View Full Version : Euryons Customs
Euryon
May 16th, 2006, 06:43 PM
Ok, so heres all the cards we created. Will probably take a minute to load up, alas. Please feel free to begin or continue any discussions.
*Cards split into 2 directories*
Euryon's Cards
Spartan Hoplites *UPDATED*
http://i11.photobucket.com/albums/a167/Euryon/spartans2.jpg
DeLissandri Brothers
http://i11.photobucket.com/albums/a167/Euryon/mafia.jpg
Brittani Warband
http://i11.photobucket.com/albums/a167/Euryon/woad-1.jpg
Major Nairn
http://i11.photobucket.com/albums/a167/Euryon/EpsilonNairn.jpg
Epsilon Squad "Night-Sisters"
http://i11.photobucket.com/albums/a167/Euryon/epsilonsisters.jpg
Epsilon Squad "Soulhunters"
http://i11.photobucket.com/albums/a167/Euryon/epsilon.jpg
Isiah Blackfeather
http://i11.photobucket.com/albums/a167/Euryon/Nightblade-1.jpg
Odysseus
http://i11.photobucket.com/albums/a167/Euryon/odysseus.jpg
Polyphemus
http://i11.photobucket.com/albums/a167/Euryon/CyclopsPolyph-2.jpg
Genie Sultan
http://i11.photobucket.com/albums/a167/Euryon/Genie-3.jpg
Efreet
http://i11.photobucket.com/albums/a167/Euryon/efreet-3.jpg
Veteran Soviet Conscripts
http://i11.photobucket.com/albums/a167/Euryon/KirovsPlatoon-1.jpg
Commissar Kirov
http://i11.photobucket.com/albums/a167/Euryon/CommissarKirov.jpg
Tarn
http://i11.photobucket.com/albums/a167/Euryon/TARN-2.jpg
Slaine
http://i11.photobucket.com/albums/a167/Euryon/slaineNEW1.jpg
Seraphim Shieldbearers
http://i11.photobucket.com/albums/a167/Euryon/seraphim.jpg
Euryon and Lorax's Cards
Voidspawn
http://i11.photobucket.com/albums/a167/Euryon/acolyte2.jpg
http://i11.photobucket.com/albums/a167/Euryon/servantsofthevoid.jpg
http://i11.photobucket.com/albums/a167/Euryon/celestial_wyrm.jpg
Soldiers
http://i11.photobucket.com/albums/a167/Euryon/spartan_hoplites.jpg
http://i11.photobucket.com/albums/a167/Euryon/greenjacketsnew.jpg
The SAS below were/are "Halls of Valhalla" members :)
http://i11.photobucket.com/albums/a167/Euryon/commandos_07_01_06.jpg
http://i11.photobucket.com/albums/a167/Euryon/royalengineers.jpg
Film Characters
http://i11.photobucket.com/albums/a167/Euryon/P3_zps16eafe25.gif
http://rp.gehirn.org.uk/pub/Main/PredSmall/predator.gif
http://i11.photobucket.com/albums/a167/Euryon/ashjwilliams.jpg
Misc
http://i11.photobucket.com/albums/a167/Euryon/carrion.jpg
http://i11.photobucket.com/albums/a167/Euryon/legion2.jpg
LilNewbie
May 16th, 2006, 06:51 PM
Thanks for getting this cards here, Euryon. They are simply awesome. Love the moving card for the Predator. Just need a Hologram printer now to get the effect on the physical card. :D
Newb.
Runehardt
May 16th, 2006, 06:54 PM
Nice work!
I love that worm - I have one of those. I was going to make it a tar creature for my tar tiles.
I really like the style of the "Royal Engineers" card.
The Predator one could be made as a "lenticular" card but it would be pricey!
Fallen Templar
May 16th, 2006, 07:09 PM
Sorry about that I forgot to add them to the halls
boom
May 16th, 2006, 11:51 PM
Wow, I dig the Spartan Hoplites. Up to a 6 defense and an extra attack if your opponent is 2 hexes away! Too bad this is a unique squad. :o
skyknight
May 17th, 2006, 06:56 AM
Dude every single card yo uposted is absolutely gorgeous, I wish I could do cards like that!!!
InfinityMax
May 17th, 2006, 10:11 AM
Awesome! My favorite custom cards are back!
There are probably customs that are more playable, but there are not many with as much character.
Doc_Savage
May 17th, 2006, 03:20 PM
Great to see these cards here.
Have you done any further work on the Pilot and Mech? I'd love to see how that one came out.
Fallen Templar
May 17th, 2006, 06:30 PM
What program did you use to make the predator card. the forest vison is cool
Euryon
May 17th, 2006, 07:18 PM
LilNewb, Rune, Boom, Imax: Thanks :)
Doc: Nope. Since Legion neither Lorax nor I have done any customs. I made some stats for some... Might see if I can track those down somewhere. I'll have to convince my bro to do some PSP'in again, though. Not sure if we'll revisit the Mech or not...
Templar: Used Photoshop to make the separate images, then just good ol' Animation Shop (expansion of Paint Shop Pro) to make it a GIF (animated), but you can download gif makers anywhere on the web.
SyvarrisX
May 17th, 2006, 08:24 PM
Wow! An animated HS card!
Fallen Templar
May 17th, 2006, 08:31 PM
Sorry about that I forgot to add them to the halls
reapersaurus
June 19th, 2006, 07:33 PM
I just love this damn card to death.
http://i11.photobucket.com/albums/a167/Euryon/celestial_wyrm.jpg
The look of it. :)
I never understood why it was Temporal Distortion, instead of Spatial Distortion, which is what the power is doing, though... :?:
Rhydderch
June 20th, 2006, 07:44 PM
Yeah the Celestial Worm is an awesome card. The figure is cool too and easy to get. Its one of the few Mageknight figures I have lying around =)
Euryon
June 21st, 2006, 03:54 AM
thanks. why temporal? hell if I know. I imagine the power was different originally, but the name never got altered.
if it made a difference, I guess we could get it changed.
ps: if anyone has any form of access to hshq... there was a bunch of potential customs in my thread there which i cant get access to, would be great to have it back so I can get into the process again. (Djinn, Pirates)
skyknight
June 21st, 2006, 06:27 AM
Euryon, earlier I gave annerios the most stunning cards to look at award. I am going to retract that statement and say your cards are just as nice. Some of you guys are doing amazing things with these cards. Absolutely wonderful.
reapersaurus
June 21st, 2006, 02:41 PM
Euryon, earlier I gave annerios the most stunning cards to look at award. I am going to retract that statement and say your cards are just as nice. Some of you guys are doing amazing things with these cards. Absolutely wonderful.:lol:
I should have mentioned Euryon when you said that in atmospro's. :)
For that matter, if you haven;t seen SilverStoner's work, both atmospro and Euryon (I believe) were significantly inspired by SS. SS is the originator of more stylized, artistically-busy card style for HS.
skyknight
June 21st, 2006, 06:23 PM
God I said annerios but I meant Atmospro, that is the second time I have done that today, i'm goin to bed soon. Anyways Euryon, great cards.
reapersaurus
June 21st, 2006, 07:14 PM
wow - I didn;t even notice you'd said Annerios - I seriously read it as "atmospro", since I'd read your comment over there. :lol:
Euryon
June 23rd, 2006, 09:10 PM
Euryon, earlier I gave annerios the most stunning cards to look at award. I am going to retract that statement and say your cards are just as nice. Some of you guys are doing amazing things with these cards. Absolutely wonderful.
Thanks :) The looks is mostly down to Lorax, though (who hasnt registered here I dont think).
And yeah, SilverStoners work was somewhat a catalyst in deciding to make better than normal looking cards.
reapersaurus
July 12th, 2006, 07:55 PM
Just a bump for some great cards that more people should see/remember.
I can't believe I didn;t have Ash saved yet.
Rhydderch
July 16th, 2006, 12:05 PM
ps: if anyone has any form of access to hshq... there was a bunch of potential customs in my thread there which i cant get access to, would be great to have it back so I can get into the process again. (Djinn, Pirates)
Hey do you remember the names of your pirates? I have stats and abilities for a pirate hero and squad with no card. I cannot remember who made them but maybe they are yours?
No Djinn though. Sorry.
Euryon
August 6th, 2006, 02:32 PM
Hey
Hmmmm, i think the squad were "Bucaneers" and the Captain.. .Hell, I dont remember. The stats you have, were they from the old HQ? Could you post them so I could see if I remember?
And thanks for the nudge, reaper.
Anyway, heres the latest card my bro (Lorax) and I have worked on. It was made at request of CupidsArt, in honour of his late Grandfather.
Just a personal note: As the card is a memorial for Cupids grandfather, my brother and I thought quite hard and took everything we did quite seriously. Some consultation was made with CA himself as to certain aspects and the stats/powers, though he was kind enough to give us free-reign. We tried our hardest to ensure our design was respectful, tributary and damned well representative. I, personally, have utmost respect for all those who serve and have served, regardless of whether I agree with the wars justification. My own Grandfather has some striking similarities to CA's, in that he was severely wounded in action, was an engineer (For a time), and whose presence will be sorely missed by his grandkids.
So, in short, here's the Sarge-
http://static.flickr.com/64/208221257_d294cb849f_o.jpg
spiderM9
August 6th, 2006, 03:15 PM
I gotta hand it to ya, this is a fantastic card. Love the comic bubbles. When I first saw it on the other thread I thought "man, that's as cool as that S.A.S. card". Didn't realize those were yours too. I'm gonna have to try to learn some new tricks. Inspiring. Makes me think of my grandfather too (WWI vet).
Widigo
August 6th, 2006, 07:18 PM
I think his attack is alittle low, and so are his points, only by about 30 though so it is no biggie. It looks awesome.
Why are the cards not haped like the usual hex patern is their a reason other than cause it looked good.
Karkadinn
August 6th, 2006, 07:33 PM
A truly awesome card.
My own nitpick though: Purple Heart really seems like a mystical ability like Kelda's healing rather than something that would go on a typical soldier, IMHO... the actual ability, that is, not the name of it.
Engineer's a very interesting way of representing the title's theme in mechanics. Basically a +1 defense aura with no limit to range but some limitations. It seems to me, on eyeballing it, that it would encourage other maneuvers than the typical 'take the high ground' stuff, and I like the idea of that. :) Opens up your tactical options a ton.
Widigo
August 6th, 2006, 08:31 PM
I like the abilitys as is. Purp Hearts are given to those that are wounded. I might say Medal of Honor, as he took the wound for another.
skyknight
August 6th, 2006, 09:34 PM
Man oh man, I wish I knew how you did that, your cards are always top notch boss 8)
Runehardt
August 7th, 2006, 02:05 AM
Your cards ROCK! keep it up.
Euryon
August 7th, 2006, 05:22 AM
Thanks for the comments all; as for points and attack - I see your point; but the idea is to make Sarge more support - he is ranged and low defence. I may re-think, though, we'll see. As for purple heart, the real life Sgt Pearce won a purple heart, and I thought the ability gave him a good "team player" feeling...
Anyway; if possible, keep just the technical "why dont you do this instead?" or "I think theres a problem with..." here, but all other comments, please put in Cupids thread, here (http://www.heroscapers.com/community/showthread.php?t=998&start=40)
Its his card, we just made it :)
Rhydderch
August 7th, 2006, 08:14 PM
Nice job on Sgt Pearce. I like the use of the military award for the name of his ability.
Also I think I do have your old Captain and Buccaneers, along with their bio and your original notes on them. I went ahead and fixed some of the words in the bio and also formatted the stats so they are easier to read: bold font for the names along with lines under the ability headings and italics for the planet/general information:
______________________________________________
Hunted down the Barbary Coast by the King's Navy, Bloodcrow and his scurvy sea-dogs were renowned across the Caribbean for their remorseless evils. A thousand murders could be ascribed to that soulless monster and a hundred thousand sins to his twisted crew of rapists and brigands.
Yet every price must be paid and the ingenious Captain Gladstone of the HMS Viceroy managed to trick the trickster with a cunning ambush. Having lived by the sword, Bloodcrow was cornered, and made to die by the sword... Until, at the last moment, Utgar summoned the sinner to fight for him, and to add the pirate's own breed of sly evil - with the help of his Buccaneers - to the fight.
______________________________________________
Captain James Bloodcrow
Human from Earth; Fights for Utgar
Human
Unique Hero
Captain
Tricky
Medium 5
Life 6
Move 5
Rang 5
Attack 3
Defense 4
Cursed Hook
When Bloodcrow is attacking a figure who is adjacent, add +2 to his attack. When Bloodcrow is attacked by a figure who is adjacent, remove 1 from his defence.
Cunning Inspiration
All Pirates you control may add +1 to their defence.
Sea Legs
Captain Bloodcrow does not have to stop his movement when entering water spaces.
Points To Be Determined
Bloodcrow's Bucaneers
Humans from Earth; Fight for Utgar
Human
Unique Squad (2 Figs)
Pirates
Tricky
Medium 5
Move 6
Range 6
Attack 3
Defense 3
Treacherous Bastards
If you control a Unique Pirate Hero, instead of taking a normal turn with the Bucaneers, reduce their movement and attack to 0. You may attribute 9 movement points and 6 attack points between them. At the end of the turn, place a wound marker on any Unique Pirate Hero you control. You may only use this ability if both Bucaneers you control are on the battlefield.
Pirate Bonding
Before taking a turn with Bloodcrows Bucaneers, you may first take a turn with any Pirate Hero you control.
Sea Legs
Bloodcrows Bucaneers do not have to stop their movement when entering water spaces.
Points To Be Determined
______________________________________________
Discussion: I think Bloodcrow is fairly simple - his powers and stats arent anything especial - hes more there to support the bucaneers. (though hes like a less powerful agent Carr, too)
The Bucaneers: I'll probably take bonding away (unless people think it doesnt make them too uber); but Id really appreciate help and advice on "treacherous bastards"; because I really want it to work.
What I want of it is; if both Bucs are alive, and you have a pirate hero (atm, Bloodcrow), you can put a wound on the hero, and basically buff one of the buc's up to 9 movement and 6 attack - the other buc cant do anything - its attack is reduced to 0. Or give 9 move to 1 Buc, and have him go do something useful (take some high ground, block a bridge, engage an enemy, etc) whilst the other fires off two blunderbus rounds in one shot (Effectively).
I'm aware the wording is probably pretty crappy... So please disassemble as much as you like...
______________________________________________
Karkadinn
August 7th, 2006, 08:25 PM
Check the official cards for proper terminology, you lazy bastard. :P No sense in doing work for you that you could just as well do yourself. ;)
For TB I'm not exactly sure what you're trying to represent or do with the ability, in terms of tactical maneuvers. If you're trying to represent treachery in and of itself, I think that would be better represented by a disadvantage that gave control of the pirates to an enemy player on a roll of 1 on the d20, with, say, a roll every time one of the pirates dies. It would be a nerf to the card, but then you could afford to put more than two figures on the card... also, I think the squad'd be more suitable as commons than uniques. I mean, surely Bloodcrow had more than two to four men. :P
They also might be arguably more suited to Einar, since Utgar has yet to draft a human no matter how evil they be officially, while Einar has officially drafted at least one villainous human scoundrel.
Euryon
August 9th, 2006, 10:00 AM
Thanks Rhy!
Yeah, it appears they need rather a substantial amount of work. Considering the frustration of the figures themselves (unpainted and rare), I probably wont bother. I wish I could get hold of the Djinn stats though, I worked bloody hard on that custom!
Ach well.
Euryon
August 23rd, 2006, 06:27 PM
Avalon Riddlemaker
Human from Earth; Fights for Vydar
Human
Unique Hero
Captain
Tricky
Medium 5
Life 4
Move 6
Range 1
Attack 2
Defense 2
Focused
You may only place one Turn Marker on this army card each round.
Driven
When you reveal a Turn Marker 1 on this card, add 10 to Avalon's defence until the end of the round.
When you reveal a Turn Marker 2 on this card, add 7 to Avalon's attack or range until the end of the round.
When you reveal a Turn Marker 3 on this card, add 8 to Avalon's move until the end of the round.
100 points
....
Im thinking to use a figure ive seen for eith D&D or MK that had this female girl in black dancing with knives. Her background will be along the lines of a former Krav Maga agent gone vigilante, or something equally silly - but id like to see the KM's developed ;)
Any ideas appreciated for making Driven slightly more interesting...
reapersaurus
August 24th, 2006, 01:42 PM
Are you thinking about this fig?
http://a248.e.akamai.net/f/248/5462/2h/gamingetc.safeshopper.com/images/b90njaug.jpg
If so, that's the Xandressan Diver from MK Uprising.
I'm wondering about Driven - what thematic reason would there be to have the (creative) requirement that she be activated once each turn?
(requirement, because if she isn't, then she'll be a sitting duck with those low base stats and presumably high point cost)
srmalloy
August 24th, 2006, 05:03 PM
Captain James Bloodcrow
Human from Earth; Fights for Utgar
I read this, and I think of a shirt over in the dealer's room here at WorldCon:
Dread Pirate Roberts™
#74356
Ask about franchise opportunities
ChaosChild
August 24th, 2006, 09:30 PM
Avalon is an interesting idea but, if she is your last fig you are at a serious disadvantage (opponents 3 turns to your 1). I agree with Reaper, she costs to much for only 1 activation a round. Her Focused ability limits your strategic options quite a bit.
If you leave her abilities as is, I would lower her cost quite a bit. You could probably combine the 2 powers into 1.
However, I would eliminate Focused and try to balance out Driven so you can use her 3 times a round.
If I think of any ideas, I'll post them. Just none are coming to me right now.
Euryon
September 23rd, 2006, 08:44 PM
Ah, bugger to Avalon. Been thinking of modding 2 or 3 soulborgs ive got lying around - either some Zettians or Omnicrons - maybe merging them together... Hmmm.
Anyway; what I have stat wise is:
Seraphim Shieldbearers
Soulborgs from Alpha Prime; Fight for Jandar
3 Figures
Soulborg
Unique Squad
Guards
Protective
Medium 5
Move: 5
Range: 1
Attack: 3
Defence: 4
Aegis Defence System
When a Seraphim Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on their Army Card. When there are 3 wound markers on the Shieldbearers Army Card, they are destroyed as normal.
Jandar Protector Movement Bonding
Before taking a turn with Seraphim Shieldbearers, you may first move any Protector you control who follows Jandar up to 6 spaces.
100 Points
Some notes; these guys are made with Netherspirits Shieldwalker 7000 (http://i43.photobucket.com/albums/e383/netherspirit/heroscape-shieldgolem.jpg) in mind as a "chosen hero". Therefore there playability is kinda limited, in that for movement bonding to be useful, you wanna play with nethers (halls-placed) custom too... Still I liked it and wanted to give it some "support" (Its one of the few customs I occasionally play with).
I wasnt sure whether to go for all out bonding with Shieldwalker or just movement... Ill tinker with it over time.
Anyway, Ive got some ideas for the figures, and when I have some work on them, ill get Lorax to knock up a card... Though I wanted to throw the idea out for public consumption, if possible.
Please (constructively) criticise!
Jandars_Hope
September 24th, 2006, 06:02 AM
Your customs sure are Creative Euryon!
I like the Predator Custom and the Voidspawn figures!!
Euryon
September 27th, 2006, 05:39 AM
Thanks, JH.
Just wondering if I could get some discussion on the shieldbearers?
Gonna knock up the card soon, so would like any teething problems outta the way if possible...
Rhydderch
September 27th, 2006, 06:04 AM
Thanks, JH.
Just wondering if I could get some discussion on the shieldbearers?
Gonna knock up the card soon, so would like any teething problems outta the way if possible...
Sorry. Wanted some time to consider the card. Anyway I like the combination of abilities but had a quick question concerning their Aegis Defence System. As written it appears they can only receive one wound per attack, regardless of how many wound are inflicted:
When a Seraphim Shieldbearer receives one or more wounds, do not destroy it, instead place a (implying only one) wound marker on their Army Card.
Is this correct? If not you may want to change it to say: instead place one wound marker on their Army Card for every wound inflicted. Also I would consider changing the last sentence to say "all Seraphim Shieldbearers are destroyed" just for clarity's sake. Not too much to say about their movement bonding.
Cost-wise I think they are within the right range. The Brothers Tor (in the Halls display thread) by Imax had a similar defensive ability and two figures. It was about 80 points. The Shieldbearers are a 3 figure squad which benefits from their bond with the (also defensive) Shieldwalker, so I'd expect them to be a little more than the Brothers Tor. Probably 90-100 though without trying them out its hard to tell.
Euryon
September 27th, 2006, 07:03 AM
I see what you mean Rhy... What I want from this power is essentially a squad with life, similar to the Brothers Tor. I'd forgotton they had a very similar power... So maybe it can be reworded somewhat.
Aegis Defence System
When a Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on this Army Card. When there are 4 wound markers on this Army Card, destroy the Shieldbearers.
What this power means mechanically - no matter how many wounds a SB receives in one attack (1, 2, 3 or 10), it will only actually receive 1. When there are 4 wounds on the card, all SB's are destroyed - like a mass short-circuit or overload or something.
This gives them a good "charge" longevity, useful for melee.
I may actually remove the semi-bonding in favour for a special attack or rocket jump, or nothing at all. I think movement bonding with the shieldwalker could make these guys way too powerful.
Another power I been considering, and lemme know what you think about this:
Shield Elevation 5
Any figure you control that is adjacent to a Shieldbearer may roll dice as though it was elevated 5 spaces higher than the Shieldbearer.
or
Omnicron Elevation 5
Any Omnicron Sniper you control that is adjacent to a Shieldbearer may roll dice as though it was elevated 5 spaces higher than the Shieldbearer.
Not sure if I should change the "as though it was elevated 5 spaces higher..." to "as though it has a height advantage.." or somesuch.
Thanks for the discussion Rhy, much appreciated.
Rhydderch
September 27th, 2006, 07:31 AM
Aegis Defence System
When a Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on this Army Card. When there are 4 wound markers on this Army Card, destroy the Shieldbearers.
What this power means mechanically - no matter how many wounds a SB receives in one attack (1, 2, 3 or 10), it will only actually receive 1. When there are 4 wounds on the card, all SB's are destroyed - like a mass short-circuit or overload or something.
Ok that is what I thought based on the previous version of your ability. I just had to check. I think of the simulaneous destruction as a part of their defense system, kind of like they have a shared shield array which can take a number of hits before it is destroyed, along with the Shieldbearers.
Shield Elevation 5
Any figure you control that is adjacent to a Shieldbearer may roll dice as though it was elevated 5 spaces higher than the Shieldbearer.
or
Omnicron Elevation 5
Any Omnicron Sniper you control that is adjacent to a Shieldbearer may roll dice as though it was elevated 5 spaces higher than the Shieldbearer.
I like it thematically but I'm not sure how I feel about it conceptually. It seems odd that the Shieldbearers could elevate 6 adjacent figures at once especially if you include the Huge figures. I think it fits their "Seraphim" name but I'm not sure if it fits conceptually.
Outside of realism (which does not really matter in HS) I prefer the Omnicron Elevation. As I said before the generic elevation is too much. Maybe you could extend it to include any Soulborg who follow Jandar so the Shieldwalker could benefit as well. As for the actual effect I think it makes more sense for "shieldbearers" to give a defensive bonus so I'd probably change the bonus to a defensive one. Maybe even allow them to give a +2 bonus if the figure has height advantage since in my mind the Seraphim should not only have a "carry" ability but also their own ability to protect their allies.
BTW I much prefer a "flight" or elevation power in place of the generic movement bonding. I think it definitely captures the Seraphim name of the figures better. Alternately you could give them an ability to heal other Soulborg but it would be underpowered with other official Jandar Soulborg since none have more than 1 life and probably overpowered with the Shieldwalker.
Thanks for the discussion Rhy, much appreciated.
Anytime... as long as I have time... which I often do not :P Seriously though there have been a lot of customs which I wanted to comment on but never found the time for. Fortunately other conscientious custom designers often say what I want to say so the feedback gets out there anyway :D
Euryon
September 27th, 2006, 08:10 AM
I like it thematically but I'm not sure how I feel about it conceptually. It seems odd that the Shieldbearers could elevate 6 adjacent figures at once especially if you include the Huge figures. I think it fits their "Seraphim" name but I'm not sure if it fits conceptually.
Good point, it'd need rewording to only 1 small or medium figure per Shieldbearer.
Outside of realism (which does not really matter in HS) I prefer the Omnicron Elevation. As I said before the generic elevation is too much. Maybe you could extend it to include any Soulborg who follow Jandar so the Shieldwalker could benefit as well. As for the actual effect I think it makes more sense for "shieldbearers" to give a defensive bonus so I'd probably change the bonus to a defensive one. Maybe even allow them to give a +2 bonus if the figure has height advantage since in my mind the Seraphim should not only have a "carry" ability but also their own ability to protect their allies.
Ok, I reckon Jandar Soulborgs compromises well enough. I preferred Omnicrons over generic myself, really, but thought it was a little too limiting.
As for the extra defence bonus... I'll have to check how the Microcorp agents power is worded (I cant check the official site at work :( )... Or maybe alter it to something like:
Soulborg Elevation 8
Any adjacent medium or small Soulborg you control that follows Jandar may roll dice as though it was elevated 8 spaces higher than the Shieldbearer.
This would make Omni's even more lethal, giving them even more opportunity to get another extra dice (theyd have +2 attack and defence when adjacent to a Shieldbearer who already has 2 spaces height on the targeted enemy...)
BTW I much prefer a "flight" or elevation power in place of the generic movement bonding. I think it definitely captures the Seraphim name of the figures better. Alternately you could give them an ability to heal other Soulborg but it would be underpowered with other official Jandar Soulborg since none have more than 1 life and probably overpowered with the Shieldwalker.
Thanks for the comments again, im not a fan of the healing soulborg thing; at least not for these fella's. ATM im looking at:
Aegis Defence System
When a Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on this Army Card. When there are 4 wound markers on this Army Card, destroy the Shieldbearers.
and
Edit:
Soulborg Elevation 8
Any adjacent small or medium Soulborg you control may roll dice as though it was elevated 8 spaces higher than the Shieldbearer. Each Shieldbearer may only elevate one figure per turn.
Ive updated Elevation again...
Restrictions:
1) Small or Medium
2) Adjacency
3) Soulborg
4) 1 figure per Shieldbearer
Reasoning for wordiness: Though SBs cant die conventionally, they can be chomped, or otherwise destroyed (just not "wounded").
"one figure per turn." means that when ANY turn marker is revealed (not just the SBs), so in my opponents turn 1 I might elevate an adjacent omni, but in my opponents turn 2 I might elevate a Zettian (or whatnot).
Does this make sense?
Rhydderch
September 27th, 2006, 08:21 AM
Microcorp Sighting from the official site:
When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.
Normally I would spin a version of the ability in question but I really need to sleep. The sun will be up soon! Apologies again.
BTW were you the one who made a Saint of Killers custom on HeroscapeHQ? I remember the custom had stats and no abilities, similar to your pirates and shieldbearers, and thought that maybe the Saint of Killers was yours as well.
Euryon
September 27th, 2006, 08:34 AM
I did make a Saint cutom at HQ yeah.
But it did have abilities too... enemies couldnt roll more than 4 defense against him, and he had some sort of special attack that I cant think of off-hand...
reapersaurus
September 27th, 2006, 02:06 PM
Cool!
Its neat to see another squad-shared-life unit. I suggested that mechasnic for IMax's Brothers Tor and I think it's a real neat way to make a life-linked squad.
Except I don;t see why thematically it is appropriate in this case. :shrug: I suggested it to IMax because he was complaining how his Brothers Tor would have 1 figure eliminated, and there went the effectivness of the unit, since it depended on both being alive to be effective.
I don;t see any reason why it should be used on this unit, since their powers aren;t dependant on the others being alive.
As for the original version - I think they;d be worth closer to 40 points than 100. They aren't as strong as the Tarn Vikings, unless I'm missing something..... :?:
Euryon
September 27th, 2006, 03:37 PM
Frenzy isn't dependent on slither, though, is it?
And as these are shieldearers (and will hopefully wield big shields of some form), a defensive special is surely thematic?
Yeah, it could be +2 defence against range or what-not, but I wanted to experiment with something a bit different.
The effect the power has, is that the whole squad remains alive a little longer (and then is obliterated), meaning if/when it gets into melee, it has a stronger punch than most melee units (Tarns, Knights, etc) who may be down to half effectiveness by this point (admittedly, common squads dont suffer quite so bad from this).
Rhydderch
September 27th, 2006, 06:04 PM
Cool!
Its neat to see another squad-shared-life unit. I suggested that mechasnic for IMax's Brothers Tor and I think it's a real neat way to make a life-linked squad.
Except I don;t see why thematically it is appropriate in this case.
Actually I think you're concerned with why it is appropriate mechanically rather than thematically. That was why the Brothers Tor received the ability: without both brothers the squad became very overpowered. The ability was added for the squad mechanic rather than the theme. Thematically it makes less sense for the Brothers Tor to have the ability since it really does not make sense for one Minotaur to receive all 3 wounds and the other dies.
In the case of the Seraphim I envision an elite squad of Soulborg with a connected shield array which has been explored in games and movies before. It makes more thematic sense though there is less of a reason if you consider game mechanics but as Euryon mentioned: Frenzy does not rely on Slither. Speaking of a shared defensive array it would be cool if the ability only worked if the Shieldbearers were all within X spaces of each other but that would be hard to incorporate, I think.
Oh! Example! In SW the Phantom Menace (bad movie but it'll illustrate my point) you have a similar concept in the Gungan war with the Droids. If you recall 4 Droid Tanks set up a defensive perimeter, creating a massive forcefield. That is how I envision the Seraphim Shieldbearers. Only cooler since they are not tied to the SW prequels! =P
I did make a Saint custom at HQ yeah. But it did have abilities too... enemies couldnt roll more than 4 defense against him, and he had some sort of special attack that I cant think of off-hand...
Yeah I know it had abilities. Its what I mean by stats. Anyway I asked because the Dreamblade mini Gun Possessed Killer looks like it could be a good figure to use:
http://www.wizards.com/dreamblade/images/dbm_base_gallery/Gun-Possessed-Killer.jpg
His guns would need to be modded since they are purple! :shock: He is also pretty big: he scales with the Sentinels of Jandar quite well. Other than those quibbles I think he fits the part! Oh the stats you had for the Saint of Killers:
Saint of Killers: Einar
Human
Unique Hero
Saint
Relentless
Medium 6
Life 3
Mo 4
Ra 7
Att 3
De 4
Hell Forged Colts
Figures defending against an attack from the Saint of Killers may not roll more defense dice than the Saint of Killers rolls for his attack. This power does not affect Soulborgs.
Unstoppable
When the Saint of Killers rolls defence dice against an attacking figure, one shield will block all damage.
________________________________
I had different versions for the abilities so I'm not sure which ones were yours and which were my interpretations. Or maybe they were all yours, but at different stages :shrug: I'm not entirely sure: its been awhile.
reapersaurus
September 27th, 2006, 08:12 PM
Well, I don;t know whether it's mechanically inappropriate, or thematically..... I just don;t feel there's any need for this unit to have that particular ability. :shrug:
I don;t get any sense that they should have a shared life (thematically, even tho it's tough without a pic of the figures in question) and I see nothing in the powers that rely on the squad to not be too-quickly reduced in power once one of them dies.
The Brothers Tor only have that ability because their power almost required it - IMax said they were too easily reduced in power once one dies. So I thought a shared-life mechanic would be a perfect solution.
The unique squad's powers called for it.
I see nothing in this squad so far that calls for this ability.
If you want them to be harder to kill, just give them more defense. OR give them Shields of Valor (even though I hate those doubling-abilities). Or give them a Tough ability, or give them a D20 roll to resist damage.
But if you just want them tough to kill, don;t give them an ability that is specifically designed for a unit who's powers are dependant on each of the squad figures to be alive to be effective.
P.S. I don;t understand what you mean by "Frenzy isn't dependent on slither, though, is it? "
Of course it isn;t. I don;t get the connection with the Brothers Tor or this unit, though. :confused:
Thanks for any answer to help me understand.
Rhydderch
September 27th, 2006, 08:55 PM
P.S. I don;t understand what you mean by "Frenzy isn't dependent on slither, though, is it?"
Euryon and I mentioned it because of your rationale for why the Brothers Tor have their ability:
The Brothers Tor only have that ability because their power almost required it - IMax said they were too easily reduced in power once one dies. So I thought a shared-life mechanic would be a perfect solution. The unique squad's powers called for it.
While the Brothers Tor did need the shared life mechanic to make up for their shortcomings, I don't think that precludes any other figure from having a similar ability. To rephrase: Figure X has Abiliy A because Ability B calls for it.
So we used the Slither analogy to show why the Brothers Tor argument seemed so strange to us. If you substitute the Venoc Vipers for Figure X, you get: the Venoc Vipers have Frenzy because Slither calls for it. Pretty silly logic, don't you think? :P
In other words the shared life mechanic (IMO) can stand alone mechanically. It does not have to be tied to other abilities, just like Frenzy can stand independently of Slither. Thematically it is a simple defensive ability. Other examples would include the Spirit Link spell in Warcraft 3 which allows units to share damage, or the combining of mutant or magical powers to create a more powerful shield, as sometimes seen in the fantasy books or the X-Men. Anyway its just my perspective. Shrugs. Maybe I've just seen too many games/cartoons which use the shared life/shield mechanic.
reapersaurus
September 28th, 2006, 01:11 AM
I'm sorry, I'm still not following your example.
I know you know the Brothers Tor's abilities - they are DEPENDANT on both figures to be alive for them to work. (1 Sets Them Up, the other Knocks Them Down) They require the other figure to be on the opposite side of the opponent;s figure to get any benefit from them - once one is eliminated, the abilities are useless, IIRC.
Slither has nothing to do with Frenzy, and neither of them is dependant on the number of figures activated for them to work, and further they are a common squad.
So I'm confused why you are bringing up Slither and Frenzy, when they are not examples of abilities which are dependant on the number of alive figures in the (unique) squad. :confused:
Euryon
September 28th, 2006, 06:25 AM
Ok, first off, im pretty set on the shared life mechanic. Personally, with the unit called Seraphim Shieldbearers, I believe defensiveness is integral to their theme.
Yes, I could give them "Tough" or "Shields of Valour" or whatever, but I decided not to. I decided to give them a "shared life" mechanic because I simply thought "Hey, this hasn't been done too much, and is quite cool, I'll try it out".
The mechanical reason I want them all to stay alive is because I want to give them a different type of sustainabilty - "Shock and Awe" is the stratagem, I believe. Moving into battle with full-force at full-speed. The Shieldbearers, at the moment, I see as versatile - you can hold them back and use them as support for Omnicrons or what-not, or you can send them in as decent melee, with a hearty punch.
Anyway, as for the "Frenzy isn't dependent on slither, though, is it?" question. I think Rhy described it as I meant it, but I'll try it.
You said:
I don;t see any reason why it should be used on this unit, since their powers aren;t dependant on the others being alive.
So, my counter to this was to say "Frenzy isn't dependent on slither". The reason being that why should I make it a rule that ability A and ability B should be thematically/mechanically linked, when the Venoc Vipers, an official much-loved unit, don't prescribe to that rule?
So why should I make "Shared life" dependent on my other power "Elevation", when this is not a documented necessity? Indeed, it's pretty rare when units have powers that work in synch.
I know you know the Brothers Tor's abilities - they are DEPENDANT on both figures to be alive for them to work. (1 Sets Them Up, the other Knocks Them Down) They require the other figure to be on the opposite side of the opponent;s figure to get any benefit from them - once one is eliminated, the abilities are useless, IIRC.
Similarly, were Shieldbearers to die one at a time, the other power would decrease in worth - true, wouldnt be useless - but less worthy.
Thanks for the discussion, though, Reap (and Rhy), I do appreciate it; just in this case, I'm pretty set on the shared life whatsit; if you wanna dig up actual problems with it (past not wanting it :p ), go ahead, but im unlikely to remove it (unless I think of something I prefer).
Rhydderch
September 28th, 2006, 03:29 PM
Thanks for the discussion, though, Reap (and Rhy), I do appreciate it; just in this case, I'm pretty set on the shared life whatsit; if you wanna dig up actual problems with it (past not wanting it :p ), go ahead, but im unlikely to remove it (unless I think of something I prefer).
You're welcome. And I'll go ahead and throw out one other idea as a possible variation of the shared life system. I had started to think about my earlier comment:
Speaking of a shared defensive array it would be cool if the ability only worked if the Shieldbearers were all within X spaces of each other but that would be hard to incorporate, I think.
I decided to give it a go and see what I came up with:
When a Shieldbearer would receive one or more wounds, if it is within 4 clear sight spaces of another Shieldbearer and there are no more than 2 wound markers on this card, do not destroy the Shieldbearer. Instead place one wound marker on this Army Card.
Basically I wanted to capture the idea of a shared shield that required proximity of the figures and DID NOT cause the figures to be destroyed at once. I think it gives the ability the feel of a high power forcefield: it requires too much energy for one Shieldbearer to maintain and can take a certain amount of damage before it is powered down, leaving the Shieldbearers vulnerable to regular damage. Ideally the ability would require all the Shieldbearers to be within 4 clear sight spaces of one another but I decided it would be too weak in that case since it would become useless if one Shieldbearer strayed too far and got destroyed! =P
Anyway this variation is not meant to be an improvement on your original, only a variation. I figured I'd throw it out there in case you wanted something different. Feel free to use it or scrap it =)
reapersaurus
September 28th, 2006, 05:32 PM
So why should I make "Shared life" dependent on my other power "Elevation", when this is not a documented necessity? Indeed, it's pretty rare when units have powers that work in synch.First off, I totally understand and respect the creator's vision in designing a custom. Whatever you think best fits your vision is by definition the best.
I don;t think we're understanding each other about the shared life squad mechanic, though. Let me try again:
I'm not saying you should make Shared Life dependant on Elevation - I'm saying that I came up with the Shared Life ability in response to a particular unique squad unit that DID have linked abilities that were dependant on both figs staying alive.
And I'm saying that I don;t see anything in this Shieldbearer squad that suggests they have abilities that depend on each other.
I'm suggesting that a shared life mechanic for squads should be kept for squads that have a close thematic connection with each other (like Fraternal Twin Brother minotaurs).
Does that make sense?
On a seperate note, a figure pic would really help understand the unit vision.
And Rhydd's suggested force-field within a certain range seems better than nothing.
Again, there are other ways to make squads that are stronger together than apart, but this Is one way to emulate it.
I'd suggest that each Wound counter on the card DO something to the unit - either give it more attack, or less defense, or some effect due to the damage it is taking, until if finally blows up or something interesting. :?:
Just spitballing ideas.....
Euryon
September 29th, 2006, 06:30 PM
Ok, I thought about the "shield within range" whatsit, and that seems a fair adjustment - one that I think improves the unit - not just because I want to appease ;)
I *do* appreciate the criticism and discussion, I want to be clear.
So; a modification/addition:
Seraphim Shieldbearers
Soulborgs from Alpha Prime; Fight for Jandar
3 Figures
Soulborg
Unique Squad
Guards
Protective
Medium 5
Move: 5
Range: 1
Attack: 3
Defence: 4
Interdependent Power Core
After moving, all Shieldbearers that are not within 3 clear sight spaces of another Shieldbearer you control are destroyed.
Aegis Defence System
When a Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on this Army Card. When there are 4 wound markers on this Army Card, destroy the Shieldbearers.
Soulborg Elevation 10
Any Soulborg you control that is adjacent to all three Shieldbearers may roll dice as though it was elevated 10 spaces higher than the Shieldbearer.
100 Points
Now you do need all 3 shieldys, at the trade off that they can elevate any one soulborg you control (DW9k, Q9, etc included) 10 spaces higher (2+ att and def normally). *And* you have to keep them together, else they die off.
Now, however, im concerned that they are simply a 100 point bonus to giving DW9k +2 attack/defense.
Should I give them a little bit of a risk factor by making them ranged (not themed in my eyes), or by increasing their attack to 4 (even 5?) so you can be tempted to rush them in?
If attack is increased, their defense or move might need to come down...
Anyway, given the above revision, thoughts? Suggestions?
ChaosChild
September 29th, 2006, 06:56 PM
I like 3 attack because you essentially have a 4 life hero that can attack in 3 different places at once (better than a hero with triple attack).
For Soulborg Elevation, you might want to specify Shieldbearers height or height of shieldbearers base. Also there is the question of which Shieldbearer you measure that from (since they don't have to be on the same level).
That said, I do like the choice of giving height to a friendly or rushing in with a fairly potent squad. Options are always good.
Rhydderch
September 29th, 2006, 06:59 PM
Ok, I thought about the "shield within range" whatsit, and that seems a fair adjustment - one that I think improves the unit - not just because I want to appease ;)
I *do* appreciate the criticism and discussion, I want to be clear.
So; a modification/addition:
Seraphim Shieldbearers
Soulborgs from Alpha Prime; Fight for Jandar
3 Figures
Soulborg
Unique Squad
Guards
Protective
Medium 5
Move: 5
Range: 1
Attack: 3
Defence: 4
Interdependent Power Core
After moving, all Shieldbearers that are not within 3 clear sight spaces of another Shieldbearer you control are destroyed.
Aegis Defence System
When a Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on this Army Card. When there are 4 wound markers on this Army Card, destroy the Shieldbearers.
Soulborg Elevation 10
Any Soulborg you control that is adjacent to all three Shieldbearers may roll dice as though it was elevated 10 spaces higher than the Shieldbearer.
100 Points
Now you do need all 3 shieldys, at the trade off that they can elevate any one soulborg you control (DW9k, Q9, etc included) 10 spaces higher (2+ att and def normally). *And* you have to keep them together, else they die off.
Now, however, im concerned that they are simply a 100 point bonus to giving DW9k +2 attack/defense.
Should I give them a little bit of a risk factor by making them ranged (not themed in my eyes), or by increasing their attack to 4 (even 5?) so you can be tempted to rush them in?
If attack is increased, their defense or move might need to come down...
Anyway, given the above revision, thoughts? Suggestions?
I like the Interdependent Power Core and revised Elevation ability. I'm not sure if they are worth 100 points right now though. Any chance you can make them large instead of medium? At the moment they seem awfully susceptible to destruction by Grimnak or any of the other heroes with abilities which can automatically destroy a small or medium figure, especially since their Power Core is a VERY big weakness. Grimnak only needs to chomp two of them and the third will die on its own, and if they are spread apart, there is a chance Grimnak can chomp one and kill all three!
Raising for attack or lowering their cost would be a good idea, IMO.
Euryon
September 29th, 2006, 08:54 PM
Chaoschild - Good eye, that man!
I'll have to make them on the same level, would be bloody awful to word otherwise.
Rhy - I can't really make them large, as they'll be modified Zettians most likely. I can see Grimnak being a good counter to these guys. TBH though, Grimnak is hardly ever drafted nowadays by any of my fellow scapers. He's too weak and too expensive... I like the potential devastation he could do. Saying that, it does highlight that they are perhaps too expensive (or need boosting a little).
Ok, decided on 75 points, plus some rewording. Hopefully will knock out a card this weekend.
Seraphim Shieldbearers
Soulborgs from Alpha Prime; Fight for Jandar
3 Figures
Soulborg
Unique Squad
Guards
Protective
Medium 5
Move: 5
Range: 1
Attack: 3
Defence: 4
Interdependent Power Core
After moving, all Shieldbearers that are not within 3 clear sight spaces of another Shieldbearer you control are destroyed.
Aegis Defence System
When a Shieldbearer receives one or more wounds, do not destroy it, instead place a wound marker on this Army Card. When there are 4 wound markers on this Army Card, destroy the Shieldbearers.
Soulborg Elevation 10
Any Soulborg you control that is adjacent to all three Shieldbearers may roll dice as though it was elevated 10 spaces higher than the Shieldbearers' base. All Shieldbearers must be on the same level.
75 Points
Euryon
October 1st, 2006, 09:42 AM
Ok, heres the latest version, actually in a card!
The figures are just Zettian Guards, slightly repainted (more tone and red to blue), their chain guns are removed and replaced with spare Warhammer Hexagonal bases (like, 10 for a dollar or something), and some old chain-swords I had lying around attached to signify they're clearly melee.
http://i11.photobucket.com/albums/a167/Euryon/seraphim.jpg
Comments and criticisms appreciated.
justjohn
October 1st, 2006, 01:03 PM
Very cool squad. Interdependent Core and Aegis Defense System play off of eachother quite well.
The figures themselves are nice little whip-ups. Good use of all your spare bitz.
One thing, though; will you be remaking this card? It looks ok, but just nowhere on par with all of your other innovative cards (asesthicly speaking).
Cool unit though.
Euryon
October 1st, 2006, 01:22 PM
Thanks :)
No, I doubt it'll be remade. Lorax (my rl brother) does all the nifty photoshopping, but he's lost a lot of interest in HS customs really. Theres a couple of semi-finished customs i may finish off and release, though. By myself, I have to stick to the basic format, alas.
Euryon
October 1st, 2006, 02:42 PM
Whilst i'm here then, heres a nice looking card I finished off... Figure is, unfortunately, a paint-it-yourself.
http://i11.photobucket.com/albums/a167/Euryon/slaineNEW1.jpg
And to keep the Shieldys discussion going..
http://i11.photobucket.com/albums/a167/Euryon/seraphim.jpg
reapersaurus
October 1st, 2006, 03:08 PM
Slaine is a work of art.
It's a tragedy that Lorax has lost interest in custom HS works of art. :(
He feels like he'd be better at 70 points, though. He's only a 3/4 with 4 Life (probably 40 points to start with) and he gets a bit of defense as he gets wounded, and he's good against one general's figures (situational).
Karkadinn
October 1st, 2006, 04:06 PM
Hmm, where can we buy some chainswords? ;)
I'm rather amused that you chose to have 3 figures in a squad that's a repaint of a 2 figure squad. So people have to buy 2 spare master sets if they still want to keep 1 squad of Zettians, and even then there's one figure left over. o.O IMHO you should just make it a nice even 4 figures. It'd match the wounds, too, and I personally don't think it'd make them overpowered with their mediocre stats.
Euryon
October 1st, 2006, 06:11 PM
Reaper: I see what you mean... Originally I had him with an extra life (5) and 4 attack, but I toned it down for some unknown reason. Instinctively I wanted to give him a primary stat - like Drake has his high attack, ne-gok-sa his defence, Syv his range... It sorta comes in with his growing defence, but it's not too beneficial in the long run. I was tempted to give him that one-wound per attack thing Crixus (I think) has, or a modification thereof...
EG;
Riastradh
Slaine receives an extra defence die for each wound he has. He may only receive one wound per attack. (reworded to be more canon...)
Reckon that would help justify his cost? I want him to be a medium-high cost hero - if youve read any of the comics from 2000AD, youd probably agree he is one bad-ass mother who could ***** slap Shaft in coolness.
And yeah, its annoying about my bro. I'll try and get him back into the swing of things... Ive got a few hald cooked ideas id like to work on in the near future...
And Kark - well I only have 3 spare zettians (other one has dissapeared), though for the sake of the card I can easily enough stick another one in. Either that, or I could make a kinda hero to go with them out of the fourth. Use those spare chain guns..... Hmmm., thats not a bad idea acutally ;)
As for chainswords... look for sprue's on eBay I imagine. If youve got a games workshop nearby you could ask the staff if they have some spare (They probably will...) as "My Chaos Space Marines im converting into Possessed Marines need some extra melee power and ive run out of chainswords..." or somesuch ;)
Euryon
October 2nd, 2006, 07:26 AM
The fourth zettian, then ;)
Avatar XI
Soulborg from Alpha Prime; Fights for Jandar
Soulborg
Unique Hero
Sentinel
Precise
Medium 5
Move: 5
Range: 7
Attack: 4
Defence: 3
Life: 5
Arc of Fire
Range 10. Attack 3.
After attacking with the Arc of Fire Special Attack, you may place a wound marker on Avatar's army card and use the Arc of Fire again. Avatar does not need a clear line of sight to use his Arc of Fire Special Attack,
Jet Propelled Escape
When an opponents figure moves adjacent to Avatar XI, you may immediately leave the engagement without taking any engagement attacks. Avatar XI may move up to 6 spaces away.
80 Points
dickflea
October 2nd, 2006, 07:39 AM
Nice work... i especially like the celestial wyrm cause it's freaky looking.
Euryon
October 2nd, 2006, 07:32 PM
Well, as discussion seems lacking, I'll post one Ive been working on - now this is my first attempt at Photoshopping a card (Lorax didnt do any of it, other than take the pic of the fig).
http://i11.photobucket.com/albums/a167/Euryon/TARN.jpg
Essentially, its a kinda boost to the Tarns, which I always feel are a bit cheated of their coolness. A Tarn is a frozen lake or something, but I took some licence and made it a Wolf totem god they worshipped ;)
Any thoughts welcome.
Plus, do the powers make sense, are they balanced, and is he costed appropriately?
Rhydderch
October 2nd, 2006, 08:02 PM
Avatar XI looks fun. Jet Propelled Escape is definitely an interesting ability. I think you should add a D20 roll for it however. Otherwise he would have effective immunity to melee attacks as he could always move away. Arc of Fire looks nice though I'm not sure why the Avatar receives wounds when it uses the ability.
Tarn looks like fun. I like the Bestial Rampage ability. I had toyed with similar ideas. It creates a problem with the extent Spirit powers however so you may want to go with markers instead. Also he looks overcosted to me. With only 1 Life there is a high chance he will die before he can destroy a figure. I would suggest you give him at least 3 Life for his cost.
netherspirit
October 2nd, 2006, 08:03 PM
March 10th? You crazy brit!
I think you can remove the sentence about the figures on his card adding +1 to his life.
Euryon
October 3rd, 2006, 06:28 AM
Rhy: Jet Propelled Escape - yeah, some sort of limitation on it is fair. Ill work on it a bit later. Arc of Fire - I wanted to have the wounds so you CAN use it a few times if you need to, but you dont have to (you can use it once per turn to no harm). Maybe i'll change it a little.
Good call on spirit powers. I'll have to convert some of those spare wound markers, I reckon. I know he's fragile, but rather than increasing life (which will get confusing with other markers - if he receives 1 wound, then kills an enemy, then takes 2 wounds, and so on....) I might give him the ability to take a turn as soon as he spawns, and lower his points a little.
Nether: 3rd of October!
And good eye - that sentence isnt necessary at all. I will reword it later this evening. Ta.
Rhydderch
October 3rd, 2006, 06:44 AM
Rhy: Jet Propelled Escape - yeah, some sort of limitation on it is fair. Ill work on it a bit later. Arc of Fire - I wanted to have the wounds so you CAN use it a few times if you need to, but you dont have to (you can use it once per turn to no harm). Maybe i'll change it a little.
Maybe you could require the player to remove a numbered order marker to attack again. I expect it might take a long time to reload such a long range arc weapon. Also you have an extra "a" in the Arc Fire ability description: Avatar does not need (a) clear line of sight...
Good call on spirit powers. I'll have to convert some of those spare wound markers, I reckon. I know he's fragile, but rather than increasing life (which will get confusing with other markers - if he receives 1 wound, then kills an enemy, then takes 2 wounds, and so on....) I might give him the ability to take a turn as soon as he spawns, and lower his points a little.
I think allowing Tarn to take a turn when he is placed is appropriate. Gives him a chance to get some markers before he is attacked! I think you could increase his move to 7 as well since the figure looks quite fast and it would fit the Tarn Viking charge theme IMO. I would definitely lower the price. For an extra 10 points you could get the Obsidian Guards which would give you 3 figures with similar stats. And the Obsidian Guards are considered overcosted when no lava is available.
I think allowing Tarn to attack immediately and lowering his cost to common hero range (25-50) would be a good idea. Unless he is up against a Venoc army he will be hard pressed to get much more life than he loses, I think.
Oh yeah the Tarn card looks nice BTW. I like the simple white layout =)
Euryon
October 3rd, 2006, 07:23 AM
Maybe you could require the player to remove a numbered order marker to attack again. I expect it might take a long time to reload such a long range arc weapon. Also you have an extra "a" in the Arc Fire ability description: Avatar does not need (a) clear line of sight...
Hmmm. Not sure where to go with this... Maybe a change altogether...
Arc of Fire
Range 8. Attack 3.
Choose two figures within range that are within 8 clear sight spaces of each other. All figures within range that are within 5 clear sight spaces of both the two chosen figures are affected by the Arc of Fire special attack. Figures roll defence dice separately.
and
Jet Propelled Escape
When an opponents figure moves adjacent to Avatar XI, roll the 20 sided die. If you roll 11+, you may immediately leave the engagement without taking any engagement attacks. Avatar XI may move up to 6 spaces away.
I think allowing Tarn to take a turn when he is placed is appropriate. Gives him a chance to get some markers before he is attacked! I think you could increase his move to 7 as well since the figure looks quite fast and it would fit the Tarn Viking charge theme IMO. I would definitely lower the price. For an extra 10 points you could get the Obsidian Guards which would give you 3 figures with similar stats. And the Obsidian Guards are considered overcosted when no lava is available.
Originally I had his move at 7, but changed it 'cause I thought it may be too much. But I think its fair to up it again....
So,
Viking Protection
You may only draft Tarn if you already control the Tarn Viking Warriors. Do not place Tarn on the battlefield at the start of the game. Instead, when the last Tarn Viking you control is destroyed, place Tarn in a space adjacent to where that Viking was. You may immediately take a turn with Tarn when he is placed on the battlefield.
With that and the move up to 7, I reckon he can be re-costed at about 60 points. I'll try and properly playtest him at the weekend to see how fair it feels - so we'll see. Thanks for the input.
I think allowing Tarn to attack immediately and lowering his cost to common hero range (25-50) would be a good idea. Unless he is up against a Venoc army he will be hard pressed to get much more life than he loses, I think.
Oh yeah the Tarn card looks nice BTW. I like the simple white layout =)
Thankee-sai.
Euryon
October 3rd, 2006, 03:50 PM
Updated Tarn:
Increased move, modified Viking Protection (changed name and added the "immediate turn" bit), modified Bestial Rampage slightly, reduced points.
Blood markers are just spare wound markers modified slightly ;)
http://i11.photobucket.com/albums/a167/Euryon/TARN-1.jpg
(Shieldbearers to follow)
reapersaurus
October 3rd, 2006, 04:32 PM
1) Great idea for a custom.
2) Like the card design/scheme.
3) If you make Tarn's game emtry dependant on your opponent killing off the last of a Unique Squad, than you make Tarn unplayable, IMO.
I know I'd be happy to leave you one piddly Tarn Viking in play, thereby robbing you of being able to play a unit you spent precious draft points on.
If you have your Tarn Viking commit suicide so Tarn can enter the game, that certainly doesn;t feel right.
4) If you simply said that each figure on his card is +1 Life (like the beginning of your first version), you'd be set. You don;t need the following sentences that specify what happens when you take a wound, since by definition that's what Life is/does.
You could remove the Blood MArkers, too.
5) What figure is Tarn?
6) Thought of a possible name for the first ability:
"Warrior's Revenge"
Euryon
October 3rd, 2006, 05:39 PM
1) Thanks.
2) Thanks.
3) Yeah, I thought about that, but I wasnt sure how else to do it to make it work thematically. I know it could be placed at the beginning, but it takes the flavour away IMO. The only other alternative I thought of was kinda of reverse-engineering.
"After moving the Tarn Viking Warriors, roll the 20 sided die. If you roll an 11+ place Tarn adjacent to any Viking Warrior you control."
...or something. That, alas, makes it possible Tarn wont come into play.
Hmmm. On further thought;
"When a Tarn Viking Warrior you control is destroyed, you may replace all Viking Warriors you control with Tarn. Place Tarn adjacent to one of the Viking Warriors, then remove all remaining Vikings."
That allows you to either sacrifice up to 3 living vikings quite safely, or get more use out of them, but run the risk of having to get one pesky viking killed. At least then if it backfires, its your responsibility... More strategic, too. I'll have a shot at rewording that a little later.
4) Yes, true, but it runs into problems with Finn, Thorgim, and possible future figures.
5) Mage Knight Omens - Frost Wolf 011 (I got it off ebay for a couple bucks about 9 months ago)
6) Ok... I kinda like Lycanthropic Spirit though! (Or some variation thereof). I'll think on it, though. Ta.
reapersaurus
October 3rd, 2006, 06:59 PM
3) I really like that idea/choice - and it'll save you a few points - you can make Tarn a bit cheaper with that sacrifice cost.
4) I LIKE that it takes away from Finn & Thorgrim - it's either one or the other - since Tarn trumps Finn and Thorgrim, he doesn;t allow the opponents' Viking spirits to benefit any other people.
6) I just don't get a Lycanthrope vibe from him - I get more of a "totem animal" vibe, valiant wolf spirit.
That's not Lycanthropy at ALL, IMO - lycanthropy is a dreaded disease - not anything Valiant.
Eclipse
October 3rd, 2006, 07:18 PM
Cool custom. My only question is why you place Tarn adjacent to the last TVW killed rather than on the space that Tarn occupied. I assume that figure is transforming, so he shouldn't move a space. Also, I could see a problem where someone surrounds the last Tarn Viking on all 6 sides (or if he's pinned in a corner or something) and kills him. Where would you place Tarn then?
Euryon
October 3rd, 2006, 07:25 PM
3) Ok, I'll probably go with that. I'll work on it more tommorow.
4) That may be, but I think it kind of neuters "official" powers. I shouldnt think Craig or Rob would do anything that over-wrote an existing power, especially to the effect it makes that unit very over-priced. I see what you mean, but I don't wanna go there. I'd rather it be wordy and a little mechanical than have those sort of side effects. Just my preference ;)
6) Yeah, I know what you mean. Couldnt find a better word for it though; and lycanthropy, mythologically, is the change of one substance into another wolf-like substance; as opposed to an american werewolf in london or somesuch. But, true, it could be reworded. Warriors Revenge.... Hmmm. Ulfhedner is the word for a berserker who had the wolf as his totem, as opposed to a bear. Well, not totem - a Berserker wore bear pelt, a Ulfhedner wore Wolf pelt. So, really, these vikings are neither, although they can go berserk, kinda. Still who cares? I'll research it some.
Euryon
October 3rd, 2006, 07:30 PM
Cool custom. My only question is why you place Tarn adjacent to the last TVW killed rather than on the space that Tarn occupied. I assume that figure is transforming, so he shouldn't move a space. Also, I could see a problem where someone surrounds the last Tarn Viking on all 6 sides (or if he's pinned in a corner or something) and kills him. Where would you place Tarn then?
I did have a reason for this... Oooh. If Jotun threw your last Viking onto lava, that'd be bloody annoying. It'll be changed to any of the vikings, but I can make it on the space, or adjacent.
Rhydderch
October 3rd, 2006, 07:39 PM
If you go with the option to allow the player to remove all the Vikings to bring Tarn into play, maybe you could allow the player to place a Blood marker on his card for every Tarn you remove so:
1 Tarn is destroyed. You remove the other 3 to place Tarn into play. Tarn starts with 3 Blood Markers.
Euryon
October 3rd, 2006, 07:52 PM
Ahhh, the joys of discussion.
Thats a good suggestion, Rhy. Thanks. I'll have a pop at incorporating it, I think.
"You may only draft Tarn if you already control the Tarn Viking Warriors. Do not place Tarn on the battlefield at the start of the game. Instead, when a Viking you control is destroyed, you may replace all Vikings you control with Tarn. Place Tarn in place of, or adjacent to, one of the Vikings, then remove all remaining Vikings. For each Viking removed in this way, place a blood marker on this card."
How does that seem now chaps?
Given that, though, I ought to put a limit on how many blood counters can go on the card, shouldnt I? He could get disproportionately powerful otherwise, especially if he spawns in amongst 2 squads of vipers....
reapersaurus
October 3rd, 2006, 08:05 PM
I thought you were gonna give him more than 1 starting life? I agree that's a problem, for him to start with only one life. Heck, he could easily be dead BEFORE his first turn, if he pops up in the middle of a squad's turn.
If you put a cap on the Blood Markers, just bump up his starting life and factor it all in.
What point cost range do you WANT Tarn to be around?
Euryon
October 3rd, 2006, 08:53 PM
"You may only draft Tarn if you already control the Tarn Viking Warriors. Do not place Tarn on the battlefield at the start of the game. Instead, when a Viking you control is destroyed, you may replace all Vikings you control with Tarn. Put Tarn in place of, or adjacent to, one of the Vikings, then remove all remaining Vikings. For each Viking removed in this way, place a blood marker on this card. When Tarn is placed on the battlefield, he may immediately move up to 7 spaces."
Ok... I dont want to give him more than 1 start life. The blood counters give him a sort of regenerative ability that can be high to start with at the sacrifice of the Vikings, or low if they prove useful.
I gave him an insta-move which should enable him to get out of the way of most trouble - if even then he's stuck within range and dies... Well, shucks. Cant be lucky every time.
If I *dont* cap his markers, cant you see him becoming more or less broken? I remember playing Magic the gathering 1st edition, and the "Wall of Fire" was worded so when you tapped red mana, you gained +1 attack - except it was permanent, so you could tap 5 mountains each turn and keep adding 5 attack, cumulatively. This wasnt intended, but it broke the card becuase it wasnt clear.
I know thats a bit different, but my point is, I feel the ability to regenerate the life is enough, but making it so he can theoretically get dozens of life, and also regenerate them, mixed with good attack, defence and move, means he could become a nightmare hero.
I think a maximum of 5 or 6 blood markers (so he can have about 6 life total, including his real 1 life), with the potential to start with 3 already on him.
As for points... not too bothered, higher than 50 but not more than 150. Id rather he felt right and was then costed, rather than choosing a bracket and fitting him into it, if that makes sense.
Euryon
October 5th, 2006, 06:51 AM
Bugger, I gotta update these cards. Will do it over the w/e hopefully.
Anyway, another fig I've been thinking about...
Stalingrad was not a battle; Stalingrad was a war in itself - a mere skirmish would average more than a hundred casualties. Stalingrad turned boys into men, and men into corpses. The battle for Gestevsky Square was a massacre; over a thousand Soviet soldiers charged a heavily fortified German position. Consistently mown down by machine guns, the soldiers had no escape; Nazi's to the front, and political officers to the rear.
It was one of those politicals, Commissar Kirov, who turned the tide. His relentless authority instilled a terrified morale into his troops - his was the only platoon to break the enemy lines that day.
Comrade Commissar Kirov donated all his troops rifles to another platoon, and armed them with jars full of gasoline.
Under the cover of smoke, Kirov's troops stormed the Nazi lines, burning the Hun from their holes, and broke through. At this moment of victory - as his fellow Soviet comrades charged to his aid, a massive artillery barrage - from Russian guns - wiped out those courageous Soviet troops.
Drawn by the blood and fire, Einar watched the battle of Stalingrad, and noticed the innovative gall of Kirov, and chose him as a suitable servant in his fight to control the wellsprings.
Commissar Kirov
Human from Earth; Fights for Einar
Human
Unique Hero
Soldier
Commanding
Medium 5
Move: 5
Range: 5
Attack: 3
Defence: 4
Life: 5
Molotov Cocktail
Range 4. Lob 10. Attack 3.
Choose a figure to attack with the Molotov Cocktail special attack. You do not need line of sight on that figure. If that figure receives a wound, but is not destroyed, place a Burn Marker on its Army Card. Any figure with a Burn Marker on their Army Card must roll for Burn Damage at the start of their turn by rolling the 20-sided die. If they roll 11+, that figure receives a wound. When a figure moves into a water space, remove all Burn Markers from their Army Card.
No Retreat
Any friendly figure that ends its turn adjacent to Commissar Kirov may move up to an additional 4 spaces. If they remain adjacent to Kirov, that figure receives a wound.
80 Points
Discussion appreciated :D
(I will post pics of a fig pretty soon)
netherspirit
October 5th, 2006, 07:25 AM
Interesting, can't wait to see the figure.
One thing, I think you should reverse the result of the d20. If you keep it with them getting a wound with 11+ you are negating any bonuses they might receive from Glyph of Lodin or other powers. I think you should make if they roll 10 or less. Generally good things happen with high rolls, bad things happen with low rolls. Just my :2cents:
Euryon
October 5th, 2006, 08:18 AM
Ah, good idea, thanks Nether.
toddrew
October 5th, 2006, 09:00 AM
I like Commissar Kirov's card, especially the "No Retreat" special ability. That sounds like a fun one.
One suggestion is to either bump his normal attack up to 4, lower his SA to 2, or put a limit on the number of burn markers Kirov starts the game with. Right now, there's no reason (that I can think of anyway - maybe attacking Krug early or something) for Kirov to use a normal attack.
Also, Molotov Cocktail may warrant a boost in cost. With the current wording, this ability would be great against one life figures (i.e. DW's and squaddies). I'll read through the text again, but it also needs to be hashed out how to keep track of which squad member is affected - maybe instead of a marker use a pedestal of small height (about 1/3 tile height or the like) that the figure's base fits into...or just have the ability affect unique heroes.
EDIT: forgot to mention: great bio!
netherspirit
October 5th, 2006, 09:33 AM
I like Commissar Kirov's card, especially the "No Retreat" special ability. That sounds like a fun one.
One suggestion is to either bump his normal attack up to 4, lower his SA to 2, or put a limit on the number of burn markers Kirov starts the game with. Right now, there's no reason (that I can think of anyway - maybe attacking Krug early or something) for Kirov to use a normal attack.
Also, Molotov Cocktail may warrant a boost in cost. With the current wording, this ability would be great against one life figures (i.e. DW's and squaddies). I'll read through the text again, but it also needs to be hashed out how to keep track of which squad member is affected - maybe instead of a marker use a pedestal of small height (about 1/3 tile height or the like) that the figure's base fits into...or just have the ability affect unique heroes.
I think you might reading the power wrong. How does a one life figure receive a wound and not get destoryed? Its really only good against Heroes.
srmalloy
October 5th, 2006, 10:07 AM
I would edit the 'No Retreat' ability to read "If Kirov does not move, and they remain adjacent to Kirov without making an attack, that figure receives a wound." That more appropriately represents the 'encouragement' that the commisars applied to units. Otherwise, you could have Kirov advancing, and units advancing with him, but being destroyed because they were still adjacent to Kirov at the end of the turn, or figures engaged in combat that get destroyed for not advancing.
Another special ability that could represent the commissars' role in driving troops forward would be "Before taking a turn with Commisar Kirov, you must take a turn with all figures adjacent to Kirov." Making the turn mandatory and on a figure, rather than squad, basis changes the flavor enough to distinguish it from all of the "You may take a turn with any [unit type] you control" abilities.
toddrew
October 5th, 2006, 10:08 AM
I think you might reading the power wrong. How does a one life figure receive a wound and not get destoryed? Its really only good against Heroes.
That's what I get for posting while getting three kids up :oops:
Euryon
October 5th, 2006, 11:50 AM
I like Commissar Kirov's card, especially the "No Retreat" special ability. That sounds like a fun one.
Thanks :)
One suggestion is to either bump his normal attack up to 4, lower his SA to 2, or put a limit on the number of burn markers Kirov starts the game with. Right now, there's no reason (that I can think of anyway - maybe attacking Krug early or something) for Kirov to use a normal attack.
Ok, thats a fair point. I may increase his range, though. With height advantage, if he isnt too close to enemies, his range attack will be his primary weapon (a single attack of 4 at 7 range is mediocre, I know, but its better than a kick in the teeth).
Also, Molotov Cocktail <snip>...or just have the ability affect unique heroes.
As Nether rightly pointed out, I didnt want to make it so it could JUST attack heroes, but I wanted the "burn" effect to differentiate it from grenades (plus, theres only 1 molotov per turn, as opposed to 4 in a go), and I knew it didnt work on squaddies. So I worded it as that effect ;) Thanks for taking the time to wonder though.
forgot to mention: great bio!
Thanks. Whilst I know a decent amount about Stalingrad, its one of my fave battles, as far as I know, Gestevsky Square is fictional and molotovs werent used with any specific effect in the manner described by me.
I would edit the 'No Retreat' ability to read "If Kirov does not move, and they remain adjacent to Kirov without making an attack, that figure receives a wound." That more appropriately represents the 'encouragement' that the commisars applied to units. Otherwise, you could have Kirov advancing, and units advancing with him, but being destroyed because they were still adjacent to Kirov at the end of the turn, or figures engaged in combat that get destroyed for not advancing.
Whilst I agree it is more "flavoured", in that not attacking causes the commissars ability, and signifies the commissars staying at the rear, it doesnt do what I really want it to do. Well, I suppose it does kinda, but I dont see anything particularly wrong with how I have it. Maybe I could amend it to something like:
Any friendly figure that ends its turn adjacent to Commissar Kirov and did not attack may move up to an additional 4 spaces. If they remain adjacent to Kirov, that figure receives a wound.
It includes the non-attackiness of it; though I dont feel its really necessary to limit Kirov to not moving too. Thanks for the suggestion though.
Another special ability that could represent the commissars' role in driving troops forward would be "Before taking a turn with Commisar Kirov, you must take a turn with all figures adjacent to Kirov." Making the turn mandatory and on a figure, rather than squad, basis changes the flavor enough to distinguish it from all of the "You may take a turn with any [unit type] you control" abilities.
Yeah, but that could be VERY abused! If you start the game with Theracus, Brunak, Saylind, a highlander, an orc... You can chain bond, mass carry, and so on. I expect you meant "move" (not take a turn), but even then, thats a LOT of potential free deployment - even if limited to just small or medium figures, too. Allows 6 figs to do something for free. I see the theme of the ability, but I cant see a way as to make it really HS functional. It could be downscaled and modified, but most likely end up as a similar version of bonding or movement bonding.
Thanks to all of you for offering things to discuss.
Euryon
October 5th, 2006, 12:41 PM
An updated Tarn... Should be the final version unless i've missed something silly...
http://i11.photobucket.com/albums/a167/Euryon/TARN-2.jpg
LilNewbie
October 5th, 2006, 12:49 PM
Sweet! Tarn is awesome! Good choice of fig too.
Newb.
Euryon
October 5th, 2006, 01:07 PM
Thanks Newb.
And heres an initial version of Kirov.
The figure im using at the moment is from the Gotterdamerung game; the sales page can be found here (http://www.monolithdesigns.co.uk/gotter.htm). The figure is "Russian NKVD Officer", code GOTT041.
http://i11.photobucket.com/albums/a167/Euryon/CommissarKirov.jpg
I may try and mod an AE too look more russian, but not sure how well I can do it. We'll see.
Hmmm. I have a feeling this guy is way under-priced. He's significantly better than Denrick... I may modify his defence down a little to even the scales, I think. Or cost him up. I dont want him to be too much; Soviet troops scream "cheap" to me ;)
srmalloy
October 5th, 2006, 03:22 PM
Another special ability that could represent the commissars' role in driving troops forward would be "Before taking a turn with Commisar Kirov, you must take a turn with all figures adjacent to Kirov." Making the turn mandatory and on a figure, rather than squad, basis changes the flavor enough to distinguish it from all of the "You may take a turn with any [unit type] you control" abilities.
Yeah, but that could be VERY abused! If you start the game with Theracus, Brunak, Saylind, a highlander, an orc... You can chain bond, mass carry, and so on. I expect you meant "move" (not take a turn), but even then, thats a LOT of potential free deployment - even if limited to just small or medium figures, too. Allows 6 figs to do something for free. I see the theme of the ability, but I cant see a way as to make it really HS functional. It could be downscaled and modified, but most likely end up as a similar version of bonding or movement bonding.
Changing the wording from 'any figure' to 'any squad figure' eliminates the hero abuse. And if you really wanted to get the flavor of the WWII Soviet commissars, you could word it like "Before taking a turn with Commissar Kirov, you must take a turn with all squad figures adjacent to Kirov. Any such figure that does not attack before is destroyed." That makes Kirov a two-edged sword -- useful to push troops the last step into combat, but useless for free deployment before then -- not to mention limiting your initial placement, since any squad figures that don't move away from Kirov before his first turn will die if they can't attack immediately.
I note that the Götterdammerung figures are 1/48, listed as '36-40mm'; that seems a little outsize compared to the 25/28mm HeroScape figures.
Point Blanks
October 5th, 2006, 03:33 PM
A Commie Basketball player/ Commando? :lol:
Euryon
October 5th, 2006, 03:47 PM
Changing the wording from 'any figure' to 'any squad figure' eliminates the hero abuse. And if you really wanted to get the flavor of the WWII Soviet commissars, you could word it like "Before taking a turn with Commissar Kirov, you must take a turn with all squad figures adjacent to Kirov. Any such figure that does not attack before is destroyed." That makes Kirov a two-edged sword -- useful to push troops the last step into combat, but useless for free deployment before then -- not to mention limiting your initial placement, since any squad figures that don't move away from Kirov before his first turn will die if they can't attack immediately.
I note that the Götterdammerung figures are 1/48, listed as '36-40mm'; that seems a little outsize compared to the 25/28mm HeroScape figures.
Ok, but still, if I have a Knight, a highlander, an blade grut, an arrow grut, and god knows what else adjacent to Kirov, it allows them to use their special abilities and bond.
Now, yes it could be reworded to: (I changed some bits to my preference)
After moving Kirov, you must move and attack with all squad figures adjacent to Kirov. Any figure that moved but does not attack before the end of Kirov's turn, is destroyed.
Nevertheless, used only to half-effectiveness, this amounts to reverse bonding. Whilst it doesnt allow chain effects, it could be a bit too powerful, I really think.
Besides, the squad im thinking about giving this fella are most likely going to bond with him anyway....
I appreciate your imagination, but at the moment im gonna stick with my version. Its not as interesting, but its less complicated, and works into my grand scheme of things a little more atm. Though I will probably have another think on it later.
As for the scale of the figs - I would like to be able to convert some regulat HS figs, as I said originally, but that depends on time. For the aesthetics of the card, that bloke seems to work ok.
Euryon
October 5th, 2006, 05:25 PM
Well, because Ive got nought else better to do tonight, heres a take on a squad for Kirov.
I think i shall have a wee break for the weekend and not churn out anything new... Quite a bit of stuff recently.
http://i11.photobucket.com/albums/a167/Euryon/KirovsPlatoon.jpg
Anyway, this is 3 of the AE repainted and slightly remodelled. A lava tile is used for the flame tile, obviously ;) Decided to go against bonding with Kirov, as he semi movement bonds with them (or anyone else) anyway.
PS: I know the red star isnt particularly true-to-life for the soviet troops, but its a pretty recognisable commie symbol, and is noticeable even when HS size.
Jandars_Hope
October 5th, 2006, 05:31 PM
Your Tarn Custom is cool Euryon!!
Euryon
October 6th, 2006, 10:46 AM
Thanks, JH. A cheap and easy fig to get hold of, too.
Euryon
October 8th, 2006, 09:01 AM
Updated version of the Conscripts...
Made them common (just fits better with Soviets ;) )
Changed the special a little so it works slightly better.
Increased points to 70 - they were a cheaper, better Roman Archers previous. Max of 2 attacks balances the extra defence and Special Power advantages, I think..
http://i11.photobucket.com/albums/a167/Euryon/KirovsPlatoon-1.jpg
Am still concerned over wording in the bombardment - *how* does the tile physically block LoS? (Smoke is fine in imagination, but could prove pesky - any suggestions?)
And the 2 dice for adjacent figures probably needs to be clearer (as to whether its 2 dice per fig, or 2 dice once, and all figs roll against it, which is what I mean)
And Kirov...
Still cant find a decent fig to use. Will probably do some drastic remoddelling of an AE, I think. Sucks because I want to give him a different hat (a flat officers hat; not a helmet)... We'll see.
http://i11.photobucket.com/albums/a167/Euryon/CommissarKirov.jpg
ArchonShiva
October 8th, 2006, 09:38 AM
Updated version of the Conscripts...
Okay, I like 'em so I'll take them on...
I absolutely love the weapons shortage.
The phrasing of the "grenade markers" gave me the impression that if you had two cards, you got six molotovs. This might be a problem.
Being able to make three attacks in a turn might turn out too powerful, but then range is limited.
The tile remaining on the map has two serious problems. The first one you already pointed out, where LoS is blocked vertically to infinity with no visual indication. I suggest leaving the marker in the hex to indicate the fire space, BTW.
The second issue is with tactical use. Imagine, for example, a battle involving a castle, where the Molotovs are used on the space that controls the door. If you have multiples, many maps can be completely screwed by blocking off one or three strategically important spaces. Imagine playing the Bridge scenario from RTTFF: draft a few squads of Russians, then firebomb the bridge and you win by default, since the enemy (probably) can't occupy the bridge. (Maybe that paticular scenario allows destruction of forces, but I know at least one of the Migol's Tomb's doesn't.)
I really like the concept, but that second power, as written, sounds like trouble.
Euryon
October 8th, 2006, 10:35 AM
Good points, Archon.
1) The idea is each conscript carries 1 molotov. So, you draft 1 set, you get 3, you draft 2 sets, you get 6, and so on.
The limitations are - the target (figure or space) must be within range of no less than 3 figs (roman archer similarity), and its not an infinitely usable special.
However, I see your points. Maybe it could be changed to one marker per card (3 figs, whatever) - or no markers at all - just a special attack.
2) Three attacks - you mean 1st a special attack (of 6 dice + extras) then the 2 normal attacks? Or is it worded so you can special attack 3 times in a turn?
3) The tile - I prefer the tile as opposed to a marker. It feels more legitimate to me. Originally I penned it as the marker; but I figured a tile made more sense. And if someone dont own HLD, just paint a water tile... (Yeah, I know markers are even easier, but theyre also more likely to be knocked off accidentally and so on).
Maybe I just take out the LoS bit, but change it from Molten Lava to something else, which brings us on to...
4) The tactical problem. Great point. This is too important to ignore - thanks for noticing. This really begs to either make the tile/space temporary (maybe by turns or a d20), or the rules are different - ie, not molten lava.
Maybe something like:
If a non-flying figure moves through or ends its movement on a Fire Space, that figure must roll for burn damage. Roll the 20-sided die, if you roll between 1 and 15, that figure receives 1 wound. Figures with Lava Resistance are not affected by burn damage.
Or
Flame tiles are treated as Molten Lava tiles. Remove all Flame tiles from the battlefield at the end of each round.
- Which also semi-forces the hand of the Soviets to take a turn early on; which then helps strategically because the player could make his opponents *think* he's going with the Sovs, but just have the X on them, and so on.
Aratak
October 8th, 2006, 11:36 AM
Superb work, Euryon! I'm absolutely knocked out by the glossy artwork and the creative restructuring of your cards. I fooled around with some different shapes other than the standard hex, but mostly I was looking for simplified rectangles. I love your science fiction unit shape.
I also love your old school Soviets, as well. Howzabout a Soviet team with the 1910 model Maxim machine gun or a big ol' 120mm mortar! Ah, and a sniper unit, of course. Cossacks! Cossacks! Oh, yeah!
Incidentally, anybody looking for cheaper plastic historical models should check out Plastic Soldier Review, which has nice photos and discussion (unfortunately, they only review 1/72nd scale figs, a bit small for Heroscape - but if you're doing a full historical battle - oh, my!
Please forgive me, I digress. Magnificent work, friend. I look forward to your latest creations.
justjohn
October 8th, 2006, 05:29 PM
Awesome take on the WWI (I'm guessing, since the limited ammo special) Russians! If only there was a way to give them a special attack where they held broom handles like rifles and made shooting noises at their enemies (which really did happen).
I'm a little concerned about the attack 6 on the molotovs for the commons. It just seems a little high. The must be in range of atleast 3 of them balances it a bit, but still, 6 attack is kindof high for their points. As far as the smoke question, annerios suggested just using cotton. I know modelers have been doing this forever, but it seems like a good place to use it. Who knows.
Kirov is a nice addition to the force, and the burn damage thing is neat. I think Kark did that kind of ability on a orc wizard of his not too long ago. And for figures, I know GW has tons of Russian looking troops, for the Imperial army, I believe. Dunno if you wanna use metal or not, but it's an option.
Good stuff as usual, man.
Euryon
October 8th, 2006, 06:32 PM
Aratak - thanks for the comments. Although 99% of the artwork and cool design was done by my bro, Lorax, who doesnt get too involved with HS these days. Anyway, I may well toy with some mounted weaponry or artillery. We'll see...
JJ -Nah, WW2. They're Kirov's boys, and in the bio I wrote a few pages back, they're from Stalingrad, which was just one of the many battle the Soviet troops (as ever) had, if lucky, 1 rifle for every 2 troops. After Stalingrad, the industrial process heated up again and the Soviets pushed back...
As for the 6 attack - check the Roman Archers ;)
Though I was considering either dropping it to 5, or removing the adjacency damage.
The cotton wool is a great idea, though. I'll think about it... See what wins out.
Id considered the Imp's from WH40k, but theyre not too easy to get hold of for the average user (though admittedly easier than the placeholder fella at the moment). I'll have a look around; though Id prefer use something thats reasonably accessible for players.
Thanks for the comments and analysis though :)
Euryon
October 9th, 2006, 08:25 AM
Another fig im workin on is a repaint of one of the Izumi, turning him into Ogami Itto - better known as Lone Wolf. I'd love to do Daigoro too, but that'd be pretty difficult.
Anyway...
Human
Unique Hero
Samurai
Relentless
Medium 5
Move: 6
Range: 1
Attack: 3
Defence: 5
Life: 4
The Path of Meifumado
If Lone Wolf receives one or more wounds from an adjacent unique hero, Lone Wolf must attack that hero, and no other figure, until he or that figure is destroyed. Lone Wolf receives an additional 4 attack dice when attacking that figure.
Honourable
Lone Wolf may only attack unique figures unless there are no opponents unique figures left on the battlefield. When rolling defence dice against a normal attack from a common figure, Lone Wolf always adda one automatic shield to whatever is rolled.
160 Points
Discussion appreciated.
Euryon
October 10th, 2006, 03:55 PM
Ah well, heres another new custom. Why not...
Isiah Blackfeather, Nightblade.
http://i11.photobucket.com/albums/a167/Euryon/Nightblade.jpg
Fig used is the D&D Underdark Artemis Entreri (http://www.wizards.com/default.asp?x=dnd/mi/20050922a), which, alas, is a bit pricey to purchase - seen it for $15 on eBay a while back, I think.
LilNewbie
October 10th, 2006, 03:59 PM
Isiah Blackfeather is very cool. Very nasty versus heroes and Stealth Mastery is well done. Really adds to his sneakiness but not too overpowered because we all know that rolling 7 defense dice will produce less shields than rolling 2 defense dice... :D
Newb.
Doc_Savage
October 10th, 2006, 05:02 PM
I like Isiah. I think the balance of the card is good and really creative.
My only question is this: What happens on Nightshade Dart when you roll low. I assume the dart misses, but it is not specified.
I would like to see the figure intended for this card.
Euryon
October 10th, 2006, 05:48 PM
Newb - thanks; yeah defence is always the most rotten stat to boost someone on, because it always seems to make you roll worse, the higher your defence.
I like Isiah. I think the balance of the card is good and really creative.
Thanks.
My only question is this: What happens on Nightshade Dart when you roll low. I assume the dart misses, but it is not specified.
As in: "If you roll 1-15, the dart misses. If you roll 16 or higher..."?
If so, sure, don't see why not. Not sure that its necessary though ;)
I would like to see the figure intended for this card.
Like I said:
Fig used is the D&D Underdark Artemis Entreri (http://www.wizards.com/default.asp?x=dnd/mi/20050922a), which, alas, is a bit pricey to purchase - seen it for $15 on eBay a while back, I think.
:?
Hex_Enduction_Hour
October 10th, 2006, 05:52 PM
Euryon Isaiah is an interesting hero. Love the two abilities. There has been some jaw-dropping amazing customs out here from and Darkfeather is just one more that makes me wanna try playing customs again!
Very nice work!
Doc_Savage
October 11th, 2006, 01:18 AM
Like I said:
Fig used is the D&D Underdark Artemis Entreri (http://www.wizards.com/default.asp?x=dnd/mi/20050922a), which, alas, is a bit pricey to purchase - seen it for $15 on eBay a while back, I think.
:?[/quote]
Doh! didn't register as a link - even with the different color!
Rhydderch
October 11th, 2006, 02:03 AM
Another fig im workin on is a repaint of one of the Izumi, turning him into Ogami Itto - better known as Lone Wolf. I'd love to do Daigoro too, but that'd be pretty difficult.
Anyway...
Human
Unique Hero
Samurai
Relentless
Medium 5
Move: 6
Range: 1
Attack: 3
Defence: 5
Life: 4
The Path of Meifumado
If Lone Wolf receives one or more wounds from an adjacent unique hero, Lone Wolf must attack that hero, and no other figure, until he or that figure is destroyed. Lone Wolf receives an additional 4 attack dice when attacking that figure.
Honourable
Lone Wolf may only attack unique figures unless there are no opponents unique figures left on the battlefield. When rolling defence dice against a normal attack from a common figure, Lone Wolf always adda one automatic shield to whatever is rolled.
160 Points
Discussion appreciated.
Ditto the comments on the Nightblade which everyone else has already made. I have an Artemis figure (albeit with a deformed dagger) so that is nice too!
As for the Lone Wolf I think "The Path" needs some clarification text. Does his target change when another hero wounds him? Or does he continue to attack the original figure?
Also have you playtested him? He seems like he could be very powerful but also potentially useless. On the one hand his Path power is very strong but on the other, the wise player would just tie him down with common squad figures. Even with his free shield he can still die to leaving engagement attacks pretty easily.
Euryon
October 11th, 2006, 08:17 AM
HeH, Doc, Rhy - thanks for comments.
Rhy - good point. Yes, that will need some rewording for sure. I'll have a think on that.
And I see what you mean about commons - whilst I knew it when I wrote "honourable", on second thought perhaps he should be given disengage or counterstrike aswell. CS would be more Samurai; but Disengage would be more balanced.
Im probably more tempted to remove the "tough" aspect - auto-shield - and incorporate Counterstrike into honourable (or have it separate) and merge honourable and the path into one double edged power.
The Path of Meifumado
When rolling defense dice against an attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. If the attacking figure is common, add +2 to Lone Wolf's defence.
Honourable
Lone Wolf may only attack unique figures unless there are no opponents unique figures left on the battlefield.
justjohn
October 12th, 2006, 09:31 PM
Sorry, delayed. Isiah is slick! The more defense at more range thing is a nice touch, but the dart special is neat! It's really powerful, but the 20sided roll to initiate it really balances it. Hell, both of those abilities are really creative, all on a Rogue frame, you have the makings of a really solid piece of work. Impressive.
Euryon
October 15th, 2006, 06:09 PM
Thanks JJ...
If anyone (Rhy?) could take some hi-quality pics of the Artemis figure, thatd be grand, id like to update the card with figure shots - the only pics online are small and low quality.
sousa gok sa
October 15th, 2006, 09:06 PM
What figure did you use for the predator?
Rhydderch
October 15th, 2006, 11:52 PM
Thanks JJ...
If anyone (Rhy?) could take some hi-quality pics of the Artemis figure, thatd be grand, id like to update the card with figure shots - the only pics online are small and low quality.
Hrm. My figure was not very well painted but I may give it a go after my exams are over. If I think the figure looks decent I'll post a pic for you. Just be warned: the clothes on my figure are pretty monotone and he lacks any real beard. His eyes are pretty big and boyish. Not quite the gruff thief you would expect. Plus he came with his dagger pretty much melted off. I think it was a production error :P
Euryon
October 16th, 2006, 07:02 AM
What figure did you use for the predator?
I cant remember the exact figure; its a "Hunter Alien" from copplestone castings (A UK company). I bought a pack of 4 of them for about $10 - but you have to paint them yourself, unfortunately.
And Rhy; is it the same Artemis Entrei figure from D&D Underdark? If he's not a good sculpt, then no worries; does anyone else have him? I dont mind having the image as the main picture for the card, but a figure pic would be better ;)
Anyway; gonna have another go at the Djinn, I believe.
Efreet
Vydar
Djinn
Unique Hero
Genie
Tricky
Medium 6
Move: 7
Range: 1
Attack: 2
Defence: 4
Life: 2
Fortunate Appearance
Efreet does not start the game on the battlefield. Whenever you roll the 20-sided die for any reason, if you roll a 19 or 20, you may place Efreet on any empty space. You may not place Efreet on a glyph.
Three Wishes
Start the game with 3 black Wish Markers on this card. Whenever any unique figure within 4 clear sight spaces rolls any dice, you may remove a Wish Marker, and have all the dice re-rolled for that figure. Whoever controls the figure must re-roll the dice. If there are no Wish Markers on this card, you may remove Efreet from the battlefield, place 3 black Wish Markers on this card and wait for Fortunate Appearance to occur again. Remove any Wound or Turn Markers from this card if you remove Efreet from the battlefield.
50 Points
The figure I have in mind is the D&D Efreeti (I think thats what its called, Ive got a pic at home i'll post a little later).
My "concerns" are that perhaps the Fortunate Appearance is too steep? I figured in a 400 point army youre reasonably likely to have at least 1 unit that uses d20 (Vipers, Archers, Marro's, Microcorp, Morsbane, AE, etc); not to mention initiative... I figure I probably roll a 19 or 20 in well over half the games I play at least once... Though of course, it isnt guarenteed. Still; ought I make it 16+, or lower the cost even more? More in line with a common hero?
And are there (m)any loophole or problems with three wishes, esp. the second part?
Euryon
October 16th, 2006, 12:42 PM
Ok, so heres two Djinn I knocked up.
The figures are:
Efreet #39 from D&D Angelfire. On sale here for $10 (http://item.express.ebay.com/__Games-Puzzles_D-D-Angelfire-Efreeti-39-60-Rare_W0QQitemZ140038301951QQihZ004QQptdnZGamesQ20Q26Q20PuzzlesQQcmdZEx pressItem)
Djinni #17 from D&D Angelfire. On sale here for $10 (http://item.express.ebay.com/__Games-Puzzles_Dijinni-17-Angelfire-CG-Rare-45-pts-NM-D-D-Miniatures_W0QQitemZ270020558367QQihZ017QQptdnZGamesQ20Q26Q20PuzzlesQQ cmdZExpressItem)
Efreet
http://i11.photobucket.com/albums/a167/Euryon/efreet.jpg
Genie Sultan
http://i11.photobucket.com/albums/a167/Euryon/Genie.jpg
Ive got a feeling the Sultan either needs a points increase, or the Lamp needs some restructuring - 1-11 is "remove glyph", 12-18 is the turn marker whatsit, and 19 or 20 is rebirth...
reapersaurus
October 16th, 2006, 05:11 PM
dammit dammit dammit.
I have a Efrreti custom made, but not finalized and a card. I've thought the idea of a Wish-granting genie is great in HS.
I'll have to compare our 2 versions and see if there's too much crossover to bother finalizing mine. (at first glance, they look significantly different - a 19 or 20 roll is a HUGE risk for 50 points draft investment, IMO)
I've been trying to get that figure cheaply for months now. :(
Grungebob
October 16th, 2006, 05:14 PM
Very cool but with my luck on the D20 he would sit on the sidelines collecting dust.
Euryon
October 16th, 2006, 05:19 PM
I had the genie whisping around back at HQ, but likewise, never got round to putting it on a card. Decided to now, though.
Yeah, the d20 thing... If I make it like the drop, it'll happen almost guarenteed (the amount of d20s you roll...)... Would people think a reduction to 16+ on *all* d20 rolls you make would be a little more balanced?
Rhydderch
October 16th, 2006, 08:18 PM
Efreeti is pretty cool. I think 16+ might be a little low for Fortunate Appearance. Efreeti would be very effective in specific army types where a player could roll the D20 four or more times each round: 1x for initiative and 3x for his turns. The player could get more rolls if he drafts other figures who roll the D20 at other times such as the AE. In addition the Efreeti would benefit from Figures with D20 enhancements such as the Venoc Warlord or from the initiative glyph. Therefore I'd probably take the middle ground and try 17 or 18.
I'm not as big a fan of the Sultan. His Magic Lamp seems odd to me. Maybe you could shed some light on why the magic lamp does what it does? The Sultan also does not seem as useful as the Efreeti. Not only does the Sultan have to appear but he must be destroyed in order for his lamp ability to work. Then the player has to move a figure onto the glyph AND roll the D20 again. It seems a bit much to me...
Finally I like how you chose some of the best Generals for D20 rolls for the two Djinn: the Efreet could work well with a Marro army while the Sultan would look good in a Venoc army.
Euryon
October 16th, 2006, 08:33 PM
Ok, a compromise at 18 seems workable for the Appearance. Bearing in mind you would have to draft a d20 heavy army to really get the benefit, though. But I think for his moderate stats and combat ability, the med-low points can handle it. I'll think on it, then see whether 17 or 18 feels better.
As for the Sultan: Why it does what it does - well, first off the "fluff" is the idea of the genie whizzing into his lamp when theres troublke, only to resruface when "summoned" again. A bad roll will cause it to be lost, a medium roll will give you a pretty nifty special - the ability to re-arrange your turn markers - a kind of magic wish - or even resurrect the genie back.
Yes, he has to be destroyed; but he's a not-bad warrior, who has a good chance of resurrection for pretty reasonable cost.
I think you misunderstand the power a little though:
1) You need a 19+ (modified to 18 or something) To get the 50 point hero anywhere on the field.
2) If/When he dies, place a glyph on the board.
3) If/When you land on that glyph (not hard if you play sensibly), you have a 25% of the genie being gone, and a 75% chance of something cool happening.
4) If you get the middle prize, you simply move off the glyph and try again (if you want), until the glyph (and genie) are removed, or the genie pops back into the game. If he dies again, just stick the glyph back, rinse, repeat.
However, a little unrelated, I think the "rewards" for the lamp should be modified a little. Maybe 1-10 removes the glyph, 11-16 allows a single turn marker shuffle, and 17-20 respawns the genie....
Rhydderch
October 16th, 2006, 08:46 PM
Ok thanks for the information about the Magic Lamp ability. I think it would be cool if enemy figures could use the magic lamp as well: whomever holds the lamp controls the genie! Of course it would make him pretty weak :(
Ok two other things. I think you should add: and remove all wound markers from this card for the Magic Lamp ability. Also when the Efreeti and Genie are destroyed normally does Fortunate Appearance still affect them? I thought it did at first but now I'm guessing it does not.
I gotta go find some genie figures now. I guess I'll sort through my figures after my exams and hope I find something...
Euryon
October 17th, 2006, 04:06 PM
Yeah, I'd like everyone to use the lamp - in the genies original incarnation, it was a glyph which granted a figure (as opposed to a figure that grants a glyph) - but that was way too complicated. And yeah, it makes the genie a bit too weak.
I added the "and remove.." line ;)
Fortunate Appearance doesnt affect the Djinn if they are destroyed normally, as you cannot normally use a power if the figure is destroyed. The Efreet has his wounds removed and the wishes replaced if he is removed using Three Wishes, and it states you wait for Fortunate Appearance to occur again (if youre lucky - it is, of course, a gamble).
Anyway, heres the updated cards. Added some new abilities to each (to make them a little more combat orientated), modified points, and decreased Efreets movement to 6 in light of "Vicious"...
http://i11.photobucket.com/albums/a167/Euryon/efreet-1.jpg
http://i11.photobucket.com/albums/a167/Euryon/Genie-2.jpg
ZBeeblebrox
October 19th, 2006, 04:34 PM
I have this figure and have been thinking of a way to use it in HS. Nice work.
I think I liked the first MAGIC LAMP ablity better than the revised one. This one seems kind of weaker for the cost. Also I think Lucky Scimitar is almost pointless IMHO. The odds that all 4 attack dice are going to not show a skull are slim to me.
CupidsArt
October 19th, 2006, 04:53 PM
Dude I love Lucky Scimitar, it gives you that one more chance. I often have moments where I roll blanks on skulls, :D
ZBeeblebrox
October 19th, 2006, 05:07 PM
Dude I love Lucky Scimitar, it gives you that one more chance. I often have moments where I roll blanks on skulls, :D
Maybe i'm just lucky :wink:
LilNewbie
October 19th, 2006, 05:09 PM
Dude I love Lucky Scimitar, it gives you that one more chance. I often have moments where I roll blanks on skulls, :D
probably, in hot pants! :D
I like the Lucky Scimitar also. Nice reverse and twist of the Maul ability.
Newb.
CupidsArt
October 19th, 2006, 05:32 PM
Dude I love Lucky Scimitar, it gives you that one more chance. I often have moments where I roll blanks on skulls, :D
probably, in hot pants! :D
I like the Lucky Scimitar also. Nice reverse and twist of the Maul ability.
Newb.
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
I wonder how many threads can be jacked with that statement?
I have played with the mecha puppies and haven't had any real luck, they appear to be too situational like Valguard to me. I think Hasbro would have been better to adopt something more like Scimitar instead of maul.
Euryon
October 19th, 2006, 07:09 PM
I wanted it to be:
"After rolling attack dice, Genie Sultan may re-roll any blanks once."
But the problem with that is, red dice and white dice are different in number of blanks. I suppose it could be:
"After rolling attack dice, Genie Sultan may re-roll any dice that did not show a skull, once" (or worded slightly better)
Or does lucky scimitar feel ok? I accept its unlikely it'll get used much, so its a 10-point power at best, really.
As for the Lamp; yeah, I know its a bit weaker, but I dont want it to be too overbalanced. I gave the lucky scimitar as compensation for that, though. Any suggestions?
What I *want* from the lamp is a reasonable chance of nothing (ie, Genies dead), a reasonable chance to swap your turn markers (or maybe opponents), and a reasonable chance of reviving the Genie....
1-5, remove glyph,
6-10, reveal your X marker to your opponents.
11-15, swap any 2 of your turn markers.
16-20, revive genie.
Still 50% negative, but not quite so bad...
Thanks for comments, one and all.
Doc_Savage
October 19th, 2006, 07:49 PM
I really like Efreet. The Fortunate Appearance is a great, flavorful power. However, I think it would be clearer if you left the comma out of “roll an 18 or higher you may place Efreet”. You also seem to use extra commas elsewhere on these genie cards...
Euryon
October 20th, 2006, 05:45 AM
Thanks Doc - yeah 18 or higher would be better (also allow for the initiative +8 glyph to be used too!); and the comma would be removed. There is another extra comma in 3 wishes, which i'll take out... "...and have all wish markers removed" - other than that, I think all the others are functional, though.
Cheers
ArchonShiva
October 20th, 2006, 11:12 AM
The Efreet is really cool. Weak, but nice support unit.
I don't think Vicious adds much to it, however -- I like it to be weak but quirky-useful.
In a decent synergy army, he could be summonned back almost reliably every other turn or so. That's neat.
I think maybe making the wishes more versatile could be nice, however. Such as swapping order markers and such. Perhaps have all three wishes perform a different function (attack reroll, defense reroll, order markers swap) or something, by placing each markerv on the text of its coresponding wish.
(I understand that this makes the Genie less powerful, not more -- that's cool. It'd be nice to take him to 30 points, I think -- an alternative to Guilty for stuffing the last bit of your army.)
Euryon
October 20th, 2006, 11:40 AM
Ok, what about something more like this?
Fortunate Appearance
Efreet does not start the game on the battlefield. Whenever you roll the 20-sided die for any reason, if you roll a 19 or 20, you may place Efreet on any empty space. You may not place Efreet on a glyph. When Efreet appears, place 3 black Wish Markers on this card.
Kismet
If there are no Wish Markers on this card, you may remove Efreet from the battlefield and wait for Fortunate Appearance to occur again. Remove any Wound or Turn Markers from this card if you remove Efreet from the battlefield in this way.
Then, instead of Vicious;
Three Wishes
At any time, if there are three Wish Markers on this card, you may remove one Marker and ask an opponent to re-roll all the dice from a single roll. If there are two Wish Markers on this card, you may remove one Marker and re-roll all the dice from a single roll. After moving, if there is one Wish Marker on this card, you may remove it and move one additional time.
Three wishes moved between FA and Kismet; with the three wishes being wishes. My problem now, though, is that it is very wordy. Any suggestions?
Euryon
October 20th, 2006, 11:48 AM
Ok, heres an updated Efreet:
http://i11.photobucket.com/albums/a167/Euryon/efreet-2.jpg
LilNewbie
October 20th, 2006, 12:29 PM
I really like the Lucky Scimitar power the way you have it now. It might not happen much but it sure is cool to be able to reroll a whiff. 10 points is probably about right since you have limited the number dice rerolled and not allowing a full reroll of the attack. I might borrow that power but rename it since the figure for the new concept doesn't have a scimitar. Maybe renaming it to Fortune's Favor or something like that would allow the power to be used again on other figures and follow the standard of keeping the same name convention for powers used on different units.
Newb.
Euryon
October 20th, 2006, 12:42 PM
Good idea newb ;) Will do so soon.
Doc_Savage
October 20th, 2006, 01:27 PM
Re: the new Efreet:
I liked the 18 or better roll better.
I like Kismet.
I don't like the way you reworked the 3 wishes. Very limited. Perhaps let him use a marker for any wish you choose - but limit the figures that the wishes can be used on to LOS and a space range....
Euryon
October 20th, 2006, 02:13 PM
Fair enough. I'll think on it more o'er the weekend - for tonight, I drink!
Doc_Savage
October 20th, 2006, 06:16 PM
Cheers!!!!!!!!!!!!!!!!
Can I go?
ArchonShiva
October 20th, 2006, 07:48 PM
Fortunate Appearance allows teleportation if he's already in play.
Also, it might be useless to mention waiting for him to come back in Kismet.
(does he come back from being killed? I assume no, but wording suggests he could.)
Euryon
October 20th, 2006, 10:09 PM
Doc - sur!!! thoug im a wee bit drunk rigt now. not too much though, just laxy.lazy.
ok. AS - I thought of thatr already - i check the Airborne elite card; they can technically telepotr too, so im only makin gthe same mistake as hasbro.
as for kismet - i included "...batlefield in this way." isnt that enough yto make it clear its because of the power (kismet)?
Rhydderch
October 21st, 2006, 10:26 AM
Cool! I like Kismet a lot better than Vicious. It seems more whimsical to me and more genie like. I personally liked the original Three Wishes though: it was simpler but also very versatile. It also better encompassed the power of a genie (for HS) in my opinion: with the power to affect events far away but not so powerful that it unbalances the game.
Lucky Scimitar is also very thematic. Now I'm kicking myself because I chose not to buy either of those figures when I had the chance! :P
Euryon
October 21st, 2006, 11:57 AM
Ok, im gonna revert back to the original 3 wishes, then, if it'll all fit! It feels more comfortable, aswell. Maybe its not as technically flavourful as the new version, but its mechanicaly simpler, and does the job.
Apologies for my last post - I was rather drunk last night <_<
And AS - I see what you mean now about Kismet. I'll amend it to include "This does not occur if Efreet is destroyed" or something.
Ok... I'll get to editing again.
Euryon
October 21st, 2006, 12:11 PM
Ok, made the chanes;
reverted to original 3 wishes. Think i'll stick with this 'un - though thanks for the ideas, AS.
changed Lucky Scimitar to Second Chance - can be generic now, should others wish to use it. Also increaed it to 4 attack.
Still unsure about points, though, do they seem fair for what the customs have?
I like the powers they DO have, and dont want to change them much, nor their stats, but it would be nice to have a 50pointer (or less)...
anyway...
http://i11.photobucket.com/albums/a167/Euryon/Genie-3.jpg
http://i11.photobucket.com/albums/a167/Euryon/efreet-3.jpg
Euryon
October 23rd, 2006, 12:10 PM
Heres another new 'un.
"Polyphemus" - Poseidons Cyclopean son; from the Odyssey. Gave him simple to signify how he was bested by Odysseus, a tricky fellow to say the least. The Boulder Throw is more to fit in with his giantishness, but I remember theres another legend where he tried to kill someone with a boulder. I read it on Wikipedia a while back, anyway. I know the semi-frenzy ability might feel a bit much, but I wanted to give him a sort of raging bull ability, a stampede thing. I figured, if he gets angry enough to throw rocks at people, if he see's its working, hes angry enough to fight on ;)
Anyway, he's a big fella for Einar, and a beast, so he can bond with gruts.
Does 200 points feel fair? I'll playtest him soon...
http://i11.photobucket.com/albums/a167/Euryon/polyphemus.jpg
Oh, the fig is the Harryhausen Cyclops; cost me £5 from a store in London. It's on eBay occasionally for the same price, and you can get it here for $10 in the US (http://www.strangebuys.com/Toys/Fantasy/Ray-Harryhausen-Film-Library-Cyclops-I-4-Inch-Resin-Statue.html)
Heres a pic of him Vs a Greek so you can see the scale. He fits on a 2-base mount well enough (though getting his feet from his current mount is a bit annoying). I havent done it in this pic, but you get the idea ;)
http://i11.photobucket.com/albums/a167/Euryon/cycl.jpg
LilNewbie
October 23rd, 2006, 12:23 PM
Nice! I like Polyphemus and didn't realize they had the 4" Cyclops figure (I have the larger one.) Boulder throw is great and the possibility of being able to take another turn with him is awesome. Simple is cool too and puts the Tricky personality to good use. 200 is about right with his high stats and the ability to go again. Nice job. Thanks for spending my money since I just picked one up on Ebay. :D
The changes on the other figures look good too!
Newb.
Annerios
October 23rd, 2006, 12:50 PM
That is a cool figure (although I always throught he looked like a large 1 eyed satyr) and the card looks great. I like the way you worked in the trickiness aspect from Odysseus into the card. Very simple and it has the feel of a HS unit.
Another one for my playtest horde. :wink:
skyknight
October 23rd, 2006, 12:54 PM
I like him, I think 200 may be just a tad high. I think perhaps 180 is a bit more likely but so far everyone seems to like the 200 so roll with that unless you hear different.
Rhydderch
October 23rd, 2006, 03:06 PM
Hoorah for Euryon being the most productive custom designer lately! Thanks for making sure I get my daily to weekly Heroscape custom :)
Polyphemus looks like fun. Interestingly when I first read what you wrote about him and how he was tricked by Oddyseus I thought: "he should have an ability which gives a bonus to Tricky opponents who attack him" and then looked at the card which had just that :)
I agree with Skyknight on the cost however. He seems a bit high right now. His price could probably come down some. Personally I think it would be even better if Boulder Throw could be toned down a little since the extra turn mechanic can be hard to cost properly. Maybe allow him to move only 1 space after he inflicts a wound. It seems odd for a huge lumbering giant to have the speed to move too many times in a turn. You could also limit the number of times he can take an extra turn. Actually here is an idea: increase the attack on boulder throw to 4 so Polyphemus has a better chance to inflict a wound, but do not allow him to take more than one turn. Maybe he cannot use Boulder Throw in the extra turn since it would take him time to pick up another rock.
Finally if you keep the high cost I'd consider lowering the penalty Polyphemus has against Tricky characters. The +3 seems a little too much to me. Agent Carr would have 9 attack and the Warriors of Ashra would be able to attack him with 6 dice 3 times. Assuming of course they could get to him :P
LilNewbie
October 23rd, 2006, 03:14 PM
Good ideas, Rhyd! I like the idea of upping the attack on the Boulder Throw to 4 and rewording to allowing the additional turn only once. Also dropping the Simple bonus from +3 to +2 would be a good thing or maybe adjacent units with Tricky may reroll the dice from a normal attack once keeping the second result. If you limit the number of times he can go again then 180 looks much better.
Euryon
October 23rd, 2006, 03:51 PM
Ok, thanks for all the comments guys.
Taken on board most (if not all) and decided on some middle ground.
Simple = +2 to attack
Boulder = 1 time per turn, plus 1 bonus turn, upped attack to 4.
Stats = Upped Def to 8
Points = Changed to 190
Hows this feeling now? A very tough cookie to beat; but with Carr or the WoA (or KM or whatever), will come down soon enough..
http://i11.photobucket.com/albums/a167/Euryon/CyclopsPolyph.jpg
netherspirit
October 23rd, 2006, 03:56 PM
Shouldn't Boulder Throw be called Boulder Throw Special Attack?
johnny139
October 23rd, 2006, 04:02 PM
Interesting :ponder:...
I like the idea of it, and Boulder Throw Special Attack is great.
As is simple. I can see it now...
Agent Carr is standing there, next to Polyphemus. Carr picks up a pebble and throws it at his head.
Polyphemus: OW! Why you do that?
Carr: I didn't. The guy behind you did.
Polyphemus turns around, seeing no one. Carr throws another rock at his head.
Euryon
October 23rd, 2006, 04:17 PM
Shouldn't Boulder Throw be called Boulder Throw Special Attack?
If Hasbro were releasing it, then I suppose so. As far as customs go, though, even the HoV ones, the precedent seems to be to include the term "special attack" in the text, at least. If, though, thats your only issue with the card, then :D
netherspirit
October 23rd, 2006, 04:38 PM
Shouldn't Boulder Throw be called Boulder Throw Special Attack?
If Hasbro were releasing it, then I suppose so. As far as customs go, though, even the HoV ones, the precedent seems to be to include the term "special attack" in the text, at least. If, though, thats your only issue with the card, then :D
I'm assuming you mean Halls of Valhalla by HoV. If thats the case, all the special attacks say Special Attack in the title of the power....except one. Not much of a precedence. :P
Cavalier
October 23rd, 2006, 04:42 PM
Interesting :ponder:...
I like the idea of it, and Boulder Throw Special Attack is great. As is simple. I can see it now...
Agent Carr is standing there, next to Polyphemus. Carr picks up a pebble and throws it at his head.
Polyphemus: OW! Why you do that?
Carr: I didn't. The guy behind you did.
Polyphemus turns around, seeing no one. Carr throws another rock at his head.??
it would be Polyphemus doing the boulder throw, not his opponent. Or did I miss something? :shrug:
johnny139
October 23rd, 2006, 04:43 PM
Interesting :ponder:...
I like the idea of it, and Boulder Throw Special Attack is great. As is simple. I can see it now...
Agent Carr is standing there, next to Polyphemus. Carr picks up a pebble and throws it at his head.
Polyphemus: OW! Why you do that?
Carr: I didn't. The guy behind you did.
Polyphemus turns around, seeing no one. Carr throws another rock at his head.??
it would be Polyphemus doing the boulder throw, not his opponent. Or did I miss something? :shrug:
As in, the "Simple" ability.
Euryon
October 23rd, 2006, 05:53 PM
Shouldn't Boulder Throw be called Boulder Throw Special Attack?
If Hasbro were releasing it, then I suppose so. As far as customs go, though, even the HoV ones, the precedent seems to be to include the term "special attack" in the text, at least. If, though, thats your only issue with the card, then :D
I'm assuming you mean Halls of Valhalla by HoV. If thats the case, all the special attacks say Special Attack in the title of the power....except one. Not much of a precedence. :P
Alright, just one then, but the wording of many of the HoV (yeah, Halls...) cards is far from canon. But, just because it's you...
http://i11.photobucket.com/albums/a167/Euryon/CyclopsPolyph-1.jpg
justjohn
October 23rd, 2006, 10:41 PM
You slipped 3 new customs in on me while I was off working on stuff for DFW:
Efreeti and Genie Sultan are so creative. The fortunate appearance is well worded and fits the traditional idea of djinns and efreets so well. Coupled with the low life, it makes them fit very comfortably in their very reasonable price brackets. Kismet took me a second to get, but the I realized it was a GOOD thing, since you could make him disappear if he was in harm's way. Very clever. Three Wishes is great, too. I missed all of the previous discussion, so I'm not sure how much they evolved, but they're looking very sharp.
Polyphemus is neat, too. His stout frame and special abilities/attacks are well thought out, especially Simple. I love me some drawbacks, it's such a great way to keep powerful units within a reasonable price threshold.
Great stuff man.
Alton
October 24th, 2006, 12:12 AM
awsome job on the cylestial worm and greenjckets, i like the custom shape of the cards
reapersaurus
October 24th, 2006, 12:53 AM
The card looks much worse with the "special attack" words on there that are unneccessary, and make it look clunky.
But each to his own.... :shrug:
Euryon
October 24th, 2006, 06:42 AM
JJ - thanks for the comments. I too quite like the Fortunate Appearance ability.
Alton - thanks ;) A lot of people don't, but thanks for the heads up.
Reaper - exactly; which is why there are 2 identical versions (the last 2 posted), one with "Special Attack" in the title, and the other without it. Should anyone wish to use this custom, they are welcome to discriminate between the two for their personal preference. I can't please all the people all the time, but I'll darn well try ;)
Doc_Savage
October 24th, 2006, 02:53 PM
Regarding the Cyclops:
I really like this and as you can see from my cards I do prefer the SPECIAL ATTACK to be spelled out. It does make a difference.
As to SIMPLE, this is a great idea and one that could be more often - using the personality for benefits or weaknesses.
However, units in Heroscape don't (to my knowledge) cause negatives to other units. I would have SIMPLE reduce Cyclops Def by 2 or 3 instead of reducing the attack # of your opponent.
Sadly, the website you graciously linked is sold out and they were on sale for $8!
Euryon
October 24th, 2006, 03:07 PM
As in Cyclops must remove 2 from his defence opposed to the tricky opponent may add 2 to his attack?
And that sucks about the website. It does appear on eBay every once in a while, though.
LilNewbie
October 24th, 2006, 03:11 PM
Changing simple to reduce his Defense dice versus an adjacent tricky figure who is attacking him is a good idea. Keeps the theme. 2 to 3 dice should work.
Newb.
Euryon
October 24th, 2006, 03:54 PM
Ok, done. Made it so he may only roll 5, so any glyphs, other figs, or whatever else occurs, wont affect Poly too.
http://i11.photobucket.com/albums/a167/Euryon/CyclopsPolyph-2.jpg
Fairly certain this guy is done now, thanks for all the help guys!
Karkadinn
October 26th, 2006, 11:08 AM
Gee, how did I miss this guy? Non-standard font choices and lack of color on the mini aside, I'm lovin' this card. You can't have enough GreekMythologyscape as far as I'm concerned. :) Do Odysseus next, you know you want to. (But I call Hercules. :D)
brigade101
October 26th, 2006, 01:26 PM
WOW !
Cyclops are always cool. If only you could print out the predator on that type of paper where when you move it images appear and disappear.
Euryon
October 27th, 2006, 07:48 AM
Non standard fonts? Its ArialBold and ArialNarrow which are the recommended HS fonts... I gave a stroke to the stats and name to bolster their appearance a little, though ;)
And the pic is a little dull because the quality of the photo is a bit "meh", so I wanted to hide some of the shadows.
And, Odysseus... sure thing ;) Was going to anyway (trying to get a repaint of Parmenio done)
And thanks, Brigade :)
Ok...
Odysseus
Einar
Human
Unique Hero
Warlord
Tricky
Medium 5
Move: 6
Range: 1
Attack: 3
Defence: 5
Life: 4
Cunning
All opponents unique figures that are adjacent to Odysseus are unable to attack all Soldiers you control. If an adjacent figure is a unique squad figure, no figures from that squad may attack any Soldiers you control, whilst at least one figure from that squad is adjacent to Odysseus.
Quick Escape Strike
Before moving, you may roll one attack die. If you roll a skull, all adjacent opponents figures may only roll 1 defence die against the Quick Escape Strike. Odysseus must be able to move to use the Quick Escape Strike. Odysseus must end his turn not adjacent to any opponents figures if he uses the Quick Escape Strike.
Avoids Engagement
Odysseus is never attacked when leaving an engagement, unless using the Quick Escape Strike. Opponents figures are never attacked by Odysseus when leaving an engagement with him.
110 Points
I will try to get a pic of a proposed Parmenio repaint/remodel soon :)
Euryon
October 27th, 2006, 01:11 PM
Ok, well heres a card... A repainted Parmenio.
http://i11.photobucket.com/albums/a167/Euryon/odysseus.jpg
netherspirit
October 27th, 2006, 01:13 PM
"whilst"
:rofl:
fuzzysadist
October 27th, 2006, 01:29 PM
I like the concept, but I think the wording for "Cunning" needs some work... its kind of a tongue twister.
Fuzzy
Karkadinn
October 27th, 2006, 01:50 PM
Whilst is a perfectly cromulent word.
netherspirit
October 27th, 2006, 02:17 PM
Whilst is a perfectly cromulent word.
You obviously have a bigger vocabulary than, I.
I had to look up cromulent, thanks for making me feel stupid, jerk! :P
Euryon
October 27th, 2006, 02:19 PM
Whats wrong with "whilst"? <_<
And Fuzzy, yeah I know. I had, albeit vainly, hoped that such constructive criticisms would be identified and levelled....
fuzzysadist
October 27th, 2006, 02:20 PM
Um... whats 'jerk' mean?
*goes to look it up*
netherspirit
October 27th, 2006, 02:26 PM
Whats wrong with "whilst"? <_<
I didn't say anything was wrong with it. Just thought it was funny.
Doc_Savage
October 27th, 2006, 08:54 PM
Ok, done. Made it so he may only roll 5, so any glyphs, other figs, or whatever else occurs, wont affect Poly too.
http://i11.photobucket.com/albums/a167/Euryon/CyclopsPolyph-2.jpg
Fairly certain this guy is done now, thanks for all the help guys!
Thanks, I bought a 3" figure on Ebay and will use this card!
Euryon
October 29th, 2006, 09:36 AM
Cool ;) Glad to know someone plays my customs :D
Ok, I finally got a better pic (somewhat) of Nightblade!
http://i11.photobucket.com/albums/a167/Euryon/Nightblade-1.jpg
I think the Nightshade dart could be reworded into an ability, though, as opposed to a special attack. Hmmm.
netherspirit
October 29th, 2006, 11:19 AM
50/50 chance to kill any squad figure is fine, but he can kill a DW 50% of the time.
Tiberius
October 29th, 2006, 11:21 AM
Perhaps make the special in addition to a normal attack, but make it that it cannot take away the final life point, or make soulborgs immune to it like they are the plague. Just my suggestion.
netherspirit
October 29th, 2006, 11:32 AM
I think limitiing it to small or medium figures would be the best. I can't see a "Dart" taking down Jotun, or Charos. Thats just me though.
That power just seems really powerful to me...I could be wrong but it seems to me that I would almost always use it over his normal attack. Take Charos for example. A fresh Charos has 9 life, thats 9 unblockable dice. Thats a lot. Take any Hero other hero and he becomes pretty powerful, rolling a lot of unlbockable dice. Even when they only have one life he can take them down 50% of the time.
Euryon
October 29th, 2006, 01:30 PM
50/50 chance to kill any squad figure is fine, but he can kill a DW 50% of the time.
Hows that? :shock:
Perhaps make the special in addition to a normal attack, but make it that it cannot take away the final life point, or make soulborgs immune to it like they are the plague. Just my suggestion.
I think in addition would be too much, but the soulborg immunity makes sense thematically. But im not sure...
I think limitiing it to small or medium figures would be the best. I can't see a "Dart" taking down Jotun, or Charos. Thats just me though.
I can't really see scotsman in a skirt killing a futuristic death machine with a kitchen knife; but it happens :lol:
Im not sure about small or medium - a soulborg limitation im considering, though.
That power just seems really powerful to me...I could be wrong but it seems to me that I would almost always use it over his normal attack. Take Charos for example. A fresh Charos has 9 life, thats 9 unblockable dice. Thats a lot. Take any Hero other hero and he becomes pretty powerful, rolling a lot of unlbockable dice. Even when they only have one life he can take them down 50% of the time.
I think you are wrong ;) Read the power again; you'll notice:
1) A d20 roll giving Isiah a 25% chance of being allowed to attack if he opts for the Dart attack (this a 75% chance of a wasted attack/turn)
2) A maximum of 3 unblockable dice. 1 for each life remaining. In the case of a fresh Charos, a maximum of 3 damage could be dealt. Chances of that happening?
25% of being able to shoot.
12.5% chance of doing 3 damage off 3 dice. (I think - im not a mathamatician, but the probability is low, either way)
3) I chose 4 range specifically because every figure (apart from marro hounds, perhaps) can move at least 4 spaces to attack Isiah in revenge (assuming order markers, height isnt too different, etc)
I really dont think the power is overpowered - its devastation ability is outweighed by the probabilty, IMO. If it works, you kinda deserve it.
netherspirit
October 29th, 2006, 01:41 PM
It appears as though I misread the card.
I agree with everything you said in your post.
Euryon
October 29th, 2006, 02:11 PM
No probs. It happens... Hell, it still happens when I play with some official figures that I ain't used before.
Anyway, another new squad.
http://i11.photobucket.com/albums/a167/Euryon/epsilon.jpg
Tiberius
October 29th, 2006, 02:24 PM
My bad on teh shadow dart thing as well, I should have read it closer. That puts it on par with DED's sharpshooter at a much closer range. I would be okay with soulborg's at that point.
Tiberius
October 29th, 2006, 02:25 PM
I really like the epsilon hunters, I would use them for the tactical advantage ability by itself. It is increadibly useful and versatile, with opportunities that arise in the middle of a turn.
netherspirit
October 29th, 2006, 09:01 PM
I really like those Epsilon guys. They seem to be priced fairly.
I am guessing that with the subtitle of SoulHunters you plan on making more Epsilon Squads?
Euryon
October 30th, 2006, 06:39 AM
Yeah, theres at least another 2 figures from that range, so im debating making a hero, or 2 person squad (or both), all part of Epsilon. I'll give them a bio at some point to give reason to the ryme.
fuzzysadist
October 30th, 2006, 01:36 PM
Whats wrong with "whilst"? <_<
And Fuzzy, yeah I know. I had, albeit vainly, hoped that such constructive criticisms would be identified and levelled....
Well at least you GET comments on your custom thread :) I'm starting to get lonely on mine :)
Fuzzy
Karkadinn
October 30th, 2006, 01:48 PM
Well at least you GET comments on your custom thread :) I'm starting to get lonely on mine :)
Fuzzy
The pdf link instead of pic-a-churs probably scares people off. ;)
fuzzysadist
October 30th, 2006, 01:49 PM
The pdf link instead of pic-a-churs probably scares people off. ;)
But... but... PDF's been around forever! Geeeez. I guess I can do screen shots of the PDF pages, but seems to miss the purpose of 'one stop FuzzySadist custom shopping'
Fuzzy
ArchonShiva
October 30th, 2006, 02:10 PM
But... but... PDF's been around forever! Geeeez. I guess I can do screen shots of the PDF pages, but seems to miss the purpose of 'one stop FuzzySadist custom shopping'
A PDF file requires you to start-up an external program which is a memory hog and known to regularly crash your web-browser under some configurations if you don't start it up on its own beforehand.
It's like posting a zip file of a HSToolkit database and saying the figures are in there -- it's just a lot more trouble than reading a forum, and there are plenty of other customs to look at that won't give you this much trouble.
fuzzysadist
October 30th, 2006, 02:18 PM
Hmmmm... guess so.
I'm in the IT industry... I've never had problems with it. But I'll keep it in mind.
Sorry to hog some of your thread Euryon, didn't expect my comment to generate replies :)
Euryon
October 30th, 2006, 03:06 PM
No probs. But I have to say, when I saw the link to PDF I was put off. I shall now make a point of looking at them anyway; but I truly recommend posting them as JPGs or somesuch. 10 times more likely to get a response ;)
fuzzysadist
October 30th, 2006, 03:08 PM
No probs. But I have to say, when I saw the link to PDF I was put off. I shall now make a point of looking at them anyway; but I truly recommend posting them as JPGs or somesuch. 10 times more likely to get a response ;)
Thanks, I have posted the pictures on my thread :) I may not agree, but when 9 out of 10 people say a thing... you have to at least give it an open mind :)
Fuzzy
Euryon
October 31st, 2006, 05:38 PM
Ok, so heres a couple more Epsilon Squad dudes and dudettes ;)
The original Soulhunters again, first:
http://i11.photobucket.com/albums/a167/Euryon/epsilon.jpg
Then, some female Scouts to help them out...
http://i11.photobucket.com/albums/a167/Euryon/epsilonsisters.jpg
And finally a valiant officer to lead them!
http://i11.photobucket.com/albums/a167/Euryon/EpsilonNairn.jpg
fuzzysadist
October 31st, 2006, 07:03 PM
I definately like the "Tactical Advantage"... great ability :)
ikkyu142
October 31st, 2006, 09:58 PM
what are the source figures for the entirety of the epsilon squads?
Euryon
November 1st, 2006, 08:27 AM
Ah... The source figures are "Starship Troopers" marines. I will try and find a place to purchase them this evening - alas, they are figures that need to be painted. I liked them so much, though, that I had to make some customs of them ;)
justjohn
November 1st, 2006, 08:37 AM
Man, Eu, these are REALLY solid. The Soulhunters are a great hate unit, I just wish they were common.
The night sisters are so creative. I almost think decoy and destroy may be a touch too powerful. Can both sisters do it each turn or is it in place of 2 normal attacks. The odds are somewhat low that you would be able to do it, but I'm just curious. Recon is a solid, thematic ability as well, so many options with these broads, great stuff. Also, I assume they are affected by their own d&d special attack?
Major Nairn is great icing on the cake, and his ability to take a turn after everyone else is a very inventive use of the OM system. And just to reiterate, unless you plan on making more of these guys, I really wish that the soulhunters were common.
As a side note, those new prepainted Rackham AT43 figures would be great standin figures for anyone wanting to use these.
Great work, man.
Euryon
November 1st, 2006, 08:52 AM
Man, Eu, these are REALLY solid. The Soulhunters are a great hate unit, I just wish they were common.
Thanks. Common eh? Not a bad idea. I only made them Unique because the figures themselves are hard to get hold of.
The night sisters are so creative. I almost think decoy and destroy may be a touch too powerful. Can both sisters do it each turn or is it in place of 2 normal attacks. The odds are somewhat low that you would be able to do it, but I'm just curious. Recon is a solid, thematic ability as well, so many options with these broads, great stuff. Also, I assume they are affected by their own d&d special attack?
Good point. Will amend to make it so its a combined attack - the idea, thematically, is one acts as a decoy whilst another plants some C4 type explosive. I'll amend this evening. The limits are *both* sisters need to be in play and adjacent to the target, and that there is a 75% chance at least 1 of the sisters will be affected by the blast (meaning its likely a 1-off special attack).
Major Nairn is great icing on the cake, and his ability to take a turn after everyone else is a very inventive use of the OM system. And just to reiterate, unless you plan on making more of these guys, I really wish that the soulhunters were common.
Soulhunters as common. You know, its a pretty good idea. What I wanted from the Epsilon Squad was a tight-knit force that you could build a 300 or 400 point army out of, which had a lot of synergy and cohesion, but wasnt over powerful. ATM theyre stuck at 270, but if the Soulhunters became common, you could have 2 squads of them, Nightsisters, the Major and have 40 points left over... Maybe a common hero (or an artillery piece :D ) to be made? Hmmmm.
As a side note, those new prepainted Rackham AT43 figures would be great standin figures for anyone wanting to use these.
Great work, man.
Oooh, can you post a pic? If theres a worthy pre-painted set out there that can be used, I'd update the cards, tbh, if it meant it was easier for people (inc. myself) to get and play these customs.
Thanks for the comments.
I shall work on trying to figure out a 40 point "heavy hitter" for these chaps and modify the Sisters to be clearer and the Soulhunters to be Common ;)
justjohn
November 1st, 2006, 08:56 AM
There's tons of photos of them here (http://heroscapers.com/community/showthread.php?t=132&postdays=0&postorder=asc&start=930) in this thread. Looking at them again, there's even a figure that looks almost identical to Nairn, as well as a few that look like the soul hunters. Not sure about the sisters.
There are a bunch more pics scattered throughout theprevious 10 or so pages on that thread.
Euryon
November 1st, 2006, 09:07 AM
If I can find a decent figure/model, Im thinking:
Epsilon Squad
Light Mortar Team
Human
Common Squad
Artillery
Precise
Large 4
Move: 4
Range: 10
Attack: 3
Defence: 5
1 figure (2 figs mounted on a double base with a field-piece if possible)
Target Acquisition
The Light Mortar Team may only attack if they have not moved this turn.
Sidearms
If attacking an adjacent figure, the Light Mortar Team may attack one additional time.
EMP Strike
Instead of attacking, choose a Soulborg figure to attack with the EMP strike. Roll the 20-sided die. If you roll a 16 or higher, place an EMP Marker on the chosen figures Army Card. That figure, and any other figures in its squad, may only attack adjacent figures whilst there is an EMP Marker on its card. At the end of each round, remove all EMP Markers from all Army Cards.
40 Points
Euryon
November 1st, 2006, 09:13 AM
There's tons of photos of them here (http://heroscapers.com/community/showthread.php?t=132&postdays=0&postorder=asc&start=930) in this thread. Looking at them again, there's even a figure that looks almost identical to Nairn, as well as a few that look like the soul hunters. Not sure about the sisters.
There are a bunch more pics scattered throughout theprevious 10 or so pages on that thread.
Wow, just looked through them. Some great figures there. I may well make some pictorial changes... How much does that game cost? :o
The Aliens have just begged to be customized :D
justjohn
November 1st, 2006, 09:53 AM
I've found it for 40 dollars (us) pre-order.
Euryon
November 2nd, 2006, 03:43 PM
40 dollars aint bad.... May consider that :D
Anyway, fed up with the lack of Anglo-British units, decided to knock one of my own out. (Other than Nethers redcoats, and an old Zulu-war unit of redcoats back on HQ, I dont think theres any...)
So anyway, some Ancient Britons - indeed, the true Brit's. The Brittani! This tribe lived south of the Thames, and were recorded in Julius Caesar's musings, and confused with the "Picts" (or rather, the Picts allegedly got their name because of confusion with these chaps, who *didnt* actually use Woad, but instead burnt Iron under their skins with Copper to give a blue-tattooed look :shock: But Woad sounds cool to me).
http://i11.photobucket.com/albums/a167/Euryon/woad.jpg
netherspirit
November 2nd, 2006, 03:48 PM
Why is the move clause in the Battle Frenzy power? I don't think that needs to be there. You can really shorten the wording on the power, I think. Because its basically just an additional attack if they are adjacent to an enemy figure.
Also, there should be an apostrophe in "oppnents"
Oh and you spelled defense wrong, you crazy brit! ;)
Euryon
November 2nd, 2006, 03:54 PM
Why is the move clause in the Battle Frenzy power? I don't think that needs to be there. You can really shorten the wording on the power, I think. Because its basically just an additional attack if they are adjacent to an enemy figure.
Also, there should be an apostrophe in "oppnents"
Oh and you spelled defense wrong, you crazy brit! ;)
I originally had it as:
"After attacking, if any Warband figure is adjacent to an opponents figure, roll the 20-sided die. If you roll a 16 or higher, you may attack again with the Brittani Warband".
But as they're common, it means if *any* Brit is adjacent to a figure, you can attack again. I suppose it could feasably be "...if any Warband figure that attacked this turn..."? I think that would be just as rulesy, but shorter. I think it needs *something* in there, though.
The apostrophe should be at the end of "opponents", right?
Screw you about defenCe :p
Euryon
November 4th, 2006, 12:17 PM
Ok, updated Warband and some Mafia chaps ;)
http://i11.photobucket.com/albums/a167/Euryon/woad-1.jpg
http://i11.photobucket.com/albums/a167/Euryon/mafia.jpg
Fallen Templar
November 4th, 2006, 01:36 PM
The Gangsters are a cool card Euryon
justjohn
November 4th, 2006, 04:02 PM
Brittani Warband is good. I think you could drop reduce the required roll for battle frenzy since it has an additional stipulation that regular frenzy doesn't have. Maybe to 14 or 15. Their low defense keeps the Woad Warpaint special ability under countrol, and keeps it from being overpwoered at their current price. I would also add that the Warriors of Ashra figures could be used in place of the figures on the card, they look somewhat similar.
Made Men is a nice additional flavorful ability. These guys are just a great little 50 point squad.
The Brothers, wow. Very cool custom. Concrete Boots is so awesome! I think you should take the d20 requirement out for squad figures since it does take 2 turns to use (1 turn to set up, another turn to use).
People wanting to use these could to paint the 2 guy KM agents with different colored paints, brown Donnie Brasco jackets, and gold rimmed black lensed Raybans, and have a slick looking pair of brothers for their own. Of course, they wouldn't really match the era gangsters that your brothers are.
Great stuff, man.
Euryon
November 7th, 2006, 06:56 AM
Thanks Fallen.
JJ - Good idea about the battle frenzy. I'll try it at 14 I think.
So make concrete boots a bit more chomp-like?
Fair enough, I think. I'm not sold on made men myself, I want something a bit more original... I shall have to stew on it.
And originally I had wanted to use repaints of the Kravs, but I dont have any decent colours myself at the moment to attempt it...
Thanks for comments :) Will make some changes soon...
*Also, first post updated with 15 new cards*
Euryon
November 13th, 2006, 06:25 AM
Zerix
Gremlin
Unique Hero
Saboteur
Tricky
Small 3
Move: 6
Range: 1
Attack: 1
Defence: 2
Ready for Mayhem
At the start of the game, before placing Order Markers, you may place up to 3 Spanner Markers on this Army Card. For each Spanner Marker you place on this card, add 5 points to the cost of Zerix. You may only add Spanner Markers if your entire Army costs at least 5 points below the Army Cost Limit for the game. The total cost of Zerix must not exceed the Army Cost Limit.
Spanner in the Works
Instead of attacking, choose an opponent's figure within 4 clear sight spaces. Remove a Spanner Marker from this card and place it on the chosen figures Army Card. Figures with Spanner Markers on their cards may only attack adjacent figures. Instead of moving, a figure may remove all Spanner Markers from their Army Card. Spanner in the Works does not affect Zerix.
5 Points
My idea for a figure that truly fills in any army ;)
Theres a multitude of figures that could be used for this guy; especially in D&D, but if anyone can suggest anything, I'd appreciate it. A small imp-like creature holding a spanner would be awesome :D
Cooperflood
November 13th, 2006, 11:45 AM
Zerix is a nifty little character, but its hard to see the point. While he doen't cost hardly anything points wise, he still requires that you waste the most valuable commodity in the game, move markers. I can't see myself ever placing a marker on the character, when the best result I can hope for is a trading of turns.
Zeeno
November 13th, 2006, 04:24 PM
I want an Ash!
InfinityMax
November 13th, 2006, 07:00 PM
Man, I love those Brittani! That battle frenzy is sweet, and I understand exactly why the figures had to move to attack again. And that warpaint thing is also fantastic - a great ability that lets a player mediate the luck factor.
I like the brothers, and I like the Concrete Boots, though the power is a little weird. I like the teamwork, and I like how a two-power card can really only have one power active at a time.
fuzzysadist
November 20th, 2006, 03:41 PM
Euryon, do you have any issue with me using a variation on your "Simple" ability? I'm making some droids, and want to use something like this:
Weakness: Machine Logic
When an adjacent figure with the
personality “Tricky” attacks Super
Battle Droids with a normal attack,
Super Battle droids may only roll 2
defense dice.
Fuzzy
Euryon
November 20th, 2006, 06:44 PM
Nope, go for it. I ought to add this stuff to the cut & paste thread.
Euryon
November 26th, 2006, 02:50 PM
Ok, heres an update of the "Spartan Hoplites" - one of the first customs Lorax and I tried our hands at ;)
I simply reworked the text and powers....
Does 110 feel ok? I have a feeling they might need to go up to 120, or perhaps higher? Im fine with them being expensive; theyre friggin Spartans!
Anyway, here you go...
http://i11.photobucket.com/albums/a167/Euryon/spartans2.jpg
netherspirit
November 26th, 2006, 03:03 PM
I've always liked these guys, I think they are priced pretty close to right. They are Unique and don't have any range, so I can't see them being worth more than 90-110. Its really their second power that brings up their cost, I think.
I normally don't like non-standard cards, but this one works for me, I am not sure why.
Just a couple of things of small critiques:
The word "Spaces" under the 1 in the Range box shouldn't be plural.
Also, if you are going to spell Defense with that blasted "C" in their power you should change the Defense stat box. Or vice versa.
If Soldiers is plural why isn't Human?
Power names and the info box could be capitalized like official cards.
Maybe its just something Wonky with my eyes, but I think the words in the Phalanx power are smaller than the other power. Is it just my eyes?
Those are just small things, nitpicks really, overall I like the card, the powers are flavorful and I would play these guys.
Karkadinn
November 26th, 2006, 03:08 PM
Ok, heres an update of the "Spartan Hoplites" - one of the first customs Lorax and I tried our hands at ;)
I simply reworked the text and powers....
Does 110 feel ok? I have a feeling they might need to go up to 120, or perhaps higher? Im fine with them being expensive; theyre friggin Spartans!
As opposed to friggin' Romans, or friggin' Greeks? :P Sorry, I have no comments on the card itself at this time... I'm just wondering why you consider Spartans to occupy a level of badassery above the other ancients we've officially seen so far....
netherspirit
November 26th, 2006, 03:26 PM
I'm just wondering why you consider Spartans to occupy a level of badassery above the other ancients we've officially seen so far....
http://en.wikipedia.org/wiki/Battle_of_Thermopylae
ikkyu142
November 26th, 2006, 03:28 PM
Actually the Spartans are Greek. I think Euryon is basing the power on the battle of Thermopyla. If you don’t know about it read up online and you will understand why theses are the solider’s soldier.
edit, darn nether you beat me to it.
Euryon
November 26th, 2006, 04:10 PM
The Spartans are probably the most perfect example of humans as warriors.
Thermopylae is just one example - but a famous one. The children were essentially hand picked and exiled or killed if they seemed "unspartan", then whilst growing up they were trained in such a way that EVERYTHING was devoted to war. Even music as entertainment was played at a marching beat to instill discipline in them. They were made to steal and beat slaves to increase their violence... Whilst their legacy isnt particularly exemplary of liberty or freedom, they personify the heights humans can reach with discipline.
The Spartans, in their height (peloponesian war), were the apex of civilization - then, Greece.
I would put money on a body of Spartans being able to beat any of their contemporaries in a stand-up fight.
Im surprised you dont know about their legacy, though? I mean, although military history is my hobby, Spartans are well received as being truly great soldiers, right?
Hex_Enduction_Hour
November 26th, 2006, 04:16 PM
Yeah this my favorite Euryon custom. Love these guys and would love to acquire inexpensive figures.
They're just too cool.
Great Wiki link, btw.
Euryon
November 26th, 2006, 04:25 PM
Yeah, I wish there were some decent hoplite figures... If anyone knows of any (preferably pre-painted) let me know... This is one of my own customs I am unable to play, but would love to...
Euryon
November 26th, 2006, 04:26 PM
I've always liked these guys, I think they are priced pretty close to right. They are Unique and don't have any range, so I can't see them being worth more than 90-110. Its really their second power that brings up their cost, I think.
I normally don't like non-standard cards, but this one works for me, I am not sure why.
Just a couple of things of small critiques:
The word "Spaces" under the 1 in the Range box shouldn't be plural.
Also, if you are going to spell Defense with that blasted "C" in their power you should change the Defense stat box. Or vice versa.
If Soldiers is plural why isn't Human?
Power names and the info box could be capitalized like official cards.
Maybe its just something Wonky with my eyes, but I think the words in the Phalanx power are smaller than the other power. Is it just my eyes?
Those are just small things, nitpicks really, overall I like the card, the powers are flavorful and I would play these guys.
Good eye ;) Shall make the changes post-haste.
Annerios
November 26th, 2006, 05:37 PM
I've always wanted to test this Spartan unit.
These are the figures I'd like to use for them:
http://i7.ebayimg.com/04/i/000/78/fe/96fe_1_b.JPG
They are from Crocodile Games' upcoming Wargods of Olympus line. They are not widely available yet, but they had a pre-sale on them for Gencon, so there are some floating around out there (if you can find them).
Euryon
November 26th, 2006, 07:58 PM
The word "Spaces" under the 1 in the Range box shouldn't be plural.
Also, if you are going to spell Defense with that blasted "C" in their power you should change the Defense stat box. Or vice versa.
If Soldiers is plural why isn't Human?
Power names and the info box could be capitalized like official cards.
Maybe its just something Wonky with my eyes, but I think the words in the Phalanx power are smaller than the other power. Is it just my eyes?
1) Done.
2) Done :p
3) On official cards, they do that to...
4) Done.
5) I know what you mean, but everythings standardized. There is a shade effect on the background, which might be affecting it... Not sure.
Anyway, heres an updated version; I did a couple of graphical tweaks... Giving some symmetry and increasing the stonecut area a little...
http://i11.photobucket.com/albums/a167/Euryon/spartans2-1.jpg
Grungebob
November 26th, 2006, 08:07 PM
I am thinking 110 is about right. These would be a force if coupled with Raelin. She would get a +1 to her defense and they would get a +2 to theirs giving them a whopping 7 defense!! :transformer:
Euryon
November 26th, 2006, 08:13 PM
Spartans 110
Raelin 80
Parmenio 90
Sacred Band 50
Izumi Samurai 60
390
Ok, lacks some range, but those Izumi next to the Spartans can kick some serious ass with their CS...
(Parmenio is to make Raelin disciplined, to give the SB's extra defence, and for theme)
Euryon
November 26th, 2006, 08:15 PM
I am thinking 110 is about right. These would be a force if coupled with Raelin. She would get a +1 to her defence and they would get a +2 to theirs giving them a whopping 7 defence!! :transformer:
She would if Parmenio made her disciplined ;)
The reason I made it restricted to disc' figures is to help out their greek buddies who dont get too much love. If theres a selfishly beneficial reason to be disciplined (ie, benefit from the Spartans, as oppoised to helping the SB boost themselves), theres more call for that power.
InfinityMax
November 26th, 2006, 08:42 PM
I like 'em. Good card.
Grungebob
November 26th, 2006, 08:45 PM
I am thinking 110 is about right. These would be a force if coupled with Raelin. She would get a +1 to her defence and they would get a +2 to theirs giving them a whopping 7 defence!! :transformer:
She would if Parmenio made her disciplined ;)
The reason I made it restricted to disc' figures is to help out their greek buddies who dont get too much love. If theres a selfishly beneficial reason to be disciplined (ie, benefit from the Spartans, as oppoised to helping the SB boost themselves), theres more call for that power.I just assumed these guys were meant for a Parmineo Disciplined Army. In that case Realin would make the perfect choice of units to switch to disciplined.
Euryon
November 26th, 2006, 08:55 PM
Fair enough.
All they need is some common slingers or javelin troops for some range, and the greeks could kick some arse.
Grungebob
November 26th, 2006, 09:24 PM
Fair enough.
All they need is some common slingers or javelin troops for some range, and the greeks could kick some arse.Well I should stipulate that since Parmineo I no longer view any powers that are limited by a disciplined restriction as a barrier to drafting. Not that I had a particular setup in mind.
Pug
November 26th, 2006, 09:50 PM
Other than to say that I really like the Spartans, I don't really have anything to say about them. I think this is a very solid card.
NecroBlade
November 27th, 2006, 10:10 AM
Kick arse. All your cards are great. I'm not a big fan of the oddly-shaped cards, but the other customs are :drool: Now I'm going to have to try my hand at custom layouts...
Euryon
December 7th, 2006, 02:09 PM
Ok, heres a work in progress.
Im working on a figure (though if anyone else can offer a decent figure/model, id appreciat it :p )
I made it a orc champion so it could bond with blade gruts, and basically launch one into the castle, then they can be of some use when in there.
Ive not actually played the castle yet... so please let me know if this is way unbalanced or whatever.
But yeah, I am very aware the model is missing...
http://i11.photobucket.com/albums/a167/Euryon/GrutCatapult.jpg
Taelord
December 7th, 2006, 02:21 PM
Awesome custom Euryon. I love how it can throw orcs. But shoulden't it be a little harder for them to survive?
InfinityMax
December 7th, 2006, 06:49 PM
Tae, if the odds of dying were higher, why would you ever try it?
Euryon, I like it. Cool custom.
Karkadinn
December 7th, 2006, 07:27 PM
My suggestion for a figure: a small slingshot. :D
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