Faustus
August 28th, 2006, 02:28 PM
*edited to add number of units in each squad*
*changed "round" to "turn"*
*added "hard to see" and "climb" abilities to Kobolds*
*raised cost of Dire Rat from 15 to 40*
*added climb abilities to Dire Rat and Marro Pet*
I have created just over 20 new custom army cards. (Well, I actually haven't created the actual cards, just the stats...) This is my first time trying to come up with customs.
Rather than post all at once, I am going to post them by general. First, Utgar.
Please let me know what you think! This is only the first phase, so these have not been playtested. I would most like advice on how many points to ultimately assign each unit, but also how you think they would play out, if they're too weak, too strong...etc.
Thanks in advance!
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Kobolds
50 points
Kobold
Common Squad (4)
Warriors
Wild
Small 2
1 life
move 4
range 1
attack 1
defense 1
Scurry and Scamper: When attacked by an adjacent figure, subtract Kobold’s height from the attacking figure’s height. Roll that many more defense dice.
Pygmy Tribe: Up to two Kobolds may occupy the same hex.
Swarm: When attacking, each Kobold rolls an additional attack dice for
each Kobold that has already attacked the same figure this turn.
Too Small to Target: Kobolds may only be attacked by ranged figures that are 4 or fewer spaces away.
Climb X2: When moving up or down levels of terrain, Kobolds may double their Height.
--------------
Dire Rat
40 points
Rat
Unique Hero
Beast
Wild
Small 2
1 life
move 4
range 1
attack 2
defense 3
Pestilence: Dire Rat begins the game with a pestilence counter. If Dire Rat is killed by an adjacent figure, place the pestilence counter on that figure. That figure loses all special abilities. If that figure is destroyed by an adjacent figure, transfer the counter to that figure. The pestilence counter may not be placed on a soulborg.
Climb X2: When moving up or down levels of terrain, Dire Rat may double its Height.
-----------
Marro Pet
20 points
Wulsinu
Common Hero
Pet
Wild
Small 2
1 life
move 5
range 1
attack 3
defense 3
Loyal: Before taking a turn with any Marro Hero, you may take a turn with Marro Pet.
Climb X2: When moving up or down levels of terrain, Marro Pet may double its Height.
----------------
Grut Guards
30 points
Orc
Common Squad (2)
Warriors
Wild
Medium 4
1 Life
Move 5
Range 1
Attack 2
Defense 4
Orc Champion Protection: When adjacent to any orc champion, Grut Guards receive 2 additional attack dice.
Defensive Strategy: Any orc adjacent to Grut Guards receives 1 additional attack dice.
---------------
Rasputin
120 points
Human
Unique hero
Priest
Tricky
Medium 5
4 life
move 4
range 1
attack 2
defense 6
Hard to Kill: Rasputin is immune to all special attacks.
Mesmerize: Instead of attacking with Rasputin you may choose any adjacent figure. Roll 1d20. If the targeted figure is a squad figure and you roll 13 or higher, that figure is mesmerized. If the targeted figure is a hero figure and you roll 18 or higher, that figure is mesmerized. The mesmerized figure is under your control. Whenever you take a turn with Rasputin, you may first take a turn with the mesmerized figure. If the mesmerized figure is not adjacent to Rasputin at the end of the round, you lose control of it.
---------------
The Mad Clown Posse
60 points
Human
Unique Squad (3)
Assassins
Precise
Medium 5
Life 1
Move 6
Range 1
Attack 4
Defense 3
First Strike: After rolling for initiative, roll 1d20 for each order marker on this card. If you roll a 20, remove that order marker and immediately take a turn with the Mad Clown Posse.
Double Strike: After moving and before attacking, roll 1d20. If you roll 1-10, you may make one extra attack with any one figure from this card. If you roll 11-17, you may make one extra attack with any two figures from this card. If you roll 18-20, you may make one extra attack with all three figures from this card.
-------------
Nosferatu
130 points
Vampire
Unique Hero
Devourer
Relentless
Medium 5
Life 5
Move 6
Range 1
Attack 4
Defense 4
Vampirism: If Nosferatu has any wound counters and is adjacent to any figure, you may roll 1d20. On a roll of 11 or higher, you may remove one wound counter and place it on the adjacent figure. This ability may be attempted once per turn and cannot be used against soulborgs.
Disengage.
Bloodthirst: If an adjacent figure has a wound counter on it, Nosferatu may attack one additional time.
--------------
Marro Guards
45 points
Marro
Unique Squad (2)
Warriors
Wild
Medium 5
1 life
move 6
range 1
attack 2
defense 3
Shield: when attacked by an adjacent figure, one shield will block all damage.
Hard to Target: Marro Guards can only be attacked by an adjacent figure.
---------------
That's it for Utgar! I have my own reasoning for some of the decisons I made, and I might state it if there's a discussion, but I'm curious to see what others think without hearing my side first.
*changed "round" to "turn"*
*added "hard to see" and "climb" abilities to Kobolds*
*raised cost of Dire Rat from 15 to 40*
*added climb abilities to Dire Rat and Marro Pet*
I have created just over 20 new custom army cards. (Well, I actually haven't created the actual cards, just the stats...) This is my first time trying to come up with customs.
Rather than post all at once, I am going to post them by general. First, Utgar.
Please let me know what you think! This is only the first phase, so these have not been playtested. I would most like advice on how many points to ultimately assign each unit, but also how you think they would play out, if they're too weak, too strong...etc.
Thanks in advance!
--------------
Kobolds
50 points
Kobold
Common Squad (4)
Warriors
Wild
Small 2
1 life
move 4
range 1
attack 1
defense 1
Scurry and Scamper: When attacked by an adjacent figure, subtract Kobold’s height from the attacking figure’s height. Roll that many more defense dice.
Pygmy Tribe: Up to two Kobolds may occupy the same hex.
Swarm: When attacking, each Kobold rolls an additional attack dice for
each Kobold that has already attacked the same figure this turn.
Too Small to Target: Kobolds may only be attacked by ranged figures that are 4 or fewer spaces away.
Climb X2: When moving up or down levels of terrain, Kobolds may double their Height.
--------------
Dire Rat
40 points
Rat
Unique Hero
Beast
Wild
Small 2
1 life
move 4
range 1
attack 2
defense 3
Pestilence: Dire Rat begins the game with a pestilence counter. If Dire Rat is killed by an adjacent figure, place the pestilence counter on that figure. That figure loses all special abilities. If that figure is destroyed by an adjacent figure, transfer the counter to that figure. The pestilence counter may not be placed on a soulborg.
Climb X2: When moving up or down levels of terrain, Dire Rat may double its Height.
-----------
Marro Pet
20 points
Wulsinu
Common Hero
Pet
Wild
Small 2
1 life
move 5
range 1
attack 3
defense 3
Loyal: Before taking a turn with any Marro Hero, you may take a turn with Marro Pet.
Climb X2: When moving up or down levels of terrain, Marro Pet may double its Height.
----------------
Grut Guards
30 points
Orc
Common Squad (2)
Warriors
Wild
Medium 4
1 Life
Move 5
Range 1
Attack 2
Defense 4
Orc Champion Protection: When adjacent to any orc champion, Grut Guards receive 2 additional attack dice.
Defensive Strategy: Any orc adjacent to Grut Guards receives 1 additional attack dice.
---------------
Rasputin
120 points
Human
Unique hero
Priest
Tricky
Medium 5
4 life
move 4
range 1
attack 2
defense 6
Hard to Kill: Rasputin is immune to all special attacks.
Mesmerize: Instead of attacking with Rasputin you may choose any adjacent figure. Roll 1d20. If the targeted figure is a squad figure and you roll 13 or higher, that figure is mesmerized. If the targeted figure is a hero figure and you roll 18 or higher, that figure is mesmerized. The mesmerized figure is under your control. Whenever you take a turn with Rasputin, you may first take a turn with the mesmerized figure. If the mesmerized figure is not adjacent to Rasputin at the end of the round, you lose control of it.
---------------
The Mad Clown Posse
60 points
Human
Unique Squad (3)
Assassins
Precise
Medium 5
Life 1
Move 6
Range 1
Attack 4
Defense 3
First Strike: After rolling for initiative, roll 1d20 for each order marker on this card. If you roll a 20, remove that order marker and immediately take a turn with the Mad Clown Posse.
Double Strike: After moving and before attacking, roll 1d20. If you roll 1-10, you may make one extra attack with any one figure from this card. If you roll 11-17, you may make one extra attack with any two figures from this card. If you roll 18-20, you may make one extra attack with all three figures from this card.
-------------
Nosferatu
130 points
Vampire
Unique Hero
Devourer
Relentless
Medium 5
Life 5
Move 6
Range 1
Attack 4
Defense 4
Vampirism: If Nosferatu has any wound counters and is adjacent to any figure, you may roll 1d20. On a roll of 11 or higher, you may remove one wound counter and place it on the adjacent figure. This ability may be attempted once per turn and cannot be used against soulborgs.
Disengage.
Bloodthirst: If an adjacent figure has a wound counter on it, Nosferatu may attack one additional time.
--------------
Marro Guards
45 points
Marro
Unique Squad (2)
Warriors
Wild
Medium 5
1 life
move 6
range 1
attack 2
defense 3
Shield: when attacked by an adjacent figure, one shield will block all damage.
Hard to Target: Marro Guards can only be attacked by an adjacent figure.
---------------
That's it for Utgar! I have my own reasoning for some of the decisons I made, and I might state it if there's a discussion, but I'm curious to see what others think without hearing my side first.