciplined
Medium 4

Situational Awareness

Instead of attacking with Reconnaissance Paratroopers, you may move four soldier figures you control up to 4 spaces each. This power can not be used to move Reconnaissance Paratroopers. The Reconnaissance Paratroopers must have already been placed on the board.

The Drop
Reconnaissance Paratroopers do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll an 11 or higher you may place all 4 Reconnaissance Paratroopers figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs.

Evasive 5
When a Reconnaissance Paratrooper rolls defense dice against an attacking figure who is not adjacent, add 5 defense dice to the defending Reconnaise Paratrooper.

Life: 1
Move: 4
Attack: 2
Defense: 2



I don't want to make the card until I get the powers firmed up.

Pumpkin_King
November 8th, 2008, 09:06 PM
I've got my entry. I'm thinking about 120 points.

Reconnaissance Paratroopers

Human
Unique Squad-Four figures
Soldiers
Disciplined
Medium 4

Situational Awareness

Instead of attacking with Reconnaissance Paratroopers, you may move four soldier figures you control up to 4 spaces each. This power can not be used to move Reconnaissance Paratroopers. The Reconnaissance Paratroopers must have already been placed on the board.

The Drop
Reconnaissance Paratroopers do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll an 11 or higher you may place all 4 Reconnaissance Paratroopers figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs.

Evasive 5
When a Reconnaissance Paratrooper rolls defense dice against an attacking figure who is not adjacent, add 5 defense dice to the defending Reconnaise Paratrooper.

Life: 1
Move: 4
Attack: 2
Defense: 2



I don't want to make the card until I get the powers firmed up.
I'm going to assume they have range of some sort? It'd be a little silly to have them go through the trouble of being Dropped, only to have them say, "Oh, no, we forgot our guns on the plane!" :p
I am aware AE are not dropped from planes, thank you.
These guys have two defensive powers that I like. I actually think they're more competitive than the AE, because of their better chance of Dropping, their support powers, and sheer hard-to-kill-ness given by their Evasive. Although, maybe change Evasive to Cover or something, strictly as a flavor change? As is, I can't see any problems with it, but as I said, I'm terrible at attaching point values to customs. 120 sounds about right.

LongHeroscaper
November 8th, 2008, 09:08 PM
Here is my concept:

TRIPLUSTRONS

Soulborg
Unique Squad - Three figures
Guards
Tricky
Medium 5

Wireless Reboot
If a Triplustron you control is destroyed, you may choose to put a wound marker on this card and keep the figure on the field. The next time a Triplustron you control is destroyed, you must put a wound marker on this card. If you have three wound markers on this card, all Triplustrons you control are destroyed.

Weakening Strength
When rolling for attack, roll one die less for each wound marker on this card.


Life: 1
Move: 5
Range: 7
Attack: 3
Defense: 3

Points: I am thinking 60-100 range.

Please let me know what you think. Your comments will be very appreciated! :)

S1R_ART0R1US
November 8th, 2008, 09:10 PM
:duh: Their range should be 6. Evasive is already an existing power, I would prefer no to change it, but I might.

I like the fact that they augment the AE by being more passive. Just because they won't kill stuff doesn't mean they're useless, much like the Nakitas (and their special works against other specials!)

Pumpkin_King
November 8th, 2008, 09:11 PM
Here is my concept:

TRIPLUSTRONS

Soulborg
Unique Squad - Three figures
Guards
Tricky
Medium 5

Wireless Reboot
If a Triplustron you control is destroyed, you may choose to put a wound marker on this card and keep the figure on the field. The next time a Triplustron you control is destroyed, you must put a wound marker on this card. If you have three wound markers on this card, all Triplustrons you control are destroyed.

Weakening Strength
When rolling for attack, roll one die less for each wound marker on this card.


Life: 1
Move: 5
Range: 7
Attack: 3
Defense: 3

Points: I am thinking 60-100 range.

Please let me know what you think. Your comments will be very appreciated! :)
Ah, I like this one. Simple and clean is best, a rule I often forget. :|

Anyways, allowing for the fact that they're guards, and their ranged beatstick nature, I give it 80 points.

The Silver Surfer
November 8th, 2008, 09:13 PM
Here is my concept:

TRIPLUSTRONS

Soulborg
Unique Squad - Three figures
Guards
Tricky
Medium 5

Wireless Reboot
If a Triplustron you control is destroyed, you may choose to put a wound marker on this card and keep the figure on the field. The next time a Triplustron you control is destroyed, you must put a wound marker on this card. If you have three wound markers on this card, all Triplustrons you control are destroyed.

Weakening Strength
When rolling for attack, roll one die less for each wound marker on this card.


Life: 1
Move: 5
Range: 7
Attack: 3
Defense: 3

Points: I am thinking 60-100 range.

Please let me know what you think. Your comments will be very appreciated! :)


Interesting... It seems to me that they're missing some kind of ability, but I don't know what. But as is, I would say that they are about 80 or 90 points.

Pumpkin_King
November 8th, 2008, 09:15 PM
Evasive is already an existing power, I would prefer no to change it, but I might.

I like the fact that they augment the AE by being more passive. Just because they won't kill stuff doesn't mean they're useless, much like the Nakitas (and their special works against other specials!)
Alright, I can respect that.

And like I said, they're more competetive, by boosting the already-offensive soldiers, 4th line and Romans. In the latter case, they can provide ranged support is necessary. In fact, points allowing, they'd fit better in an Einar army better. Heck, I can see the benefit of moving Imperium and AE. Both need a little help getting where they need to go without getting killed first.

LongHeroscaper
November 8th, 2008, 09:39 PM
Pumpkin_King and Silver_S, thanks for the point suggestion. 70 or 80 is what I am thinking, so that they make a nice 190-200 point team with Skahen :) .

Silver_S, their ability is to stay a full unit even if one is wounded. The price is their attack being weakened. Sometimes 2 attack of 3 is better, sometimes 3 attack of 2 is better. The flexibility is their notch :) . Besides, the abilities have not been seen before, and they fit with each other :) . I wanted to give them another special power (which I already have in mind) but that would increase their points, which would make them harder to be played :) . Anyway, I am excited!

rym
November 8th, 2008, 09:41 PM
Here is my concept:

TRIPLUSTRONS

Soulborg
Unique Squad - Three figures
Guards
Tricky
Medium 5

Wireless Reboot
If a Triplustron you control is destroyed, you may choose to put a wound marker on this card and keep the figure on the field. The next time a Triplustron you control is destroyed, you must put a wound marker on this card. If you have three wound markers on this card, all Triplustrons you control are destroyed.

Weakening Strength
When rolling for attack, roll one die less for each wound marker on this card.


Life: 1
Move: 5
Range: 7
Attack: 3
Defense: 3

Points: I am thinking 60-100 range.

Please let me know what you think. Your comments will be very appreciated! :)

I like it. Wireless Reboot has to be one of the most original things I've seen in awhile. Kudos!

Pumpkin_King
November 8th, 2008, 09:44 PM
Throw in Otonashi, LongHeroscaper, and you've got a self-contained mini-army. I agree with you; another power would ruin what they have going on.

LongHeroscaper
November 8th, 2008, 09:55 PM
Thanks rym :) . I will have to reword Wireless Reboot as follow:

Wireless Reboot
If a Triplustron you control is destroyed, you may choose to put a wound marker on this card and keep the figure on the field. The next time a Triplustron you control is destroyed, you must put a wound marker on this card. If the number of wound markers on this card is equal to the number of Triplustrons you control on the field, all Triplustrons you control are destroyed.

iceman3317
November 8th, 2008, 11:11 PM
Hey I have coem to remind everyone to put thier entries on the other thread.

NecroBlade
November 9th, 2008, 01:56 AM
OK, I'm just going with a simple update of an old custom for this one. I didn't want to go through the trouble of recreating the image and hit zones, so I used the old ones. You'll notice they used to be Ullar...this was before Aquilla was a general. ;)

http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/EliteSliderSiblings-1.jpg

whitestuff
November 9th, 2008, 04:51 AM
Ok, time for something completely new. What do you think?
http://i204.photobucket.com/albums/bb279/bwhit89/vydar_druidecht.jpg

bmaczero
November 9th, 2008, 09:23 AM
So...I'm going to assume the Automatons are perfect in every way, then?

From my limited experience, I'd say they are ;). If I had to find something that was wrong with them it would be that their hit zones are kind of weird, you may want to make them solid red.

I got rid of the GPS ability for my commandos, what do you think about the new one?

http://i429.photobucket.com/albums/qq18/bmaczero/Heroscape/CustomCards/KelleronCommandosFinal2.jpg

Einar's puppy
November 9th, 2008, 10:43 AM
OK, I'm just going with a simple update of an old custom for this one. I didn't want to go through the trouble of recreating the image and hit zones, so I used the old ones. You'll notice they used to be Ullar...this was before Aquilla was a general. ;)

http://img.photobucket.com/albums/v697/skeletalwolf28/Heroscape/EliteSliderSiblings-1.jpg

Um, why do they move for warp strike? I can understand something like "If the attack is successful they remain in that space" but as you have it, that doesn't happen. It seems to me you move the figure just for thematic purposes...or is their a method to your madness?

NecroBlade
November 9th, 2008, 10:48 AM
Mostly thematic, but also if you can't Warp next to a figure, you can't attack it.

@whitestuff: Shouldn't soulborgs have immunity to that poison? Otherwise these guys make a hell of a Deathwalker counterdraft (not that they need one).

Pumpkin_King
November 9th, 2008, 05:42 PM
So...I'm going to assume the Automatons are perfect in every way, then?

From my limited experience, I'd say they are ;). If I had to find something that was wrong with them it would be that their hit zones are kind of weird, you may want to make them solid red.

I got rid of the GPS ability for my commandos, what do you think about the new one?
Well, I really like that translucent red, but I'll change it if a few more people say so.

Also, Incapacitate at first seemed overpowered, but then it's instead of attacking, and adjacency-only. You might want to raise the number a little, though. On the Spiders, I believe, it's 11 or over.

I'm also concerned about their durability. 2 defense, even with a re-roll, is two defense. I'd lower the price to reflect that.

Does anyone else have any critisms/comments about the Automatons? Price range?

Zyelos
November 9th, 2008, 07:29 PM
This is a two figure squad. I havent added the figures image to my card yet, but they'll be there for final submission. Just thought Id post what I have so far to get any feedback on wording, cost, and whatever other sugestions anyone might have.

http://i346.photobucket.com/albums/p406/Zyelos/FacelessMindbendercopy.jpg

Also for Pumpkin King, your Automatons look great. Kudos on the repaint job.(although their coloring almost makes them look like Tony Stark's early prototypes) And if your still looking for an estimate for cost, heres my analisist.

I dont see "Chain Fist" altering their points much. Its pretty balanced, +1 atk at a cost of 6 range, +2 atk at a cost of 6 range and 4 movement, it wont make or break the battle.

"Self-Repair Unit" however is a different story. A 1 in 5 chance (20%) of negating damage can be a lifesaver, expecialy for a squad figure with 1 life. Add to that a whopping 5 defence, they'll be on the field attacking for a while.

"Steam Powered" is a little trickier. Most powers that require a 20 sided die roll, require you to roll high, minus 10 from the roll and im pretty sure almost, if not all powers like these will fail. (Id have to double check the cards for every figure to be sure) Ultimately how useful this power is depends on your opponent and their army.

My sugestion would be in the 120-130 point range.
</IMG>

Pumpkin_King
November 9th, 2008, 08:04 PM
Hey, thanks, Zyelos! 130 sounds good. I'll change it unless anyone objects. Steam Powered really blocks almost everything, yeah. The main one I was thinking of the Poisonous Acid Breath, which would require the same as a hero to work.

I like the Mindbenders, but without figures, I'm confused as to why they have range. Is it some sort of psychic mind-attack?
I don't see any real problem with either of their powers; but as a rule, only special attacks have the "Range 3" label under the power name. Since it's a power, not attack, you might just say "select one figure within 3 clear sight spaces" to eliminate confusion.

bmaczero
November 9th, 2008, 08:36 PM
Cool, thanks Pumpkin King!

I guess the red is good if you intended it that way, I just thought at first glance it seemed kind of garbled, almost like it had been scaled up a bunch. I didn't really look at it that close, though ;).

Also, Incapacitate at first seemed overpowered, but then it's instead of attacking, and adjacency-only. You might want to raise the number a little, though. On the Spiders, I believe, it's 11 or over.

That's true, I was modelling it after Dund, and his is a 15 with a range of 5, so I figured Incapacitate should be less since it has a range of 1. The spiders, in comparison, seem pretty off. They require a roll of 16 and at least 3 of them have to be engaged to the figure. I may raise it to 12, but I'm just going to ignore the spiders, they're almost in a completely different ballpark, being common and requiring 3 to be adjacent.

Thanks for pointing out their un-durability. I'll probably lower the points or give them some sort of bonus against range in their small ability.

Pumpkin_King
November 9th, 2008, 08:50 PM
Defense against range is good, since they're so tiny. And yeah, the spiders are not good comparison, in this case.

Zyelos
November 9th, 2008, 11:39 PM
I'm confused as to why they have range. Is it some sort of psychic mind-attack?

Yes it was my intent to have the mindbenders attack the mind with psychic powers, thus giving their attack range.

iceman3317, I noticed in the entries thread that your entry included three different pictures that would normaly be fused together to create a card. I didnt know if you needed any help but just in case I put them together for you.

http://i346.photobucket.com/albums/p406/Zyelos/Iceman3317.jpg

If you have a better picture of your repainted figures I could make it look alot better, but for now I just worked with what ya had posted.

And finally for NecroBlade, reading the "Slipstream Move" power of your Slider Siblings, I cant help but think that this should be seperated into two different powers. The first half of this power is a special movement power, however the last half reads like a defensive power. Perhaps it should be replaced with something like;
Slipstream Move- Instead of moving normally, for any or all Elite Slider Siblings you may choose a space within clear sight, regardless of elevation, and no more than six spaces away. Move the selected Sibling to that space.
Slipstream Defense- When a Sibling is targeted with a normal attack from a non-adjacent figure, you may move that Sibling to any space within four clear sight spaces.

Just a thought, otherwise its a nicely done. Just remember its "When a Sibling" not "When an Sibling" :)

whitestuff
November 10th, 2008, 02:12 AM
@whitestuff: Shouldn't soulborgs have immunity to that poison? Otherwise these guys make a hell of a Deathwalker counterdraft (not that they need one).
Doh! http://i204.photobucket.com/albums/bb279/bwhit89/net%20emotes/smiley-dumb.png I just knew that I'd miss something.

Thanks for the heads up Necro. :thumbsup:

No other comments?

http://i204.photobucket.com/albums/bb279/bwhit89/ullar_druidecht.jpg

iceman3317
November 10th, 2008, 06:47 AM
I'm confused as to why they have range. Is it some sort of psychic mind-attack?

Yes it was my intent to have the mindbenders attack the mind with psychic powers, thus giving their attack range.

iceman3317, I noticed in the entries thread that your entry included three different pictures that would normaly be fused together to create a card. I didnt know if you needed any help but just in case I put them together for you.

http://i346.photobucket.com/albums/p406/Zyelos/Iceman3317.jpg

If you have a better picture of your repainted figures I could make it look alot better, but for now I just worked with what ya had posted.

And finally for NecroBlade, reading the "Slipstream Move" power of your Slider Siblings, I cant help but think that this should be seperated into two different powers. The first half of this power is a special movement power, however the last half reads like a defensive power. Perhaps it should be replaced with something like;
Slipstream Move- Instead of moving normally, for any or all Elite Slider Siblings you may choose a space within clear sight, regardless of elevation, and no more than six spaces away. Move the selected Sibling to that space.
Slipstream Defense- When a Sibling is targeted with a normal attack from a non-adjacent figure, you may move that Sibling to any space within four clear sight spaces.

Just a thought, otherwise its a nicely done. Just remember its "When a Sibling" not "When an Sibling" :)
Ok. Thanks. I don't have the same stuff as you all have. Besides,I'm on a 2001 Windows Xp laptop. I'll chage everything right now.

NecroBlade
November 10th, 2008, 11:57 AM
And finally for NecroBlade, reading the "Slipstream Move" power of your Slider Siblings, I cant help but think that this should be seperated into two different powers. The first half of this power is a special movement power, however the last half reads like a defensive power. Perhaps it should be replaced with something like;
Slipstream Move- Instead of moving normally, for any or all Elite Slider Siblings you may choose a space within clear sight, regardless of elevation, and no more than six spaces away. Move the selected Sibling to that space.
Slipstream Defense- When a Sibling is targeted with a normal attack from a non-adjacent figure, you may move that Sibling to any space within four clear sight spaces.

Just a thought, otherwise its a nicely done. Just remember its "When a Sibling" not "When an Sibling" :)It was originally two different abilities, but the text didn't quite fit on the card that way. Thanks for the heads up on the typo, I'll update the card soon.

Pumpkin_King
November 10th, 2008, 02:18 PM
Updated price. Let me know if anything else needs changing.
http://i4.photobucket.com/albums/y140/Bill_Nye/steamautomatonssmaller-1.jpg

hi1hi1hi1hi1
November 10th, 2008, 04:19 PM
My Deathwalker Repair Units look good to me, let me know if anyone catches a problem.

http://i218.photobucket.com/albums/cc164/hi1hi1hi1hi1/Classic%20Creations/DeathwalkerRepairUnit.jpg

S1R_ART0R1US
November 10th, 2008, 04:24 PM
That is definitely a "unique" squad. I like the powers.

gorthan313
November 10th, 2008, 05:25 PM
No other comments?

http://i204.photobucket.com/albums/bb279/bwhit89/ullar_druidecht.jpg



Great Figures, Whitestuff! The powers look good too;)!

iceman3317
November 10th, 2008, 07:23 PM
Ok,guys can you do the re wording agine for my entry. The guy who put all the images together didn't put the newest words on it. I just now noticed it.

RoninValentina
November 10th, 2008, 10:07 PM
Hey all. I'll throw my hat into the ring with the Shamans Of Morindan.

Before I try putting the card together though (Or I ask someone to help me out) I'd just like to get some feedback on the card mechanics. I think they are pretty solid, as all the abilities are unique, but based on pre-existing powers. All together they really boost both in theme and in game play one of my favorite squads- the Zombies of Morindan. So if you have any feedback, let me hear it. Thanks. Without further ado, I present...

Shamans of Morindan
Utgar - 120 points.

Figures Used: 1 Squad of Re-painted Marro Drones

Traits:

Undead
Unique Squad
Gravelords
Relentless
Medium 5

Stats:

Life - 1
Move - 4
Range - 1
Attack - 2
Defense - 3

Abilities:

With the Horde:
When moving Zombies of Morindan, you may substitute moving a Shaman of Morindan in place of a Zombie of Morindan. You may choose to move any or all Shamans of Morindan in this way.

Insatiable Hunger:
When you roll normal attack dice for any Zombie of Morindan that you control and is within 2 clear sight spaces of a Shaman of Morindan, you may re-roll all attack dice that did not show skulls. Insatiable Hunger can be used only once for each attack roll.

The Dead Never Rest:
Instead of attacking, roll the twenty sided die once for each Shaman of Morindan that you control.
- If you roll 1-12, nothing happens.
- If you roll 13-18, immediately place one previously destroyed Zombie of Morindan on any empty space within 2 clear sight spaces of the Shaman of Morindan.
- If you roll 19-20, immediately place two previously destroyed Zombies of Morindan or one previously destroyed Shaman of Morindan on any empty spaces within 2 clear sight spaces of the Shaman of Morindan.


Character Bio: More of those cursed Zombies were coming, the Centurion thought.
They were vile creatures, but the Roman Legionaries had been ordered to hold the pass at all costs. In formation the Legionaries proudly stood, shields at the ready, watching as the Zombies began shambling eagerly forward.
No matter, we will crush them as we did before. The Centurion smiled grimly.
The crash of battle was loud, zombies slamming against shields, scrabbling against metal as the Legionaries' blades began their bloody work. But this time was different. Almost immediately the shield wall buckled, the Zombies almost frenzied in their attempts to bring down their foes. Fallen zombies from previous fighting began rising once more. In disbelief the Centurion watched the first rank easily succumb to Zombies' hunger, until his eyes locked with a new foe. Admist the horde a bony smile protruded from a ragged black hood, and red pinpoints stared back at him.
Oh gods, are we doomed? The Centurion shivered under that gaze, not seeing the Zombie reaching for him.

NecroBlade
November 10th, 2008, 10:42 PM
Very nice! Not sure they're worth 120 points, though. Do their weapons look more like shamans' staffs on the repaints? I look forward to the card.

hi1hi1hi1hi1
November 10th, 2008, 10:51 PM
Shamans - I like them, fun unit to play. 120 points seems high though. The only thing I might clarify is the end of the Hunger ability. Maybe copy Kiova's, if you haven't already, just to keep it as clear as possible that it only happens once.

Zyelos
November 10th, 2008, 11:39 PM
Sorry about that iceman3317, but I did find the updated text and fixed the card for you.

http://i346.photobucket.com/albums/p406/Zyelos/Iceman33172.jpg

RoninValentina
November 10th, 2008, 11:40 PM
Thanks for the praise. Both of you say 120 seems high... hmm. I didn't expect to hear "overcosted" as a criticism for them, honestly. My inclination would be to keep the cost, and adjust the unit's stats/powers to conformity, as I like the Shamans costing the same as two squads of Zombies. (Since I'd never get away with them costing only 60 pts, ha.) Might be the wrong way to approach the problem however. I figured giving a decent chance of essentially bringing 60pts of zombies back to the board with a single activation was pretty up there in point value. Now I'm even more interested in seeing what others say too.

Also, HiHiHi, to what are you referring to? Insatiable Hunger I did indeed model off of Kiova's ability, and I do state that "Insatiable Hunger can be used only once for each attack roll." Did I misunderstand your suggestion?

Lastly, Necro, I haven't actually customized any Drones yet, nor have I actually modified any figures before. The mental image I have for the Shamans would change the fleshy tan color to white, leaving the darker splotches and giving them a good skeletal look. The headcrests I would repaint as hoods or headgear, and ideally I'd like the Drones to look as if they are wearing some sort of tattered robes, though I'm not shore how that'd work just by painting that on. Not well, I suspect. As for the weapons, my first thought was to take one bladed edge of each staff and twist it so it was like each was carrying a scythe, but repainting them as shamanistic staves is an intriguing and less cliche idea.

Pumpkin_King
November 10th, 2008, 11:46 PM
Just a hint about modding; if you want to make some tattered robes on the Drones, you could use Green Stuff, otherwise known as epoxy putty. I used it to model exposed bones and tattered necrotic flesh on an undead Mimring I did. It worked very well.

GreenLanturn
November 11th, 2008, 02:42 AM
This sounds fun; I've never put any of my customs on paper (or screens) before.

I don't know which one I want to use...

http://i460.photobucket.com/albums/qq324/DragonLord12/BrothersYamazakiWFigs.jpg
I couldn't find any pics I could use (partly because I'm tired), but the figures I would use are the Izumi w/ x2 swords, the Kozuke w/ sword held straight out over his arm, Tagawa w/ x2 swords, and Tagawa w/ sword over head. All the red on the Izumi, blue on the Kozuka, and Orange on the Tagawa would be painted forest green; all the robes underneath all of their armor would be painted brown. That way they are a different color from the other unique samurai squads.

http://i460.photobucket.com/albums/qq324/DragonLord12/IE.jpg

whitestuff
November 11th, 2008, 02:50 AM
Bio? I don't think it is necessary but some folk like to add a little flavour. ;)

As for the card making help - check out my GIMPtute in my sig. :)

GreenLanturn
November 11th, 2008, 03:46 AM
Bio? I don't think it is necessary but some folk like to add a little flavour. ;)

As for the card making help - check out my GIMPtute in my sig. :)
Thanks for the tip! +rep!

Took a few tries to find the text editing part, but I got it. I'm not going to add any figures to it though. :lol:

iceman3317
November 11th, 2008, 07:25 AM
Sorry about that iceman3317, but I did find the updated text and fixed the card for you.

http://i346.photobucket.com/albums/p406/Zyelos/Iceman33172.jpg
Thanks.

pegasus
November 11th, 2008, 10:43 AM
Brothers in Arms
For each Brothers Yamazaki in play under your control that is more than one; add 2 attack dice; you may not add more than 4 attack dice with Brothers in Arms. For each dead Brothers Yamazaki that you controlled add 1 defense dice.

Honor Thy Family
When an enemy figure kills one of the Brothers Yamazaki place one revenge counter on its army card. When attacking/blocking a figure with revenge counters on its army card add (x^2)+1 attack dice when attacking or when defending add x defense dice. Where x equal the number of revenge counters on the attacking/defending card.

Counter Strike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai."

Are you not afraid that this would lead to a lot of stalemate situations? The last brother has 0 attack dice against anything but a 'sworn enemy'. So you may not be able to win the game. However your opponent also may not be able\willing to kill the last brother because any melee attack would be suicide with 7 (or more) defense dice plus counterstrike.

EternalThanos86
November 11th, 2008, 11:34 AM
I hope it is not against the rules to use inspiration from a book character. This custom is based on Terry Goodkind's Sword of Truth series.

Here is my entry. I will be making up a card shortly.

Mord-Sith- 3 units
Utgar

Human.............Move 5
Unique Squad....Range 1
Protectors........Attack 4
Unbreakable......Defense 3
Medium 5..........1 Life
-90 pts-

Agiel Pain Special Attack
Range 1. Attack 3.
If any Mord-Sith causes a wound with Agiel Pain Special Attack, you may remove 1 order marker from the targeted figure's Army Card. You may not remove more than 2 orders markers in a single round.

Wizard's Capture 17
When a Mord-Sith is targeted for a special attack by an opposing Wizard, immediately roll the 20-sided die. If you roll a 17 or higher, take control of the attacking Wizard and that Wizard’s Army Card. You now control that Army Card. Remove any Order Markers on this card. If all Mord-Sith are destroyed, you retain control of any previously Captured Wizards.

Enjoy!

~ET86

GreenLanturn
November 11th, 2008, 01:57 PM
Are you not afraid that this would lead to a lot of stalemate situations? The last brother has 0 attack dice against anything but a 'sworn enemy'. So you may not be able to win the game. However your opponent also may not be able\willing to kill the last brother because any melee attack would be suicide with 7 (or more) defense dice plus counterstrike.
I think thats what makes the card a bit harder to play; you need to make sure you get everything they can't attack off the field before they don't want to fight anymore; also, if you use them late enough and your opponent has 1-2 cards left your probably sitting pretty well having these guys left over anyway.

If there are 1-2 cards left and you still have 4 Brothers then your markers will be very concentrated, but if your enemy can force them out to early they could end up the way yyou described; if that happens you must use the ramaining ones to lock down enemy figures for what you have left over. Knowing that you have the fire power left to still use a squad with 0 attack might be a bit more difficult to play.;)

I suppose they lose effectiveness as each person is allowed more points, as this allows more cards. I designed these guys with a 400-800 point 1v1 game in mind.

Mooseman
November 11th, 2008, 04:44 PM
My good computer is broken, so I don't have a card yet, but here's the tentative version of my entry.

Astral Guardians
Jandar
3 figures

Spirits............Life 1
Unique Squad..Move 0
Guards...........Range 8
Resolute.........Attack 2
Medium 5 .......Defense 4
Points:80

Summon Guardians
Astral Guardians do not start the game on the battlefield. After taking a turn with a unique hero, if that hero did not attack, you may place any or all Astral Guardians on any space adjacent to that hero. Astral Guardians may not be placed adjacent to opponent’s figures, or on glyphs. Astral Guardians may be placed this way even if they are already on the battlefield.

Defend the Weak
Squad figures you control adjacent to an Astral Guardian cannot be attacked by non adjacent figures. A hero you control that is adjacent to at least one Astral Guardian may roll two additional defense dice when defending against an attack from a non adjacent figure.

Energy Shield
When an Astral Guardian would be destroyed, instead of destroying that figure, place a shield marker on this card. When three shield markers have been placed on this card, destroy all Astral Guardians. Roll the 20 sided die once for each figure that was adjacent to an Astral Guardian. On a 16 or higher, that figure receives one wound.


The idea is to help out slow moving bonding squads. The hero can summon a 3 life 4 defense shield, but when it breaks, it has the potential to hurt the squad. I am not sure how explosive to make it when the Guardians are destroyed, or even if I should have that at all. I’m not sure how much they are worth if they don’t explode. I feel some risk is necessary just to keep things interesting, but I don’t want to make them not worth it either.

As with everyone else, point cost advice would be nice. What I need is more a general range than a specific number. Do they fulfill their purpose better if they are cheap, middlin’ or expensive?

Taeblewalker
November 12th, 2008, 08:08 PM
I have really been offline lately, but I am taking a quick peek and I like the entries. The Mord Sith really seems to capture the book characters - I read the first book in the series. I will try to offer some constructive criticism tonight on a few of them.

Taeblewalker
November 12th, 2008, 08:18 PM
Skahen's Secret Agents


http://i346.photobucket.com/albums/p406/Zyelos/Iceman33172.jpg

Bio:
"Go agents!!! I'll cover you." Skahen yelled as the Agents diaspered in a hurry. "You know our mission." One of Skahen's agents told the other. "We got to get to Agent Carr and warn him that they are comeing for him. We can't fell this mission,if we do then we will not come back from it." As they ran into building were Carr's hideout was. They ran up stairs to were Carr was pushing papers to find the candy bar he picked up. "Carr Whach out!!!" The agents yelled as a bullet shattered the window behind him and made its mark. However a bright light spun around him and disappred. As it disappered 2 men slammed the wall and shot both agents. "Welcome to Valhalla, Carr and Skahen and agents." Vydar said.


I like most of the basic stats, though I can't help but wonder their range is only five. Only the Marro Stingers have that, and that's because they are a common squad with a potential attack of 4. These agents don't seem too powerful at range to warrant anything less than 6.

The last power is somewhat improperly named - it's basically Ullar's Amulet with Vydar and a personality restriction. I recommend calling it something a little different, though I can't think of what off-hand.

I like the spinning kick attack - it's powerful but limited. It borrows somewhat from the Ashigaru special attack in disallowing one figure from attacking, but it works.

Edit: Since you downgraded the attack to 3, you probably don't need to make it any different than the monks' attack. At least, you can make it usable by both agents.

Lord Pyre
November 12th, 2008, 08:21 PM
I've got my figures repainted, and I've now got the time to actually make the card....

It'll be up in a few days. I'm using Haloclix figures.

Taeblewalker
November 12th, 2008, 08:32 PM
http://i429.photobucket.com/albums/qq18/bmaczero/HS%20Custom%20Units/VydarEnforcers2.jpg

On the topic of this card by the Sivler Surfer:

They are a very hit-and-run unit. It seems their goal is to reach their opponent, preferably in melee where they are vulnerable, and do as much damage as possible. A double attack on a squad is very powerful, and their movement ability allows them to use it more. Even with tough though, they will get plowed down by Keamon,the Q brothers, Nilfheim, or anyonther special attacker who can hit multiple targets.

They look like they would be a lot of fun to play with against a non-special attack army, but against one of those I mentioned before, they won't last too long. But, against a non-specail army they can do a ton of damage. I'm not sure if they are priced to high, or if they are just right. It all depends on the army they play against.

I think they are one of those units where pricing in almost impossible, and that they are priced correctly for the reasons you stated. They are good against some armies and bad against some. I think they are fine as is!

EternalThanos86
November 12th, 2008, 08:38 PM
No offense to the participants, but I think I'm going to win on sheer beauty of character alone. Even Skahen's Agents wouldn't look this good.

Cara the Mord-Sith
http://www.heroscapers.com/community/gallery/files/5/7/2/4/cara_mordsith_001.jpg

DISCLAIMER: I did NOT draw this picture. ©Robert Apolinar

~ET86

Pumpkin_King
November 12th, 2008, 08:44 PM
Curse you, ET86, and your having taken your custom from a property with a large anough fanbase to find amazing art of it! Curse you!

Mooseman
November 12th, 2008, 09:23 PM
Some very cool entries. I haven’t seen a lot of feedback for any entries yet, so I’ll throw out my thoughts. Here’s my first impression on the first couple entries.

Enforcer’s of Vydar: Very Cool. Versatile, thematic, and well costed.

Skahen’s Secret Agents- Potentially potent, but with two defense, they could easily be wiped out in one turn. Might want to think about upping their defense.

Cursed Bronze Knights- Some nice abilities. Nothing really stands out as a problem. Solid Sqaud :thumbsup:

Clerics of Weston- Very Specific abilities, and with very low defense. I think these guys are hurting in the playability department. They are only good in mostly Jandar armies versus undead.

Aubrien Elite Snipers- I could see these guys being a little cheaper. 2 Defense really hurts their effectiveness. When moving, their damage output is only slightly higher than the Krav’s, and if they stand still, they are going to get pounded.

DPWSSTS- Is Steam powered supposed to affect them, or other units? I don’t see automaton anywhere on their card. Otherwise, looks good.

Pumpkin_King
November 12th, 2008, 09:50 PM
DPWSSTS- Is Steam powered supposed to affect them, or other units? I don’t see automaton anywhere on their card. Otherwise, looks good.
It effects other units. If Cyprien tried to Chilling Touch them, he'd have to subtract ten from his roll. Is there any way I can make this clearer? And I think the first version in my mind had them as Automatons, and my subconscious mind never accepted the needed name-change.

GreenLanturn
November 12th, 2008, 09:52 PM
I'm really not sure what custom I should use :? I edited the second card into my first post.
My entry.

Pumpkin_King
November 12th, 2008, 09:55 PM
My entry.
I'm really not sure what custom I should use :? I edited the second card into my first post.
Usually, when you edit something, you re-post your entry in a new post.

GreenLanturn
November 12th, 2008, 09:59 PM
I don't know which one I want to use...

http://i460.photobucket.com/albums/qq324/DragonLord12/BrothersYamazakiWFigs.jpg
I couldn't find any pics I could use (partly because I'm tired), but the figures I would use are the Izumi w/ x2 swords, the Kozuke w/ sword held straight out over his arm, Tagawa w/ x2 swords, and Tagawa w/ sword over head. All the red on the Izumi, blue on the Kozuka, and Orange on the Tagawa would be painted forest green; all the robes underneath all of their armor would be painted brown. That way they are a different color from the other unique samurai squads.

http://i460.photobucket.com/albums/qq324/DragonLord12/IE.jpg

Sorry:roll:, I had a couple reasons for not reposting, but I suppose they really aren't that big of a deal.

Pumpkin_King
November 12th, 2008, 10:08 PM
I would rather play the Infantry Elite, but that's just because I hate samurai with a flaming passion.

GreenLanturn
November 12th, 2008, 10:15 PM
I would rather play the Infantry Elite, but that's just because I hate samurai with a flaming passion.
:lol:

All bias aside... I think I'm going to use the IE instead anyway; after getting TKN some 3-4 months ago my brother still doesn't understand the wording on his card, so when ever I see a card with long skills it makes me wonder; my brother is 14 (and really isn't stupid at all) just to give you a comprehension level.

Pumpkin_King
November 12th, 2008, 10:21 PM
I would rather play the Infantry Elite, but that's just because I hate samurai with a flaming passion.
:lol:

All bias aside... I think I'm going to use the IE instead anyway; after getting TKN some 3-4 months ago my brother still doesn't understand the wording on his card, so when ever I see a card with long skills it makes me wonder; my brother is 14 (and really isn't stupid at all) just to give you a comprehension level.
I like them better for that reason, too. I'm also liking the Protect Your Unit power. The samurai card is a little...wordy.

Lord Pyre
November 12th, 2008, 10:33 PM
Okay, here's my entry. At least the text version. My card isn't done yet.


Cyborg Elite Task Force:
(Vydar)


Life: 1
Move: 5
Range: 6
Attack: 2
Defense: 4

Cyborg
Unique Squad
Commandos
Tricky
Medium 6

Move Out: After moving and instead of attacking, you may move the Cyborg Elite Task Force up to five spaces. One Cyborg Elite Task Force must not move in order to use Move Out.

Adreneline Injection: When a Cyborg Elite Task Force receives enough wounds to be destroyed, that Cyborg Elite Task Force may make one normal attack against the figure that dealt the wound, if that figure is within range. If the defending figure is dealt enough wounds to be destroyed, the Cyborg Elite Task Force ignores all wounds dealt to him this turn.

GreenLanturn
November 12th, 2008, 10:49 PM
Okay, here's my entry. At least the text version. My card isn't done yet.


Cyborg Elite Task Force:
(Vydar)


Life: 1
Move: 5
Range: 6
Attack: 2
Defense: 4

Cyborg
Unique Squad
Commandos
Tricky
Medium 6

Move Out: After moving and instead of attacking, you may move the Cyborg Elite Task Force up to five spaces. One Cyborg Elite Task Force must not move in order to use Move Out.

Adreneline Injection: When a Cyborg Elite Task Force receives enough wounds to be destroyed, that Cyborg Elite Task Force may make one normal attack against the figure that dealt the wound, if that figure is within range. If the defending figure is dealt enough wounds to be destroyed, the Cyborg Elite Task Force ignores all wounds dealt to him this turn.
They seem a little tough if you ask me; they look very anti-squad (which makes me happy), but coming back to life if they kill the figure seems a bit much.

The movement ability is very applicable, and an ability to move faster consistently is very useful.

Over all I think it's a good card, but a point cost and squad size could make or break them.

Pumpkin_King
November 12th, 2008, 10:51 PM
Okay, here's my entry. At least the text version. My card isn't done yet.


Cyborg Elite Task Force:
(Vydar)


Life: 1
Move: 5
Range: 6
Attack: 2
Defense: 4

Cyborg
Unique Squad
Commandos
Tricky
Medium 6

Move Out: After moving and instead of attacking, you may move the Cyborg Elite Task Force up to five spaces. One Cyborg Elite Task Force must not move in order to use Move Out.

Adreneline Injection: When a Cyborg Elite Task Force receives enough wounds to be destroyed, that Cyborg Elite Task Force may make one normal attack against the figure that dealt the wound, if that figure is within range. If the defending figure is dealt enough wounds to be destroyed, the Cyborg Elite Task Force ignores all wounds dealt to him this turn.
Very good, LP. Adrenaline Injection is something I've never seen; using something other than the d20 to avoid wounds. I'd just be concerned he'd be able to destroy something reliably. But that's part of what keeps the power of that particular....power down.

Lord Pyre
November 12th, 2008, 10:52 PM
Points cost is undecided yet, but there are three in a squad. I've compared them to the KMA and Microcorp, and they didn't seem too overpowered to me.

But yeah, they're anti-squad (Hence the "Task Force"), but their low attack leaves them vulnerable to heroes.

Pumpkin_King
November 12th, 2008, 10:58 PM
I could totally see sending these guys against an orc horde.They have a form of Counter Strike that works against range. Even the Arrow Gruts wouldn't be safe. Very nice shock troops. I'd keep them as cheap as allowed by thier stats and powers; maybe 100?

Lord Pyre
November 12th, 2008, 11:07 PM
Thanks for the comments! P_K, I missed that post right above mine! You posted that while I was typing!

The "Move Out" ability I've had planned for a while. I wanted some sort of military squad that showed some leadership, so I added that one of them couldn't move.

And I wanted something really Cyborg-y. I figure Cyborg could be hard to take down, so why not have them die fighting? Then I decided on the adrenaline. The concept just sounded cool to me, and I'm pretty sure adrenaline can keep you alive, unless I'm mistaken... Well, anyway, these are cyborgs, so the shot is a bit more powerful than what we've naturally got.

GreenLanturn
November 12th, 2008, 11:09 PM
I'm concerned that this form of "counter strike" is to versatile; I do see your point though about them having a low attack, and how that would balance them. Though, like Pumpkin_King said "even arrow gruts wouldn't be safe"; what would be safe? Syvvaris out ranges them, but their double move ability runs that theory pretty quick. With height they have an attack of 3 that makes even figures with a defense of 4 viable targets for this attack.

Maybe a non-adjacent restriction could help?

Pumpkin_King
November 12th, 2008, 11:12 PM
I'm concerned that this form of "counter strike" is to versatile; I do see your point though about them having a low attack, and how that would balance them. Though, like Pumpkin_King said "even arrow gruts wouldn't be safe"; what would be safe? Syvvaris out ranges them, but their double move ability runs that theory pretty quick. With height they have an attack of 3 that makes even figures with a defense of 4 viable targets for this attack.

Maybe a non-adjacent restriction could help?
I was saying it would be a good thing, GreenLanturn. I like that they can counter-attack before they die; it helps them kill things when they lose a member or two, keeping up their usefulness. I think an adjacency collary would just kill the whole thing.

Lord Pyre
November 12th, 2008, 11:13 PM
Maybe a non-adjacent restriction could help?

Yeah, I might add that. Doesn't make much sense in real life, but it might work better for the game. :p


EDIT: You guys are posting too fast!

I'm not going to change it until you two figure out what'll make my card better. :p

Pumpkin_King
November 12th, 2008, 11:22 PM
You ever think it might be you that's too slow, LP? ;)

I really do think the power is fine as-is. A few extra attacks at two dice is not game-changing. Putting in an adjacency collary would totally ruin the power; it'd just be a mediocre Counter Stike substitute!

Lord Pyre
November 12th, 2008, 11:30 PM
You ever think it might be you that's too slow, LP? ;)

I really do think the power is fine as-is. A few extra attacks at two dice is not game-changing. Putting in an adjacency collary would totally ruin the power; it'd just be a mediocre Counter Stike substitute!

Yeah. Both arguments make sense, but I think the only way to find out for sure, is to playtest them.

Though I'm going to make sure not to test them against some Ashigaru Harquebus. No contest... :p

GreenLanturn
November 12th, 2008, 11:38 PM
I'm concerned that this form of "counter strike" is to versatile; I do see your point though about them having a low attack, and how that would balance them. Though, like Pumpkin_King said "even arrow gruts wouldn't be safe"; what would be safe? Syvvaris out ranges them, but their double move ability runs that theory pretty quick. With height they have an attack of 3 that makes even figures with a defense of 4 viable targets for this attack.

Maybe a non-adjacent restriction could help?
I was saying it would be a good thing, GreenLanturn. I like that they can counter-attack before they die; it helps them kill things when they lose a member or two, keeping up their usefulness. I think an adjacency collary would just kill the whole thing.
I'm not saying scrap the whole ability; it has a good objective to it (and to be honest I'm trying to avoid the accusation that the ability I created is overpowering). I'm mostly concerned that there are no safe squads; this would hurt his balance (IMO) during the judging.

An ability that allows 3 guys to shoot at anything after being killed to potentially not be killed is way better than roll a 20D and if you do the math 2A vs 4D is still better than the Microcorp Stealth Armor; average rolls look to be:

2A = 1 per roll
4D = 1.33... per roll

I couldn't find the thread with all the numbers already worked out, but I'm sure if you find it 2A beats 4D around 2/5 of the time; which is a difference of 10% of the time (attacking being in the lead), but in addition to being more frequent you kill (or damage) one of their figures.

EDIT:
EDIT: You guys are posting too fast!

I'm not going to change it until you two figure out what'll make my card better. :p
Sorry if you feel like we went a little crazy on your card; we were just trying to be helpful.:(

Pumpkin_King
November 12th, 2008, 11:44 PM
2A = 1 per roll
4D = 1.33... per roll

I couldn't find the thread with all the numbers already worked out, but I'm sure if you find it 2A beats 4D around 2/5 of the time; which is a difference of 10% of the time (attacking being in the lead), but in addition to being more frequent you kill (or damage) one of their figures.

Your math is wrong; 2A beats 4D 2/5, which equals 20%. But I don't know what you're getting at, comparing their own attack to their own defense?

GreenLanturn
November 12th, 2008, 11:47 PM
2A = 1 per roll
4D = 1.33... per roll

I couldn't find the thread with all the numbers already worked out, but I'm sure if you find it 2A beats 4D around 2/5 of the time; which is a difference of 10% of the time (attacking being in the lead), but in addition to being more frequent you kill (or damage) one of their figures.

Your math is wrong; 2A beats 4D 2/5, which equals 20%. But I don't know what you're getting at, comparing their own attack to their own defense?
Not their attack to their defense. I'm comparing their attack to, say, KoW (a figure that is considered used to lock down other figures).
2/5 = .4
1/5 = .2

100/5=20 then slide that decimal over!;)

GreenLanturn
November 12th, 2008, 11:53 PM
Using the KoW as an example gave me another though to consider. Would this ability affect leaving engagement strikes? Nakita like engagement strikes? Counter Strike? Special attacks? Cyprin like specials? All of these produce wounds.

Pumpkin_King
November 12th, 2008, 11:54 PM
2A = 1 per roll
4D = 1.33... per roll

I couldn't find the thread with all the numbers already worked out, but I'm sure if you find it 2A beats 4D around 2/5 of the time; which is a difference of 10% of the time (attacking being in the lead), but in addition to being more frequent you kill (or damage) one of their figures.

Your math is wrong; 2A beats 4D 2/5, which equals 20%. But I don't know what you're getting at, comparing their own attack to their own defense?
Not their attack to their defense. I'm comparing their attack to, say, KoW (a figure that is considered used to lock down other figures).
2/5 = .4
1/5 = .2

100/5=20 then slide that decimal over!;)
And that...is why I fail...at math. Duh.

But even with the 10%, I don't see how that's different than the 25% chance of saving a Microcorp.

EDIT: Yeah, it's Wounds, so those would count.

Lord Pyre
November 12th, 2008, 11:54 PM
Sorry if you feel like we went a little crazy on your card; we were just trying to be helpful.:(

I know, I was joking. ;) I'd give you both rep, but Lanturn, I gave you some too recently, and I have to recharge before giving any out to P_K, also...

Aside from what the abilities do, do you guys think they're worded okay? I was worried that people wouldn't quite understand them, but you seemed to figure it out just fine.

GreenLanturn
November 13th, 2008, 12:03 AM
Aside from what the abilities do, do you guys think they're worded okay? I was worried that people wouldn't quite understand them, but you seemed to figure it out just fine.
I think they are worded just fine; though, I think you could reduce what all triggers them: Counter Strike, Nakita engagment, Special attacks, ect.


2A = 1 per roll
4D = 1.33... per roll

I couldn't find the thread with all the numbers already worked out, but I'm sure if you find it 2A beats 4D around 2/5 of the time; which is a difference of 10% of the time (attacking being in the lead), but in addition to being more frequent you kill (or damage) one of their figures.

Your math is wrong; 2A beats 4D 2/5, which equals 20%. But I don't know what you're getting at, comparing their own attack to their own defense?
Not their attack to their defense. I'm comparing their attack to, say, KoW (a figure that is considered used to lock down other figures).
2/5 = .4
1/5 = .2

100/5=20 then slide that decimal over!;)
And that...is why I fail...at math. Duh.

But even with the 10%, I don't see how that's different than the 25% chance of saving a Microcorp.

EDIT: Yeah, it's Wounds, so those would count.
30%;), its the trade of who is losing figures that sets it apart from the Agents.

Imagine that the agents read:
Stealth Armor
When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds and destroy the figure that would have caused the wounds.

Lord Pyre
November 13th, 2008, 12:07 AM
Imagine that the agents read:
Stealth Armor
When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds and destroy the figure that would have caused the wounds.

Now, that's much more powerful than my ability, mind you. ;)

And as for the wounds; I completely forgot about engagement strikes and the like. I don't think it'll be too much of a problem, but we'll see.


Thanks again, guys!

GreenLanturn
November 13th, 2008, 12:11 AM
Imagine that the agents read:
Stealth Armor
When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds and destroy the figure that would have caused the wounds.

Now, that's much more powerful than my ability, mind you. ;)

And as for the wounds; I completely forgot about engagement strikes and the like. I don't think it'll be too much of a problem, but we'll see.


Thanks again, guys!
Its the same as your ability with a smaller percent to work; 40% of the time your ability kills the figure that would have killed you, so 40% of the time your figure lives and theirs dies.

The Microcorp have a 30% chance to just live, and nothing else.

My adaptation only rules out other defensive abilities.

EDIT: 11:11 make a wish!

This post doesn't account for figures with lower defence, in which case the percent chance to live goes way up.

Pumpkin_King
November 13th, 2008, 12:12 AM
EDIT: Yeah, it's Wounds, so those would count.
30%;), its the trade of who is losing figures that sets it apart from the Agents.

Imagine that the agents read:
Stealth Armor
When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds and destroy the figure that would have caused the wounds.[/quote]
Alright, my lousy math aside, I think it's a good trade off. 30% for just saving the figure; 10% for saving the figure and killing a squaddie or weakened hero. And besides, there's no guarantee that the fig that killed the Cyborg is a squaddie. A smart general would send a strong hero against them; all the hero will get is a little laser burn from the 2 attack.

Lord Pyre
November 13th, 2008, 12:15 AM
A smart general would send a strong hero against them; all the hero will get is a little laser burn from the 2 attack.

...I just realized that they will be slaughtered by Q9. :p

GreenLanturn
November 13th, 2008, 12:18 AM
Bah!

Here are the numbers:

40% to live and kill.
30% to just live.

Lord Pyre
November 13th, 2008, 01:06 AM
Bah!

Here are the numbers:

40% to live and kill.
30% to just live.

Just remember that heroes can take them out just fine. Attack them with a hero with a good attack, and they're dead. You take out one of them, and their "Move Out" ability is severely dampened.

I think they'll be about 120 points.

I'll have pics, and hopefully the card, up tomorrow.

RoninValentina
November 13th, 2008, 04:21 AM
http://i158.photobucket.com/albums/t83/CatchCharyou/ShamansofMorindan-1.jpg

Hey all. I caved and used Shades instead. With some needed help they came out really good; just what I was looking for. To address the concerns of overcosting, I upped their defense by one, and slightly tweaked Insatiable Hunger and The Dead Never Rest. I've posted the entry in the Contest thread, but I'd love any additional feedback about the cost issue. Thanks!

bmaczero
November 13th, 2008, 05:44 PM
You may want to reword "The Dead Never Rest." The way it reads right now, it is unclear whether this happens instead of attacking with the Shamans, instead of attacking with one Shaman, etc. Also, it doesn't say "you may," so does this mean they can't attack, they can only use this ability?

GreenLanturn
November 13th, 2008, 06:00 PM
Adding a simple "you may" will fix the whole ability.

It does say "instead of attacking."

Nice card; a good way to reinforce the undead.

RoninValentina
November 13th, 2008, 08:31 PM
Thanks for that suggestion- "The Dead Never Rest" does need a 'You may' worded in there. I'll fix that soon.

Lord Pyre
November 13th, 2008, 10:59 PM
http://i401.photobucket.com/albums/pp95/Lord_Pyre/HScyborg.jpg


Here are my figures. I'll have my card done soon.

RoninValentina
November 14th, 2008, 01:24 AM
http://i158.photobucket.com/albums/t83/CatchCharyou/ShamansofMorindan.jpg

Amazing how adding two words really %@#^$! with the word layout on the card. *Sigh*

nyys
November 14th, 2008, 10:59 AM
EDIT: FYI, Lord Pyre has graciously offered to make the card for me.
EDIT2: Been making tweaks, so it may read differently that the 1st time you read it.

If anyone would be willing to turn this into a card (I still need to read thru whitestuff's GIMP tutorial) I would very much appreciate it (+rep as a reward), and will post it in the entry thread.

I wrote up some general ideas for this squad a while back when I was looking thru Medic's custom thread (http://www.heroscapers.com/community/showthread.php?t=15675) of his Medic Hero and this contest is the perfect reason to finish it up.

Jandar's Medics

General: Jandar

Human
Unique Squad
Soldiers
Disciplined
Medium 4

4 figures in squad

Life: 1
Move: 6
Range: 1
Attack: 1
Defense: 2
Points: 100

Heal
Before moving each Medic may heal one wound per round for any adjacent Unique Hero you control. Soulborgs and Undead are not affected by Heal.

Overdose
After moving if more than one Medic is adjacent to a Unique Hero, inflict one wound for each additional adjacent Medic. Soulborgs and undead are not affected by Overdose.

Rescue
When a Unique Hero you control is wounded, any two Medics may move up to two spaces.

Adrenalin Rush
When a figure you control is destroyed and adjacent to at least one Medic you control, roll the D20. 1-18 nothing happens, 19-20 must inflict one wound to an adjacent figure of your choosing.

Anyone who might attempt to make this card, let me know if I need to pare down on the number of words in the ability descriptions.


I have no specific figures in mind for this group, I imagine if I made them I would use AE figures, but in a perfect world I would use specific sculpts.

Medic 1 Kneeling
Medic 2 Crawling
Medic 3 Running while ducking
Medic 4 Running

Oh, and constructive criticism welcome. One of the things I'm unsure on is whether they should be 100 or 125 points and if I should bring their defense down to just one.

RoninValentina
November 14th, 2008, 01:36 PM
Hey nyys. I like your custom idea, but I don't understand how Adrenaline Rush is supposed to work. In a fire fight James Murphy gets gunned down, so the Medic adjacent to him turns and stabs Moriko, who he's also standing next to?

I don't mean to poke fun with my silly example, but that's how the power reads to me as its written. Is Adrenaline Rush actually meant to keep James Murphy in the game, giving him one life back, or is the wound meant for an enemy?

The B.I.V.
November 14th, 2008, 01:53 PM
Here's my very first ever custom contest entry! I thought about entering Skahen's Starlets (http://www.heroscapers.com/community/showpost.php?p=708919&postcount=28)(my Nakita repaint) but I thought this one was slightly more creative. Read it and weep, tough-guys!

“I’d totally take a bullet for Skahen, Agent White said.
Agent Black agreed, “Oh, fer sure, she’s totally to die for! How ‘bout the Nakitas,” he asked?
“The black one, for sure, the redhead…maybe. I’m not so sure about the brunette, though,” said Agent White.
“Ah, she’s not so bad. Sure she could work on her posture, but c’mon, you can’t have everything,” Agent Black said.
“Skahen does,” retorted Agent White.
“True. She’s totally to die for,”Agent Black mused…

http://i289.photobucket.com/albums/ll211/TheBIV1/NSA.jpg

nyys
November 14th, 2008, 01:53 PM
Hey nyys. I like your custom idea, but I don't understand how Adrenaline Rush is supposed to work. In a fire fight James Murphy gets gunned down, so the Medic adjacent to him turns and stabs Moriko, who he's also standing next to?

I don't mean to poke fun with my silly example, but that's how the power reads to me as its written. Is Adrenaline Rush actually meant to keep James Murphy in the game, giving him one life back, or is the wound meant for an enemy?

Not at all, I'd rather 'get it right.'

Hmmm... guess may a bit misleading. Basically its last gasp attack by the destroyed figure.

If a Medic is adjacent to the destroyed figure you control, think of it as he's drugging him up to try and save him but instead it ends up being a violent lashing out before he dies.

So a figure you control (who is adjacent to a Medic you control) is killed. From there one of the adjacent figures (may only be the Medic) to the destroyed figure takes a wound wich is decided by the person who controls the destroyed figure.

So in your example. You control James Murphy and the Medic that is adjacent to him.

Murphy is killed. Since the Medic you control is adjacent, Murphy lashes out in delirium as the Medic tries to save him.

If only the Medic is adjacent, then he takes the wound. If there are other figures adjacent as well (friend or foe) the person controlling James Murphy decides who takes the wound.

NecroBlade
November 14th, 2008, 01:54 PM
I'm impressed, BIV.

The B.I.V.
November 14th, 2008, 02:07 PM
Thanks pal! I had a lot of fun making these guys.

Brandon

EternalThanos86
November 14th, 2008, 02:21 PM
Overdose
After moving if more than one Medic is adjacent to a Unique Hero (does this include your own Heroes? Or should it be an enemy Unique Hero?), inflict one unblockable wound for each additional adjacent Medic (additional starting at what number?). Soulborgs and undead are not affected by Overdose.

Rescue
When a Unique Hero you control is wounded, any two Medics (you control) may move up to two spaces.



Here are some quick things that need to be addressed nyys. I really like this card!

Mooseman
November 14th, 2008, 09:18 PM
Some more feedback:

High Elf Wardens- Dagger defense is worded oddly. A 50% percent chance for it to activate then a 50% for it to cause a wound is the same as 25%, so making it a straight 16 or higher on the d20 would be much simpler. I would also suggest switching Guardians of the High City around, i.e giving them 3 attack on their card, with -1 against elves.

Elite Slider Siblings- Thematic and original. Looks good :thumbsup:

Reconnaissance Paratroopers- Very cool. It wouldn’t hurt to bump them up a few points, but they are still my favorite entry so far.

Keleron Commandos- The small ability confuses me. It simply seems to have no purpose. I don’t see how it gives them any kind of special advantage, so all it does is increase the complexity of the card. Aside from that, they aren’t bad. You may want to reword steady calm to make it more like official cards, and ad a ‘only once per roll’ clause.

Infantry Elite- Cool concept. As it is written, Protect your Unit is way to powerful IMHO. Charge a 4th Mass squad in and you’ve got 4 attacks of 2 from the Elite, and then another 4 from the Mass. The only comparable figure costs 200 points. You may want to add a limit of one to two attack per turn, or make it more clear that it only triggers when the opponent engages you units. Basic Training should be switched around, i.e, make their normal defense 4 and give them -2 vs. special attacks.

Cyprien’s Royal Guard- Do you seriously think Cyprien needs help? These guys are going to take a major hit in playability. Three extra attacks and they get 4 defense with shields of valor? Sorry, but I think the concept is flawed.

Deathwalker Repair Unit- I'm not sure how I feel about these guys. The way I would play them would be just to sucide rush them and have a 230 point 3 life deathwalker. It just seems like it would take to many order markers to have them keep up. I'm not trying to say anything bad about them, I'm just throwing out my thoughts.

nyys
November 14th, 2008, 09:18 PM
Overdose
After moving if more than one Medic is adjacent to a Unique Hero (does this include your own Heroes? Or should it be an enemy Unique Hero?), inflict one unblockable wound for each additional adjacent Medic (additional starting at what number?). Soulborgs and undead are not affected by Overdose.

Rescue
When a Unique Hero you control is wounded, any two Medics (you control) may move up to two spaces.



Here are some quick things that need to be addressed nyys. I really like this card!


Do what it says not what is doesn't. :)

Overdose
After moving if more than one Medic is adjacent to a Unique Hero, inflict one unblockable wound for each additional adjacent Medic Soulborgs and undead are not affected by Overdose.

1. Says if more than one is adjacent to a Unique Hero, no qualifier, implies all.

2. "if more than one Medic is adjacent..." ..."inflict one wound for each additional adjacent Medic..." Additional implies 2nd, 3rd, etc... I think... :roll:

3. Good catch on Rescue, 'you control' should be in there.

Thanks for the input.

LordVenoc
November 14th, 2008, 10:01 PM
Here's an updated text version of my card, still in need of help creating a card.

Wolves of Tehuti
Utgar
Wolves
Unique Squad
Devourers
Relentless
Medium 5

Life 1
Move 6
Range 1
Attack 1
Defense 3

Full Moon Rising
Once per round, after moving and before attacking with the Wolves of Tehuti you may roll the 20 sided die once.
1-2 Destroy one wolf you control.
3-6 Subtract 2 from the move of all wolves untill the end of the next round.
7-12 Add 1 to the attack of all wolves until the end of the next round. Add 2 to all Unleashed Fury Rolls until the end of the round.
13-18 Add 1 to the attack, defense, and move of all wolves until the end of the next round. Add 3 to all Unleashed Fury Rolls until the end of the round.
19-20 Immediately take a turn with up to 6 Wolves you control. Add up to 8 to any Unleashed Fury Rolls this turn.

Rising of the Sun
When all Wolves of Tehuti you control have been destroyed, you must subtract 2 from the defense of all wolves.

100 Points

GreenLanturn
November 14th, 2008, 10:04 PM
Some more feedback:

Infantry Elite- Cool concept. As it is written, Protect your Unit is way to powerful IMHO. Charge a 4th Mass squad in and you’ve got 4 attacks of 2 from the Elite, and then another 4 from the Mass. The only comparable figure costs 200 points. You may want to add a limit of one to two attack per turn, or make it more clear that it only triggers when the opponent engages you units. Basic Training should be switched around, i.e, make their normal defense 4 and give them -2 vs. special attacks.

After rereading my card I realized your right; I forgot that you can engage more than one unit in a move. That would give more than one attack, but I kinda like that; we'll see how it works out though.

Also I'm not sure how to word it so it only triggers if they move to you.

Pumpkin_King
November 14th, 2008, 10:27 PM
Also I'm not sure how to word it so it only triggers if they move to you.
Maybe:

When any friendly human soldier becoms engaged during an enemy's turn, you may choose one unengaged etc...

Would that work?

GreenLanturn
November 15th, 2008, 02:21 AM
Alright, this is the new wording.

Protect Your Unit
When an enemy figure moves and engages any Human Soldier that follows Jandar that you control, choose any Infantry Elite. That Infantry Elite may take one immediate normal attack against the engaging enemy figure if able. No one Infantry Elite may shoot the same figure more than once a turn with this ability.

Any flaws? I tried to limit the shots they could take at one figure (instead of in one turn), and made it so the enemy had to move for the ability to trigger.

LongHeroscaper
November 15th, 2008, 08:40 AM
Here's my very first ever custom contest entry! I thought about entering Skahen's Starlets (http://www.heroscapers.com/community/showpost.php?p=708919&postcount=28)(my Nakita repaint) but I thought this one was slightly more creative. Read it and weep, tough-guys!

“I’d totally take a bullet for Skahen, Agent White said.
Agent Black agreed, “Oh, fer sure, she’s totally to die for! How ‘bout the Nakitas,” he asked?
“The black one, for sure, the redhead…maybe. I’m not so sure about the brunette, though,” said Agent White.
“Ah, she’s not so bad. Sure she could work on her posture, but c’mon, you can’t have everything,” Agent Black said.
“Skahen does,” retorted Agent White.
“True. She’s totally to die for,”Agent Black mused…

http://i289.photobucket.com/albums/ll211/TheBIV1/NSA.jpg

When I switch the figures, I may be able to position them in a way that no LOS can be drawn. In that case, can the attacking person choose not to target the figure anymore? Then I will need to switch the figures back to their original positions, right? Can I place them to minimize the LOS from other sources of attack?

The B.I.V.
November 15th, 2008, 10:32 AM
When I switch the figures, I may be able to position them in a way that no LOS can be drawn. In that case, can the attacking person choose not to target the figure anymore? Then I will need to switch the figures back to their original positions, right? Can I place them to minimize the LOS from other sources of attack?

Hmm hadn't thought of this potential loophole but since it would happen extremely rarely I'd just say the attacker is SOL. No choosing not to target, no switching back. Does that work?

Brandon

NecroBlade
November 15th, 2008, 12:07 PM
IMO, the body guard should still be targeted, since the idea is they're diving in the way of the bullet, right?

ZBeeblebrox
November 15th, 2008, 03:20 PM
OK I’ll give this contest a try. I decided to mod three extra Raelins into a nice compliment to the Tarns. I removed the wings, added some paint and changed around the spears to make them look different. I will post pictures and a card soon but here are the stats.

What do you all think?


Human
Unique Squad
Warriors
Valiant
Medium 5

Life-1
Move-5
Range-1
Attack-3
Defense-3

PONITS : 90

TARN VIKING WARRIOR BONDING
Before taking a turn with the Battle Maidens of Freya, you may take a turn with any Tarn Viking Warriors you control.

WHIRLWIND ASSAULT
A Battle Maiden of Freya may attack any or all figures adjacent to her. Roll each attack separately.

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

NecroBlade
November 15th, 2008, 04:28 PM
I like them. :up:

nyys
November 15th, 2008, 04:51 PM
I like the Battle Maidens of Freya, but the +1 attack aura, I think makes them too cheap at 90. How many human warrior units are there? Maybe I'm thinking there are more than in reality.

NecroBlade
November 15th, 2008, 04:53 PM
The Tarn and MacDricks are currently the only human warriors.

Onacara
November 15th, 2008, 05:26 PM
The Tarn and MacDricks are currently the only human warriors.

And Patty Smyth

http://www.gocontinental.com/photos2/scandal2a.jpg


bang bang

ZBeeblebrox
November 15th, 2008, 06:41 PM
I like the Battle Maidens of Freya, but the +1 attack aura, I think makes them too cheap at 90. How many human warrior units are there? Maybe I'm thinking there are more than in reality.

There are only two Human Warriors officially. The Tarns and the MacDirks.
I chose that distiction to make sure it was not too powerful. Plus both those squads could use a boost in attack power.

GreenLanturn
November 15th, 2008, 07:16 PM
I like the Battle Maidens of Freya, but the +1 attack aura, I think makes them too cheap at 90. How many human warrior units are there? Maybe I'm thinking there are more than in reality.

There are only two Human Warriors officially. The Tarns and the MacDirks.
I chose that distiction to make sure it was not too powerful. Plus both those squads could use a boost in attack power.
Ah, but is it too much of an attack booster? It is not specified whether or not the bonus stacks.

Pumpkin_King
November 15th, 2008, 07:23 PM
I like the Battle Maidens of Freya, but the +1 attack aura, I think makes them too cheap at 90. How many human warrior units are there? Maybe I'm thinking there are more than in reality.

There are only two Human Warriors officially. The Tarns and the MacDirks.
I chose that distiction to make sure it was not too powerful. Plus both those squads could use a boost in attack power.
Ah, but is it too much of an attack booster? It is not specified whether or not the bonus stacks.
Stack with multiple Maidens? I'd say no, but that would need to be made clear in the ability.

The B.I.V.
November 15th, 2008, 07:23 PM
IMO, the body guard should still be targeted, since the idea is they're diving in the way of the bullet, right?

Right. But I think Longheroscaper is saying after the figures trade places, the bodygaurd could be arranged so there's no LOS anymore. Since the attacker already had LOS to the original target, this would be a highly unlikely scenario but inh the event that it was possible to arrange the bodyguard in such a way, I'd say the attacker is outta luck. He can't see the bodygaurd so his attack is foiled at that point.

Brandon

ZBeeblebrox
November 15th, 2008, 10:31 PM
How about this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a maximum +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I added the word maximum to clarify no stacking.

Firemaster
November 15th, 2008, 10:42 PM
How about this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a maximum +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I added the word maximum to clarify no stacking.

The way it is worded now makes it seem like a penalty. It sounds like you are saying the specified figures can never receive more than a +1 bonus to attack if they could potentially more than +1 (i.e. if you had Taelord's and the attack glyph's bonuses, but were also in the aura of these figures, they would only recieve +1). Probably the best way to put it would be like this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a +1 to attack, to a maximum of +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

nyys
November 15th, 2008, 11:48 PM
The Tarn and MacDricks are currently the only human warriors.

I like the Battle Maidens of Freya, but the +1 attack aura, I think makes them too cheap at 90. How many human warrior units are there? Maybe I'm thinking there are more than in reality.

There are only two Human Warriors officially. The Tarns and the MacDirks.
I chose that distiction to make sure it was not too powerful. Plus both those squads could use a boost in attack power.

Not bad then I think. But what about future units? Not that this is really a concern unless it becomes a part of the official game. How cool would that be? :)

pegasus
November 16th, 2008, 09:26 AM
[quote=Pumpkin_King;709756Stack with multiple Maidens? I'd say no, but that would need to be made clear in the ability.[/quote]

Agreed. Being maidens they wouldn't take kindly to stacking anyway.:twisted:

ZBeeblebrox
November 16th, 2008, 10:38 AM
How about this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a maximum +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I added the word maximum to clarify no stacking.

The way it is worded now makes it seem like a penalty. It sounds like you are saying the specified figures can never receive more than a +1 bonus to attack if they could potentially more than +1 (i.e. if you had Taelord's and the attack glyph's bonuses, but were also in the aura of these figures, they would only recieve +1). Probably the best way to put it would be like this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a +1 to attack, to a maximum of +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

Thanks Firemaster, that looks good. I'll use that wording when I make the card.

bmaczero
November 16th, 2008, 03:04 PM
LordVenoc, how's this?
http://i429.photobucket.com/albums/qq18/bmaczero/HS%20Custom%20Units/WolvesOfTehitucopy.jpg

I was going to add in a picture of the Anubian Wolves, but I couldn't find any good ones.

Also, thanks for the feedback on the Commandos, Mooseman! I guess I should remove the small ability, it seemed easy enough at first but I can see a lot of problems arrising with it.

NecroBlade
November 16th, 2008, 04:13 PM
The Tarn and MacDricks are currently the only human warriors.

And Patty Smyth

http://www.gocontinental.com/photos2/scandal2a.jpg


bang bangWe forgot one.

http://farm1.static.flickr.com/24/57861470_c48d1a7a45.jpg

MI_Tiger
November 16th, 2008, 05:11 PM
How about this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a maximum +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I added the word maximum to clarify no stacking.

The word maximum leads to confusion of how it affects the attack glyph and/or Taelord (as is discussed in messages above).

How about this change:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of at least one Battle Maiden of Freya receive +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I think this makes it clear that the bonus is +1 whether they are near 1, 2, or 3 Battle Maidens. You could also say ". . . within 4 clear sight spaces of 1 or more Battle Maiden . . . " With this wording, the unit could still clearly get additional bonuses from Taelord or glyphs.

NecroBlade
November 16th, 2008, 05:32 PM
I think that's the winner, MI_T.

The Silver Surfer
November 16th, 2008, 07:55 PM
How about this:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya receive a maximum +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I added the word maximum to clarify no stacking.

The word maximum leads to confusion of how it affects the attack glyph and/or Taelord (as is discussed in messages above).

How about this change:

FREYA’S BLESSING
All Human Warriors you control within 4 clear sight spaces of at least one Battle Maiden of Freya receive +1 to attack. Freya’s Blessing does not effect the Battle Maidens of Freya.

I think this makes it clear that the bonus is +1 whether they are near 1, 2, or 3 Battle Maidens. You could also say ". . . within 4 clear sight spaces of 1 or more Battle Maiden . . . " With this wording, the unit could still clearly get additional bonuses from Taelord or glyphs.

Why not:

FREYA'S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya roll +1 attack die. Freya’s Blessing does not effect the Battle Maidens of Freya. This ability does not stack.

;)

NecroBlade
November 16th, 2008, 08:11 PM
Because 'stacking' isn't actually referenced in the rules, it's just a convenient way we refer to abilities that get applied multiple times.

bmaczero
November 16th, 2008, 08:55 PM
Yeah, MI_Tiger nailed it.

The Silver Surfer
November 16th, 2008, 09:19 PM
Because 'stacking' isn't actually referenced in the rules, it's just a convenient way we refer to abilities that get applied multiple times.

Darn, that's right. I'm getting my Star Wars minis and Heroscape terms mixed up again. :?

whitestuff
November 16th, 2008, 09:57 PM
Any last comments before making this my official entry?
http://i204.photobucket.com/albums/bb279/bwhit89/ullar_druidecht.jpg

bmaczero
November 16th, 2008, 10:06 PM
Hmm, Woodland Stride seems to have kind of a loophole in it. At first it just sounds kind of like slither - "Bleakwoode Druidect may move through any space occupied by...". But then it sounds like a movement ability - "When a member of the Bleakwoode Druidect uses Woodland Stride...". The way it's worded right now, it seems like they never take any leaving engagement attacks. You may need to reword it like: "Bleakwoode Druidecht may move through any space occupied by a tree, bust, or shrub. If a member of the Bleakwoode Druidect is adjacent to one of these before leaving an engagement, that figure will not take any leaving engagement attacks." Or you could change it into a special movement ability, like Stealth Leap and Flying.

whitestuff
November 16th, 2008, 10:21 PM
Thanks for the feedback.Hmm, Woodland Stride seems to have kind of a loophole in it. At first it just sounds kind of like slither - "Bleakwoode Druidect may move through any space occupied by...". But then it sounds like a movement ability - "When a member of the Bleakwoode Druidect uses Woodland Stride...". Slither is a movement ability, same as Woodland Stride. It gives them the ability to walk through spaces which trees occupy.

The way it's worded right now, it seems like they never take any leaving engagement attacks. You may need to reword it like: "Bleakwoode Druidecht may move through any space occupied by a tree, bust, or shrub. If a member of the Bleakwoode Druidect is adjacent to one of these before leaving an engagement, that figure will not take any leaving engagement attacks." Or you could change it into a special movement ability, like Stealth Leap and Flying.Making it only possible to use Woodland Stride if they were next to trees and enemies would make giving the Scouts the support that I'd envisioned a difficult prospect. Thanks for the suggestions, but I like the idea that they could make a mad dash through some nearby trees to avoid a confrontation. :)

Soundwarp SG-1
November 17th, 2008, 12:01 AM
Howdy all. My entry is not quite finished, but I figured I'd post the card so I could get some feedback on it. It will be a squad of three, using Marro Drudges with blades for hands and spikes covering their bodies. Hopefully, I'll finish the figures soon. I'd love to hear any one's thoughts on the card.

http://www.heroscapers.com/community/gallery/files/1/0/9/8/quills_original.jpg (http://www.heroscapers.com/community/gallery/showimage.php?i=2763&c=newimages)

---------

On the Bleakwoode Druidecht:

I think the Scout Enhancement needs to be worded.

"All scouts adjacent to a member of the Bleakwoode Druidecht roll one additional defence die"

I think the current wording could be misinterpreted as the scout needing to be next to all 3 members at once to get the bonus. Aside from that, I really like the card. Great job whitestuff :up:

NecroBlade
November 17th, 2008, 01:43 AM
The Quills seem cool, but like the Druids, their poison shouldn't affect soulborgs (though I would so love to take down Q9 with it).

whitestuff
November 17th, 2008, 02:04 AM
Thanks for the feedback. :)

Ok, I tweaked the wording slightly - "Any Scouts adjacent to any Bleakwoode Druidecht roll one additional defense dice."

This should solve any potential misunderstandings.
http://i204.photobucket.com/albums/bb279/bwhit89/ullar_druidecht-1.jpg

Howdy all. My entry is not quite finished, but I figured I'd post the card so I could get some feedback on it. It will be a squad of three, using Marro Drudges with blades for hands and spikes covering their bodies. Hopefully, I'll finish the figures soon. I'd love to hear any one's thoughts on the card.

http://www.heroscapers.com/community/gallery/files/1/0/9/8/quills_original.jpg (http://www.heroscapers.com/community/gallery/showimage.php?i=2763&c=newimages)

I like your ideas but I think that the potential for 8 wounds with the Poison Blade for each of the 3 figure might be a bit overpowered. Each of the Imperium has the potential of 6 wounds and cost 140.

Soundwarp SG-1
November 17th, 2008, 08:59 AM
The Quills seem cool, but like the Druids, their poison shouldn't affect soulborgs (though I would so love to take down Q9 with it).

Thanks for the feedback :up: I thought about giving Soulborgs immunity, but Sujoah's poison sting affects Soulborgs, so I'm assuming Soulborgs can be affected by poisons after their armor has been breached. I don't think it's needed balance wise, especially since Poison Blades doesn't do anything to Deathwalkers. I might change Venomous Embrace to not affect Soulborgs though.

I like your ideas but I think that the potential for 8 wounds with the Poison Blade for each of the 3 figure might be a bit overpowered. Each of the Imperium has the potential of 6 wounds and cost 140.

Thanks for the feedback :up: The cost for these guys is definitely not set in stone. Poison Blades is a hard power to cost, I don't think its worth as much as the Imperium's double attack though, seeing as it doesn't do anything to squads. I might lower their attack to 3, do you think the cost would be accurate then?

nyys
November 17th, 2008, 09:37 AM
I like your ideas but I think that the potential for 8 wounds with the Poison Blade for each of the 3 figure might be a bit overpowered. Each of the Imperium has the potential of 6 wounds and cost 140.

Thanks for the feedback :up: The cost for these guys is definitely not set in stone. Poison Blades is a hard power to cost, I don't think its worth as much as the Imperium's double attack though, seeing as it doesn't do anything to squads. I might lower their attack to 3, do you think the cost would be accurate then?

My 1st thought was to lower the attack to three, I think they would fall into line nicely that way. This way if/when they get on height their not invicible (five attack would be a ton). The cost would also put them more in line with the Minions with each of their skulls counting as an additional (but they only get two attack dice).

Pumpkin_King
November 17th, 2008, 10:10 AM
I like your ideas but I think that the potential for 8 wounds with the Poison Blade for each of the 3 figure might be a bit overpowered. Each of the Imperium has the potential of 6 wounds and cost 140.

Thanks for the feedback :up: The cost for these guys is definitely not set in stone. Poison Blades is a hard power to cost, I don't think its worth as much as the Imperium's double attack though, seeing as it doesn't do anything to squads. I might lower their attack to 3, do you think the cost would be accurate then?

My 1st thought was to lower the attack to three, I think they would fall into line nicely that way. This way if/when they get on height their not invicible (five attack would be a ton). The cost would also put them more in line with the Minions with each of their skulls counting as an additional (but they only get two attack dice).
It's not double skulls, nyys, it's double wounds. In other words, these guys don't have any better chance of inflicting a wound than, say, Sir Denrick or someone, but when they do, each wound they cause is doubled. It's like a less powerful version of Deadly Strike.

nyys
November 17th, 2008, 10:51 AM
It's not double skulls, nyys, it's double wounds. In other words, these guys don't have any better chance of inflicting a wound than, say, Sir Denrick or someone, but when they do, each wound they cause is doubled. It's like a less powerful version of Deadly Strike.

:duh:

Hmmm.. let me see if I understand then. If the Quills roll three skulls and I block one, then he's infliced 4 wounds (sort of like blocking two wounds with each shield)?

If I have it right, then yes a little less powerfull, but I still think three attack dice are plenty.

Soundwarp SG-1
November 17th, 2008, 11:53 AM
:duh:

Hmmm.. let me see if I understand then. If the Quills roll three skulls and I block one, then he's infliced 4 wounds (sort of like blocking two wounds with each shield)?

If I have it right, then yes a little less powerfull, but I still think three attack dice are plenty.

You have the right idea now, the power was actually based on how my group interpreted the Deadly Shot power when we first started playing. A squad with the actual Deadly Shot/Strike and 4 attack would be insane :shock:

Poison Blades can definitely be deadly to heroes, but it doesn't do anything at all to squads. I think its worth about half what deadly shot/strike is worth.

I may either raise their price or lower their attack, but I'll wait for some more opinions first. Right now, I think the Quills can inflict heavy damage against the right opponent, but their survivalbility isn't that great. Ranged figures and double based squads will tear them up pretty easy.

ZBeeblebrox
November 17th, 2008, 01:07 PM
I could use some help with my card...

What I need is an explanation of how you take such clear pictures.

I stand back and use no background, but either my figures look too far away to see details or they are fuzzy.

So what do others do to get such sharp pictures?

-- ZB

The B.I.V.
November 17th, 2008, 01:22 PM
I have that problem, too. I think more light is the answer...

Brandon

bmaczero
November 17th, 2008, 01:25 PM
I think it's a lot easier when you have very bright ambient light, but when I took my picture I didn't. Try to hold the camera fairly steady, and don't get too close - move a few feet back and zoom in.

nyys
November 17th, 2008, 02:18 PM
I've always been told that sunlight is the best for taking pics (meaning go outside). Did it once and the pics were the best I've ever taken as far as minis go. The only problem is background (not that I tried to hide it), my kids swingset wasn't the best againt a Space Marine. :)

bmaczero
November 17th, 2008, 05:36 PM
my kids swingset wasn't the best againt a Space Marine.

That's where Photoshop or Gimp comes in handy ;).

nyys
November 17th, 2008, 07:19 PM
my kids swingset wasn't the best againt a Space Marine.That's where Photoshop or Gimp comes in handy ;).

Yeah, I have to read thru whitestuff's tutorial still.

MI_Tiger
November 17th, 2008, 07:44 PM
I've always been told that sunlight is the best for taking pics (meaning go outside). Did it once and the pics were the best I've ever taken as far as minis go. The only problem is background (not that I tried to hide it), my kids swingset wasn't the best againt a Space Marine. :)

I'm not sure that ZBeeblebrox will get much sunlight by going outside. But he might get a nice reflection off the fresh snowfall :D. (Summer is over here in the Michigan / Windsor, Ontario area.)

pegasus
November 18th, 2008, 07:16 AM
Why not:

FREYA'S BLESSING
All Human Warriors you control within 4 clear sight spaces of a Battle Maiden of Freya roll +1 attack die. Freya’s Blessing does not effect the Battle Maidens of Freya. This ability does not stack.

;)

Because abilities don't stack. Bonusses do, abilities don't.;)

Mooseman
November 18th, 2008, 03:20 PM
Yay! My computer finally got back being repaired. Teh card:
http://i31.photobucket.com/albums/c364/Carryoka/AstralGaurdians.jpg

Hopefully I'll get some feedback this time :wink:

LongHeroscaper
November 18th, 2008, 03:52 PM
Mooseman, I think 80 point is under-cost, and your Energy Shield is almost identical with my Wireless Reboot.

NecroBlade
November 18th, 2008, 04:11 PM
I find it odd that they will have Move 1 if the Warden is in your army. They do make sense as guards, but you may want to do something about that if the idea (and I like it) is that they aren't supposed to move.

Mooseman
November 18th, 2008, 04:34 PM
I find it odd that they will have Move 1 if the Warden is in your army. They do make sense as guards, but you may want to do something about that if the idea (and I like it) is that they aren't supposed to move.

Good point. I wasn't thinking much about synergy when I wrote thier left box, just what sounded good. It shall be switched.

Mooseman, I think 80 point is under-cost, and your Energy Shield is almost identical with my Wireless Reboot.

Finally some point advice :D I had a feeling they were undercosted, but I was afraid to increase their point cost for fear that they would be unplayable. If they are too expensive, the amount of casualties they prevent won't add up to their point cost, and they will be useless. WOuld dropping their attack capabilities balance them out, or is their aura just too powerful?

As for Energy Shield and Wireless reboot, the powers are similar, but not identical. I don't see a problem with that though. I posted my original text entry 20 or so hours before yours, so I'm not plagiarizing if that's what your thinking. :D

LongHeroscaper
November 18th, 2008, 04:48 PM
Mooseman, I think 80 point is under-cost, and your Energy Shield is almost identical with my Wireless Reboot.

Finally some point advice :D I had a feeling they were undercosted, but I was afraid to increase their point cost for fear that they would be unplayable. If they are too expensive, the amount of casualties they prevent won't add up to their point cost, and they will be useless. WOuld dropping their attack capabilities balance them out, or is their aura just too powerful?

As for Energy Shield and Wireless reboot, the powers are similar, but not identical. I don't see a problem with that though. I posted my original text entry 20 or so hours before yours, so I'm not plagiarizing if that's what your thinking. :D

I thought that I posted before you, but it is not important and I don't think that you were plagiarizing :) . It just happened that we were thinking about the same thing. It happens a lot to me in map building. I had some nice ideas for a map, and before I could put it into life, bam, someone posted it!!

I think your unit is even as strong as, if not more than, Raelin. Their attack of 2 with range 8 for 3 figures is really good, especially when they can survive for a while with 5 defenses, and they remain full squad even if one is killed, and they boost other figures. Even though their movement is 0 (possibly up to 3 for Warden and Move +2 glyph), they can be deployed easily by unique heroes.
I'd give them 80 points for same boosting, defense 4, attack 2 range 6 and no Energy Shield. But that is such a cool power, so I don't know :) .

Mooseman
November 18th, 2008, 05:17 PM
I was hoping the explosion that takes effect when the Gaurdians are destroyed could help balance out the benefits of energy shield. If I have to make cuts, I think the range attack should be the first thing to go. Its useful, but it dosn't really add anything to the intended purpose. If I cut thier range down to one, I see them as about on par with Raelin.

Gaurdians.....Realin
Beter Aura....More range and area
3L 5D...........5L 3D
Easier to deploy...Usualy Faster
Needs hero......Works with everything
Potential explosion....No downside

Seems pretty balanced. Thanks for helping me :D

http://i31.photobucket.com/albums/c364/Carryoka/AstralGaurdians-1.jpg

heroscaper314
November 18th, 2008, 06:23 PM
Oye, I just noticed this today...I doubt I'll have time to come up with something from scratch before Saturday...I'll have to check to see if I have anything already in the works, it's been so long since I've worked on any of my customs...

The B.I.V.
November 18th, 2008, 07:10 PM
Sounds like someone's fishing for an extension...:headshake::joke:

Brandon

iceman3317
November 18th, 2008, 08:12 PM
Next week!!!!!!!!! I can't wait. My card is finished I don't have any problems with it in games and no one else has said anything about it other then the picture,sadly I can't get a better picture.

heroscaper314
November 18th, 2008, 09:17 PM
Sounds like someone's fishing for an extension...:headshake::joke:

Brandon

That wouldn't have anything to do with my avatar, would it? :lol:

I can't even find all my Heroscape custom files so it looks like I'll have to sit this one out. :(

Good luck everyone!

GreenLanturn
November 18th, 2008, 09:42 PM
I'm seeing alot of cool cards here, but it doesn't look like they are also being posted in the entry thread; I just want to remind those who haven't to post their cards there.

Good luck everyone!

http://www.heroscapers.com/community/showthread.php?t=22096

The Silver Surfer
November 18th, 2008, 10:27 PM
Hey Taeblewalker, just out of curiousity, do you have any idea what the "several other boosters" you're going to give away as prizes are, or are you just going to have people give requests once the contest is over, and see if you can get them?

bmaczero
November 18th, 2008, 10:37 PM
Neat card, Mooseman. Just two little comments:

Guardians and Guards, not Gaurdians and Gaurds (maybe that's a British spelling or something, but it looks funny to me).

Also, making them something other than guards gets rid of the possibility of the Warden enhancing them, but someone did point out that the movement glyph can make them move. You may want to add an ability making them immobile or put like an "X" or a "-" in their movement to show that they can't move.

Pumpkin_King
November 18th, 2008, 10:42 PM
I don't think Gaurds is a British spelling. It wouldn't matter anyway because Mooseman is from Kentucky. :lol:

Mooseman
November 18th, 2008, 11:19 PM
Neat card, Mooseman. Just two little comments:

Guardians and Guards, not Gaurdians and Gaurds (maybe that's a British spelling or something, but it looks funny to me).

Also, making them something other than guards gets rid of the possibility of the Warden enhancing them, but someone did point out that the movement glyph can make them move. You may want to add an ability making them immobile or put like an "X" or a "-" in their movement to show that they can't move.

Thanks, spelling is not my strong suit, and photoshop dosn't have a spell check. I'll fix it soon. :D

If someone really feels like spending an order marker to move them 2 spaces, I don't have a problem with that. With 0 move they are close to immobile anyway, so I don't think going out of the way just to close up all loopholes that let them move is worth it. I could also just argue that since the Hive has 0 move, and cannot be effected by move enhancements or summoning, the same rules apply to all 0 move figures. Either way, you still won't be putting many order markers on them. :D

Thanks to some excellent suggestions Pm'd to me by Rhydderch, I have (hopefully) the final version:

http://i31.photobucket.com/albums/c364/Carryoka/AstralGaurdians.jpg
(you may have to clear you cache to see the update)

Changes:
Protect the Weak has a 'does not effect guardians' clause
Spelling corrected
Energy Shield now starts with 3 tokens and removes them as guardians would die.

Pumpkin_King
November 19th, 2008, 11:16 AM
Looks much better, Mooseman. They are perfect by me. :thumbsup:

The B.I.V.
November 19th, 2008, 12:04 PM
I'm seeing alot of cool cards here, but it doesn't look like they are also being posted in the entry thread; I just want to remind those who haven't to post their cards there.

Good luck everyone!

http://www.heroscapers.com/community/showthread.php?t=22096
Thanks for the heads-up, Greenie! I thought this was the entry page. Much appreciated!:thumbsup:

Brandon

DeadEye
November 19th, 2008, 06:11 PM
I can't figure out how to blend/fog up the bottom of the pictures. How does one do this?

Deadeye

The B.I.V.
November 19th, 2008, 06:18 PM
Assuming you're using Gimp, per Whitestuff's tutorial (http://www.heroscapers.com/community/showthread.php?t=9289):

Part Three - Fog Me!

22. Now for the fogging effect!

23. Right click on the ‘Pasted Layer’ and choose ‘Add Layer Mask’. This time when the dialog box appears choose ‘White (Full Opacity)’ under the ‘Initialize Layer Mask to’ section and then choose ‘OK’.


24. You will see that a new box has appeared in the ‘Pasted Layer’ layer. It should be black with a white square.


25. Choose the gradient tool on the left hand side.


26. Starting down near the figures feet, click and hold the left mouse button as you draw upwards (only for about 1 cm or so) and then let go of the mouse button.

Stupid print screen never shows you mouse pointer but you can still see the faint line on the figure's legs

27. You should see that the figures feet have the fogging effect applied to them. If you don’t like the distance of the fogging, just click and drag upwards again as the mask will reapply each time you do it. If you only drag a short way the fogging effect will happen very quickly. The longer the long you click and drag out, the more gradual the fogging effect. (the picture shows me reapplying the mask for a second time so that you can see the fogging behind it)

If you're not using Gimp, I don't know...

Brandon

bmaczero
November 19th, 2008, 06:44 PM
In Photoshop, I just use a feathered eraser and erase the figure's feet. Undo and repeat until it looks right ;).

DeadEye
November 19th, 2008, 07:13 PM
thanks B.I.V.
I was looking through Whitestuffs tutorial but must have missed it.

DeadEye

sportcult
November 20th, 2008, 09:39 AM
Here's one to make use of some of those 13 master sets you've got piled in the basement...

http://i437.photobucket.com/albums/qq98/sportcult/ethermorph_card.jpg

nyys
November 20th, 2008, 10:05 AM
I like the idea a lot sportcult, but it may be underpriced. For instance, your card is 200 points, but the three Ethermorphs could take the shape of three figures that surpass that point total significantly.

EDIT: Maybe restrict it to small and medium figures. Still can get a high point total, but this way they don't morph into three dragons that total nearly 600 points.

Zyelos
November 20th, 2008, 10:13 AM
http://i346.photobucket.com/albums/p406/Zyelos/FacelessMindbendercopy-1.jpg

Just put the finishing touches on my card but before I post on the entries thread, I thought I'd check for any last minute feedback.

nyys
November 20th, 2008, 10:19 AM
Just put the finishing touches on my card but before I post on the entries thread, I thought I'd check for any last minute feedback.

Wow, more great ideas! Possibly the only change I'd make is maybe a few more points, but since the unit is only two figures it may be good as is.