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The Champion of Weston
November 4th, 2010, 02:06 PM
I decided that since I am a video game freak that I would make some video game characters to incorporate into Heroscape. I have already started with these two customs.

Axel from Kingdom Hearts

Move-5
Life-6
Attack-5
Defense-4
Range-1

Abilities

Flame Chakrams
Range 4 Attack 4 you may attack two times with this attack. You may target the same figure twice.

Searing Intensity
This ability is just like the Fire Elemental

Hide in Darkness
Just like the Drow

200pts.

and I have one more

Zack Fair from FF7

Life 6
Attack 4
Defense 3
Range 2
Move 5

Abilities

Devastation
When Zack receives 3 wounds his attack and defense double

Soldiers Honor
Any unit labled soldier adjacent to Zack recieve plus 1 to their attack and defense

180pts.

Let me know what you think of these I play tested Axel and he was pretty fair, I want to test him a few more times before I make him an integral part of my army. Zack has recieved no play testing so your critiques are welcome.

I am also looking for more people to join this thread so your welcome to join.:D

flameslayer93
November 4th, 2010, 06:53 PM
Woohoo! I love video games too! I have some of my game customs stored away in my thread and TheKingsRook(my cousin) has the Dragoons from Legend of Dragoon on his thread.

Flame Gryphon
November 4th, 2010, 09:46 PM
All I would suggest is some wording changes.

Zack Fair:

- Instead of...'his attack doubles'... how about

When Zack recieves 3 wounds, add four to his attack value, and three to his defense value'...?

krysto2002
November 4th, 2010, 09:47 PM
I might join, I always wanted to try this:
Joanne Dark
Human - Unique Hero
Agent - Tricky
Medium 5

4 Life
6 Move
7 Range
2 Attack
4 Defense
110 points

Double Attack
Sighting
Carrington Institute Stealth Suit - negates wounds from non-adjacent attacks (spec/normal) on d18+, add 3 in water, add 6 in shadow tiles.

As for your units, Axel's spec attack doesn't need "You may target the same figure twice." This is assumed if not listed.

Zack's Soldiers Honor should read:
Soldier's Honor
Friendly Soldiers adjacent to Zack Fair roll 1 additional attack die and 1 additional defense die.
Devastation could also use minor rewording.

The only thing that really needs revising might be the point values. For Axel, 200 may be a bit steep.

Zack's points need reconsidering. He's similar to MDG save that he has more attack (dangerous since double 4 is 8 and that's really high) and has 1 additional space of range, but that makes him more costly. Maybe 170...

And finally, what are your customs' classes?

Otherwise, they look great!

The Champion of Weston
November 4th, 2010, 10:33 PM
Axel is a Nobody and Zack is a super soldier. Does that mean that you are willing to join, like I said I would love to see the other video game customs people made. I will definitely take your advice on the point cost to I thought that 200pts for Axel was steep too but MarroKing1 told me he was too cheap at 180 so... let me know what customs you have made for video games. By the way I love your custom idea, so lets get this show on the road.

machinekng
November 4th, 2010, 10:43 PM
You should check out the Heroes of Fiction project. I covers some of the same areas as this one.

Each member gets a chance to design a Hero from popular fiction (which includes videogames) and essentially have it critiqued by master custom makers such as mac122, Lamaclown and Balantai. I'm a member of this project, and so far, it has been a lot of fun. I recommend you all come in and see what we have done.

We've already designed video game related figures (Simon Belmont) and I eventually plan to design the Prince of Persia (after I create Inago Montoya.)

Our Finished desings are:
Simon Belmont (Castlevania) (http://www.heroscapers.com/community/showpost.php?p=1150943&postcount=243)
The Doctor (Doctor Who) (http://www.heroscapers.com/community/showpost.php?p=1158210&postcount=294)
Agent J (Men in Black) (http://www.heroscapers.com/community/showpost.php?p=1165853&postcount=343)
Buffy the Vampire Slayer (Buffy the Vampire Slayer) (http://www.heroscapers.com/community/showpost.php?p=1173903&postcount=391)
Corwin (The Amber Chronicles) (http://www.heroscapers.com/community/showpost.php?p=1229977&postcount=507)
Samuel Sullivan (Heroes) (http://www.heroscapers.com/community/showpost.php?p=1229067&postcount=496)

The Champion of Weston
November 5th, 2010, 08:55 AM
No offense but I made this thread purely for video game characters, to me heroes of fiction is to broad a scale.

The Champion of Weston
November 9th, 2010, 07:53 PM
I have some more characters to finish up on and then I can post them on here. Most of them are from KH(its my favorite game).

Kurrok The Elementalist
November 10th, 2010, 08:27 PM
I love this Idea

Ganondorf

6life
6 move
5 range
7attack
6 defense

dark magic special attack
instead of attacking normally you may use dark magic special attack range 6 attack 5 all figures adjacent too the chosen figure is also affected

stealth flying

250 points

Hope you like him

krysto2002
November 10th, 2010, 09:18 PM
MY HERO!!

Chrono
Human
Unique Hero
Warrior
Adventurous
Medium 5

Life 5
Move 6
Range 1
Attack 3
Defense 3
PV - 180

Confusion
When you attack normally with Chrono, you may attack 3 additional times. You must target the same figure with each attack.
Luminaire Special Attack
Range Special Attack 4
Roll 4 attack dice once for each figure within 3 spaces of Chrono, you do not need clear line of sight to attack. Roll attack dice once for all affected figures, roll defense dice seperately.
Critical Hit
When rolling attack dice, if you roll a skull on every die, the defending figure cannot roll defense dice and immediately takes 2 wounds instead.

Best RPG EVA!!

The Champion of Weston
November 10th, 2010, 09:48 PM
I love the idea for Chrono, and the Ganondorf was pure genius. Perhaps, though a point increase would benefit him maybe a 10 point upgrade.Are you continuing to make more customs, it seems to me you have some really good ideas. Also, do you have any way of providing concept art for the cards, or any art at all. I would really like to see the art for these cards.

I made a Demyx from KH and also a Zexion also from KH.

Demyx
Life 5
Attack 3
Defense 4
Move 5
Range 4

Water Clone
You start the game with a water marker on Demyx's card. When Demyx is killed you may instead remove the water marker from Demyx's card. This power can only be used once per game.

Water Manipulation
Before taking a turn with Demyx you may take a turn with two Water Elementals you control. And Demyx never stops his movement on water.

150pts

Zexion
Attack 2
Defense 3
Move 5
Range 1
Life 5

Mind over Matter
Same as the DeathKnights ability to reduce defense

Brains and Brawn
Before taking a turn with Zexion you may first take a turn with Lexaeus.

160pts

Kurrok The Elementalist
November 10th, 2010, 10:14 PM
I think I could definately increase his point total by ten!

machinekng
November 10th, 2010, 11:09 PM
I love the idea for Chrono, and the Ganondorf was pure genius. Perhaps, though a point increase would benefit him maybe a 10 point upgrade.Are you continuing to make more customs, it seems to me you have some really good ideas. Also, do you have any way of providing concept art for the cards, or any art at all. I would really like to see the art for these cards.

I made a Demyx from KH and also a Zexion also from KH.

Demyx
Life 5
Attack 3
Defense 4
Move 5
Range 4

Water Clone
You start the game with a water marker on Demyx's card. When Demyx is killed you may instead remove the water marker from Demyx's card. This power can only be used once per game.

Water Manipulation
Before taking a turn with Demyx you may take a turn with two Water Elementals you control. And Demyx never stops his movement on water.

150pts

Zexion
Attack 2
Defense 3
Move 5
Range 1
Life 5

Mind over Matter
Same as the DeathKnights ability to reduce defense

Brains and Brawn
Before taking a turn with Zexion you may first take a turn with Lexaeus.

160pts

Just some comments. I like to hep.

Water Manipulation should be split into two different abilities, as it affects two different turn phases.

The Champion of Weston
November 11th, 2010, 08:39 AM
I am always open to help. I agree about splitting up the ability, the more I read it the more I thought it didn't sound right. I also raised his points by 20 because of the third ability.

krysto2002
November 11th, 2010, 04:30 PM
...
Frog, the Warrior
(Glenn)
Human
U. Hero
Knight
Valiant

Life 6
Move 6
Range 1
Attack 4
Defense 4
PV - 180?
Slurp - For every wound Frog inflicts, you may remove 1 Wound Marker from his Army Card.

Water Element - Frog always rolls 1 additional attack dice against figures with the Lava resistant ability. When on a water space, add 1 to Frog`s attack and defense.

Critical Slash - If you roll 3 or more skulls in a single roll, you may instead inflict 2 wounds to the defending figure.

The Champion of Weston
November 11th, 2010, 08:49 PM
Man, just keep dishing out the figures, it's about time to start testing what we have right now. We have a lot of figures to test so let's get this show on the road. Keep making more we can play test while we create.

Kurrok The Elementalist
November 11th, 2010, 09:24 PM
Man, just keep dishing out the figures, it's about time to start testing what we have right now. We have a lot of figures to test so let's get this show on the road. Keep making more we can play test while we create.
I think the next custom should be link

krysto2002
November 11th, 2010, 09:52 PM
Man, just keep dishing out the figures, it's about time to start testing what we have right now. We have a lot of figures to test so let's get this show on the road. Keep making more we can play test while we create.
I think the next custom should be link

Ask and ye shall receive (there are already Link customs out there, here's mine):

Link
Human
Unique Hero
Knight
Adventurous

Life 6 (it's what he starts with, 3 hearts of 2 points each)
Move 5 (heavy gear you know!)
Range 6 (Bow, keep reading)
Attack 2
Defense 4
Point Value 180

Master Sword - When attacking an adjacent figure, add 3 dice to your roll. If the defending figure follows Utgar, roll 2 additional attack dice.

Bomb Toss Special Attack - Range 5. Lob 10. Attack 3
Starts the game with 5 Bomb Markers. Remove 1 to attack. All adjacent figures to the target are also affected. (this would have the same wording as Grenade Throw, but I'm keeping things simple for the post's sake)

Hookshot - Instead of moving normally, move of 3, ignore levels up to 25 higher or lower.

BTW I'd use a proxy of Alistair, Denrick or even Drake

Wonderball68
November 11th, 2010, 10:06 PM
MARIO

Life 6
Move 6
Range 1
Attack 4
Defense 4

Fire Flower Special attack
(Mimring's fireline with a range of 5)

Combo assault
Mario may attack any figures adjacent.

High jump
(stealth leap)

pts ?

SAMUS ARAN
Life 6
Move 6
Range 8
Attack 3
Defense 6

Charge Beam
If samus does not move this turn, add three dice to her normal attack.

Morph Ball
Add two to Samus' move. If Samus uses Morph Ball this turn she cannot attack this turn.

Homing missiles Special Attack
Range 5. Attack 2. Choose a figure to target. All figures adjacent to the targeted figure are also affected by Homing Missiles Special Attack. When attacking with Homing Missiles always add one skull to your roll.

The Champion of Weston
November 11th, 2010, 11:05 PM
Yes, a Samus custom, she is my favorite nintendo character ever. The stats you chose for her are great, though I noticed that there was no point total for either of your customs. I would say Mario, who is also very good, would be about 170pts and Samus would be 170pts also. Great work Wonderball68.

Krysto2002 your Link is pure genius, I love his abilities, they definitely have the feel of a HS unit and would work awesome on a map. Keep up the good work. I will begin play testing some of the figures tomorrow, Samus will be tested first by me:D.

krysto2002
November 11th, 2010, 11:18 PM
Coming soon, from me!
Ness
Little Mac
Captain Falcon
Megaman X
Zero
Yoshi (maybe)
Bomberman
and maybe more... I'm still thinking...

Wonderball68
November 11th, 2010, 11:37 PM
@Champion of Weston Those point totals are too low... think about Nilfheim. I'd put Mario at 185 and Samus at 200 or even 210.

Thanks for the playtest! Tell me how it turns out.
~WB68

The Champion of Weston
November 12th, 2010, 09:13 AM
Yeah, I slept on those point totals and decided they were rather low, you are absolutely correct. Your point totals seem a lot more fair and balanced. Thanks for the assist, it is most appreciated.

@Krysto2002, your customs have been great thus far, keep up the spectacular work.

Kurrok The Elementalist
November 12th, 2010, 09:30 AM
Man, just keep dishing out the figures, it's about time to start testing what we have right now. We have a lot of figures to test so let's get this show on the road. Keep making more we can play test while we create.
I think the next custom should be link

Ask and ye shall receive (there are already Link customs out there, here's mine):

Link
Human
Unique Hero
Knight
Adventurous

Life 6 (it's what he starts with, 3 hearts of 2 points each)
Move 5 (heavy gear you know!)
Range 6 (Bow, keep reading)
Attack 2
Defense 4
Point Value 180

Master Sword - When attacking an adjacent figure, add 3 dice to your roll. If the defending figure follows Utgar, roll 2 additional attack dice.

Bomb Toss Special Attack - Range 5. Lob 10. Attack 3
Starts the game with 5 Bomb Markers. Remove 1 to attack. All adjacent figures to the target are also affected. (this would have the same wording as Grenade Throw, but I'm keeping things simple for the post's sake)

Hookshot - Instead of moving normally, move of 3, ignore levels up to 25 higher or lower.

BTW I'd use a proxy of Alistair, Denrick or even Drake
Love those stats for link, right now I am working on bowser

krysto2002
November 12th, 2010, 05:10 PM
ZERO
Reploid Hunter
http://imagecache5.art.com/p/LRG/21/2115/554ED00Z/mega-man-x5--zero.jpg
Reploid
Unique Hero
Hunter
Valiant
Medium 5

Life - 5
Move - 5
Range - 6
Attack - 3
Defense - 4
Point Value - 180

Z-Sabre - when attacking adjacent figures, rolls 3 additional attack dice.

Charge Shot - If Zero did not move this turn and is attacking a non-adjacent figure, roll 2 additional dice.

Charge Slash - If Zero did not move this turn and is attacking an engaged figure, you may attack 2 additional times. You cannot attack the same figure twice.

Wall Slide - Zero does not roll for falling or extreme falls.

The Champion of Weston
November 12th, 2010, 05:50 PM
That, I must say is awesome, I will play test him tonight to. I also play tested Samus once, she did well at the start and then kind of fell apart toward the middle of the battle. I will play test her again, and then the other figures that people made.

Kurrok The Elementalist
November 12th, 2010, 06:35 PM
after I do bowser, I want to do all of the Donkey Kong characters!

Wonderball68
November 12th, 2010, 08:00 PM
Three more Nintendo cards:

YOSHI
Life 5
Move 6
Range 1
Attack 3
Defense 3

Egg Throw
If Yoshi destroys a small or medium figure this turn, he may attack one additional time this time adding 5 to his range.

Flutter Jump
During movement, Yoshi may ignore one level of terrain when moving up. This power may onnly be used once per turn.

Carry

100?

GOOMBAS (3 figures)
Life 1
Move 5
Range 1
Attack 2
Defense 2

Charging assault
(Kozuke Samurai)

25?

BOB-OMBS (3 figures)
Life 1
Move 5
Range 1
Attack 2
Defense 3

Bob-omb Blast
Instead of attacking, any Bob-omb may choose to Bob-omb blast. Roll the 20D. If 11-20, then any adjacent figures recieve one wound. After using this power, remove the Bob-omb from the battlefield.

50?

adbirk19
November 12th, 2010, 08:30 PM
For the bob-ombs you may want to make them 25-45. One possible wound for 50 points that will take out a hero with 5 lives with 250 points there small DW7000.

The Champion of Weston
November 12th, 2010, 10:15 PM
Some squads, excellent work Wonderball68; I would have to agree with adbirk19 a lower point cost would benefit the bob-ombs. After palytesting Samus I would have to say that she is pretty fair. She whiffed on some defense rolls which to me is a part of the game to take into consideration. It could be an important factor in determining the fairness of a figure; I'll continue the playtesting, including the new squads.:D

Wonderball68
November 13th, 2010, 01:56 PM
Hmmm... yes. Try playtesting them at 35 when you get around to them.

The Champion of Weston
November 13th, 2010, 03:23 PM
Did some more playtesting, the bob-ombs were great at the 35pts; as for the Goombas I tested them and felt they needed something else. I gave them the scatter ability and raised the point total to 40. They were very affective with that ability. I didn't get around to playtesting anything else last night to, sorry. I have to go to sleep at some point:lol:.

Wonderball68
November 13th, 2010, 03:41 PM
Goombas with scatter? I like it- it's an intersesting combination of powers. The Goombas can charge at the enemy and engage them quickly, but when the opponent attacks they scatter away (just like in the 3D mario games). They're like rats, only a billion times less annoying.

The Champion of Weston
November 13th, 2010, 06:19 PM
Glad you liked the idea, it worked well. Do you know how we can get sculpts for some of the figures. I am working on a Samus sculpt but it's slow work.

Scapemage
November 13th, 2010, 06:32 PM
Do you have suitable minis for any of these? I suppose someone really good at modding (like maybe Soundwarp) could make someone.

Wonderball68
November 13th, 2010, 07:17 PM
@ChampionofWeston Are you making a Samus sculpt yourself? Or are you trying to find one to purchase?

I think I will be able to make cards for my units (and any others I want to) but I'll have to download gimp first. After I do that it won't be too hard to figure out how to make them, since I am somewhat familiar with the program.

~WB68

The Champion of Weston
November 13th, 2010, 10:48 PM
Ya, I am sculpting the Samus myself, originally I was going to sculpt over another mini but that didn't work. So I am working on one from scratch. Thanks for making the cards, if you get around to it.

@Scapemage, thanks for the tip I will have to check out Soundwarp and see if maybe he could mold some of them.

Wonderball68
November 14th, 2010, 12:53 AM
It took me all evening but I finished the Samus card.

http://i996.photobucket.com/albums/af82/Wonderball68/SAMUSARANCARDFINAL-1.jpg

What do you guys think? I'll work on Link and Mario next.

EDIT: This is my first custom card ever so if anything looks weird tell me!

The Champion of Weston
November 14th, 2010, 10:24 AM
Man you are a genius, I love that card. I intend on finishing the sculpting tonight and maybe I can post her tonight or tomorrow. With the pure coolness of that card I can't wait to see the other cards. Definitely glad you are with my thread:D.

krysto2002
November 14th, 2010, 12:55 PM
Got back from camping, here's Zero in card form:
http://i921.photobucket.com/albums/ad53/Krysto2010/Misc%20Heroscape%20Customs/Heroscape%20VG%20customs/zero.jpg?t=1289757291

Enjoy!

The Champion of Weston
November 14th, 2010, 03:53 PM
Man, I love the cards you guys are making. By the way I playtested Zero and he worked well. The only thing I would change would be to add two to his attack instead of three for ability #1.

Wonderball68
November 14th, 2010, 05:30 PM
Darn just noticed two typos on my card- guess I'll have to fix those up.

EDIT: Here it is, this time MEDIUM not MEDUIM lol
http://i996.photobucket.com/albums/af82/Wonderball68/HS%20drawings/SAMUSARANCARDFINAL-2.jpg

The Champion of Weston
November 14th, 2010, 05:58 PM
It was still a good card. A testament to this is that I didn't even notice the typo. Awesome work.

Kurrok The Elementalist
November 14th, 2010, 10:11 PM
Bowser

life 8
move 5
range 3
attack 4
defense 5

fireline special attack
(mimring) range 8 attack 3

bowser shell special attack
range 1 attack 4
all figures adjacent to bowser are also affected

200 points

The Champion of Weston
November 14th, 2010, 10:32 PM
Nice Bowser, but I would take his stats down a bit, they look more like a marvel figures stats to me.

Wonderball68
November 14th, 2010, 10:35 PM
Yea not bad but I would lose the 5 range. for his fireline I would make it an attack of thre instead of mimrings 4.

Also it would be best to make the goombas and koopa troopas bond with him instead of vice versa. After all a hero who bonds with sqquads doesn't exist in the rest of the game, but there are tons of squads that bond with heroes. just my :2cents:

Kurrok The Elementalist
November 15th, 2010, 08:59 AM
Yea not bad but I would lose the 5 range. for his fireline I would make it an attack of thre instead of mimrings 4.

Also it would be best to make the goombas and koopa troopas bond with him instead of vice versa. After all a hero who bonds with sqquads doesn't exist in the rest of the game, but there are tons of squads that bond with heroes. just my :2cents:
Yeah I am going too change the bonding, and the basic stats too be a little lower:D

The Champion of Weston
November 15th, 2010, 11:33 AM
I play tested Link, he worked very well. It was about fifty fifty his win percentage so I gave him a pass. None of his abilities need to be changed so good job on that Link. Keep up the great work everyone.

cainsworld
November 16th, 2010, 02:26 AM
Hi, long time listener, first time caller. I have a few things you guys might be interested in over on my customs thread.

http://www.heroscapers.com/community/showthread.php?p=1263091#post1263091

The Champion of Weston
November 16th, 2010, 08:56 AM
Hey, post them here and we can check them out. Can't wait to see them. Welcome to the thread. The sculpts look awesome for your figures. Just come up with some stats for the figures we haven't done yet.

cainsworld
November 16th, 2010, 06:17 PM
Here is the Samus I made, I also made a morph ball form so that the sculpts could be switched out allowing her access to areas of the board that her normal sculpt could not go into. It's pure clay.
http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/SamusAranfront.jpghttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/SamusAranMorphBall.jpg

Here is the Mega Man I made, same deal pure clay.
http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/MegaManfront.jpg

Kirby, pure clay.
http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Kirby.jpg

Castle Crashers, pure clay.
http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/CastleCrashers.jpg


http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/RedCastleCrasher.jpghttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/OrangeCastleCrasher.jpg


http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/BlueCastleCrasher.jpghttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/GreenCastleCrasher.jpg

And here is my Link. It was made using the upper torso to the feet of a Doctor Doom Heroscape figure, the arms and bow quiver are taken from a Tandros Kreel Heroscape figure, and the head was taken from an Erevan Sunshadow Heroscape figure, everything else (cap, shield, connection of head and arms to torso) was done by molding mounting putty. After I got the mold where I wanted it, I dipped it in this stuff called Mod Podge that seems to have it holding together well. I then painted it using whiteout and markers.
http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Linkfront.jpghttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Linkback.jpg

All of the pure clay stuff was done over a year ago. The Link figure was more recent. I don't have any cards made for any of these. My friends are really flaky so it is hard to get them together for a regular game of Heroscape, much less enough games to playtest customs. I did however have a few ideas worked out, but never got to playtest. Keep in mind that I came up with these about a year ago and I've learned more about how the game works since then so the stats are probably broken.



Mega Man
Jandar
Humanoid
Unique Hero
Protector
Valiant
Medium 4
Life 3
Move 5
Range 7
Attack 3
Defense 4
Points 100

Weapon Copy System
Upon destroying a figure with Mega Man you may place a weapon copy marker on their army card and use one of their special abilities. You may not change which of the figure's special abilities that you are using once it is chosen. You may not copy more than one figure at a time. If you would like to use the special ability of another figure, you must take back the weapon copy marker and place it on the new destroyed figure's Army Card. Mega Man may still use the ability even if that figure is revived.

Mega Buster Charge
If Mega Man takes a turn but does not attack add 1 to his next attack. Not attacking for two turns adds 2 to his next attack. A Mega Buster Charge not used at the end of the round does not carry over to the next round.

Jump
Mega Man may climb up to 2 spaces in a single move.



Kirby
Ullar
Puffball
Unique Hero
Devourer
Valiant
Small 3
Life 4
Move 5
Range 1
Attack 1
Defense 4
Points 170

Inhale
Instead of a normal attack, choose a figure within 3 clear sight spaces of Kirby and roll the 20-sided die. If you roll a 14 or higher the figure is considered Inhaled and placed on Kirby's Army Card. During the Inhaled figure's turn the only action it can take is to roll the 20-sided die for a chance to escape or roll one attack die against Kirby. If it rolls an 18 or higher or if Kirby is destroyed, it escapes and is placed on the board 2 to 6 spaces away from Kirby. Inhale may not be used and Kirby cannot use Flying if Kirby has a figure Inhaled.

Spit
If Kirby has a figure Inhaled instead of a normal attack, he may use Spit. The range that he may Spit the Inhaled figure is based upon it's size. He may Spit the figure 6 clear sight spaces if it is small, 5 if it is medium, and 4 if it is any other size. Choose a figure within range of Spit and place the Inhaled figure adjacent to it. The chosen figure must defend against an attack equal to the Spit figure's size. All blocked skulls count as hits on the Spit figure. An Inhaled figure must be able to fit on a space adjacent to the chosen figure in order to use Spit. Kirby may Spit a figure even if no target is chosen. Forms or falling damage are not factored into Spit.

Absorb Special Attack
While figure is Inhaled instead of a normal attack, roll the 20-sided die. If you roll a 16 or higher you may use a special with Special Attack in the name from the Army Card of the figure that you currently have Inhaled. If you fail to roll a 16 or higher the Inhaled figure immediately escapes and is placed 2 to 6 spaces away from Kirby.

Flying
When counting spaces for movement, this figure ignores elevations, may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this figure starts to fly, if it is engaged it will take any leaving engagement attacks.


Note: With the Castle Crasher Knights I would probably re-do these as Uncommon Heroes much like they did with the Wyrmling cards. But I made these stats before Uncommons were added.
Castle Crasher Knights
Jandar
Human
Unique Squad
Knight
Relentless
Medium 4
Life 1
Move 4
Range 1
Attack 4
Defense 5
Points 205

Elemental Magic Blast Special Attack
Range Special. Attack 2.
Choose 3 spaces in a straight line from a Castle Crasher Knight. All figures on those spaces who are in line of sight are affected by Magic Blast Special Attack. Roll 2 attack dice once for all affected figures. Affected figures roll defense dice separately.

Crasher Powered Resuscitation
When a Castle Crasher Knight is about to be destroyed, if there is another Castle Crasher Knight adjacent to them you may roll the 20-sided die. If you roll a 15 or higher, do not destroy the Castle Crasher Knight. You may attempt Crasher Powered Resuscitation for each adjacent Castle Crasher Knight.

Deflecting Shields
When defending against ranged attacks with Castle Crasher Knights, each shield rolled counts for an additional block.

Castle Crashing
When attacking a destructible object, all skulls rolled count double.



My idea with Samus was to make a bunch of small cards that each had a cost value and when you drafted her you equipped her with the cards adding to her cost. It seemed like a good way of having a figure that you could customize for may different armies and a good way to properly represent Samus at various points during the Metroid games. These are the stats she would start with:

Samus Aran
Einar
Zebes
Human
Unique Hero
Bounty Hunter
Fearless
Medium 5
Life 3
Move 5
Range 5
Attack 2
Defense 2
Points 45+

Chozo Suit Upgrades
Before the game upgrade Samus Aran with Chozo Suit Upgrades. All effects of upgrades may be used together unless otherwise specified on the upgrade card. The cost of each upgrade is added to the cost of Samus Aran.

Beam Combos
Before making a normal attack you must declare which beams you are using.

From there you would add upgrades like the following before the game starts:

Upgrade Card: Morph Ball
Card Effect: At any time during your turn replace Samus Aran with the Morph Ball. You can switch back and forth at any time during your turn. Switching between forms counts as one space moved. After attacking, if you have movement spaces left you may switch forms before ending your turn. You may only switch forms if it is possible to fit the other character model into the current location.
Max Number of This Card: 1
Forms Used In: Standing
Points Added to Samus's Cost: +10

Upgrade Card: Energy Tank
Card Effect: Life +1
Max Number of This Card: 6
Forms Used In: Both Standing and Morph Ball
Points Added to Samus's Cost: +20 for first then cost rises by 5 with each additional Energy Tank added. Ex.- 1st Energy Tank costs +20, 2nd Energy Tank costs +25, 3rd Energy Tank costs +30, etc.
Points Added to Samus's Cost with all 6 Upgrades: +195

Upgrade Card: Bombs
Card Effect: R1. A3. All adjacent figures. You may move 1 space away after use. Morph Ball form only.
Max Number of This Card: 1
Forms Used In: Morph Ball
Points Added to Samus's Cost: +30

Upgrade Card: Space Jump
Card Effect: Flying
Max Number of This Card: 1
Forms Used In: Standing
Points Added to Samus's Cost: +50

Upgrade Card: Spazer Beam
Card Effect: On normal attacks instead of one target you may attack up to three adjacent targets.
Max Number of This Card: 1
Forms Used In: Standing
Points Added to Samus's Cost: +60

These are just a few, I actually had Upgrade Cards worked out for almost all of her upgrades. I figure most people will think that this way of handling Samus is too complicated, but if I get requests I might post up the rest of what I have thought up.

The Champion of Weston
November 16th, 2010, 08:55 PM
I find the idea of the upgrades to be very fascinating. While they may not fit in with HS I am still interested in the upgrades. Who knows maybe they can/will fit in I will have to play test.

The Champion of Weston
November 18th, 2010, 01:52 PM
Finished play testing Link, he did well against heroes but kind of struggled against squads. Especially the marro squads, they were able to outmanuever him and shoot. In an army he was the star though, he was able to move in and out of the enemies troops with ease.

cainsworld
November 18th, 2010, 07:55 PM
I found Upgrade cards for Samus that I had finished. I would upload them, but I don't want to make the page unbearable for people with slow connections. Can someone tell me how to do that Spoiler thing for hiding images behind a button?

The Champion of Weston
November 18th, 2010, 09:36 PM
I'm not sure myself so... why don't you try PMing someone on here. I'm sure someone knows.

krysto2002
November 18th, 2010, 09:37 PM
I found Upgrade cards for Samus that I had finished. I would upload them, but I don't want to make the page unbearable for people with slow connections. Can someone tell me how to do that Spoiler thing for hiding images behind a button?
It's tough to explain.
Wrap the words
spoiler
and
/spoiler
in [ brackets ]. Before and after your post, like

this

cainsworld
November 18th, 2010, 10:16 PM
The look of the cards was achieved by slightly modifying AliasQTip's weapon cards that are in the Download section.

Samus Aran Upgrades:

Bombshttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/Bombs.jpg

Charge Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/ChargeBeam.jpg

Energy Tank(s)http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/EnergyTank.jpg

Grapple Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/GrappleBeam.jpg

Gravity Suithttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/GravitySuitUpgrade.jpg

High Jump Bootshttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/HighJumpBoots.jpg

Ice Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/IceBeam.jpg

Long Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/LongBeam.jpg

Missile Tank(s)http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/MissileTank.jpg

Morph Ballhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/MorphBall.jpg

Plasma Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/PlasmaBeam.jpg

Power Bomb(s)http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/PowerBombs.jpg

Reserve Tank(s)http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/ReserveTank.jpg

Screw Attackhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/ScrewAttack.jpg

Space Jumphttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/SpaceJump.jpg

Spazer Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/SpazerBeam.jpg

Speed Boosthttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/SpeedBoost.jpg

Spider Ballhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/SpiderBall.jpg

Spring Ballhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/SpringBall.jpg

Super Missile Tank(s)http://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/SuperMissileTank.jpg

Varia Suithttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/VariaSuitUpgrade.jpg

Wave Beamhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/WaveBeam.jpg

X-Ray Visorhttp://i39.photobucket.com/albums/e174/Cainsworld/Heroscape/Samus%20Upgrades/X-RayVisor.jpg

The Champion of Weston
November 18th, 2010, 11:02 PM
These are awesome, I am definitely going to test those out. They are just ot cool to pass up the chance to use them.

cainsworld
November 18th, 2010, 11:13 PM
Cool, let me know how they turn out. I've never gotten the chance to try them.

The Champion of Weston
November 19th, 2010, 08:57 AM
I will definitely let you know.:D

The Champion of Weston
November 20th, 2010, 10:15 PM
I finished playtesting some of the other figures on here. Some need work and others are just fine. I will post later the figures that passed and failed. I have some stuff to do.

krysto2002
January 9th, 2011, 07:32 PM
Been playing a lot recently, I'm working on a few:

Alex Roivas (Eternal Darkness)
5 life
5 move
7 range
2 attack (handgun)
3 defense

Human
U. Hero
Warrior
Insane

Gladius
+2 attack against adjacent figures

Shotgun Blast SA

Ancient Magick
???

Aika (Skies of Arcadia)

5 life
6 move
4 range
4 attack (boomerang)
3 defense

Human
U. Hero
Rogue
Confident

Alpha Storm SA
4 attack, 4 spaces in a straight line

Lambda Burst SA
Special attack
1 attack die for each figure within 2 clear sight spaces, roll dice once, defense separate.

Delta Shield
At the beginning of a round, you may choose to activate Delta Shield, if you do Aika cannot be affected/targeted by special attacks/abilities but cannot use any of her own special attacks that round.

krysto2002
January 15th, 2011, 09:39 PM
Vyse the Blue Rogue

Human
Rogue
Valiant
Medium

5 life
6 move
1 range
4 attack
4 defense
?? Points

Double Attack
Cutlass Wrath Special Attack R1 Attack 6
You may re-roll any black dice when attacking once.
Counter Attack
If any figure within 4 clear sight spaces attacks Vyse, you may roll the 20-sided die. If you roll a 17 or higher, you may immediately attack that figure normally as if you were taking a turn with Vyse. When counter attacking, Vyse can not move, will not receive any bonuses and is considered to have a range of 4.

Prince Enrique

Human
Prince
Confident
Medium

Life 4
Move 6
Range 1
Attack 3
Defense 4
PV ?

Justice Shield
If Enrique receives more than one wound from a single source, ignore half of the wounds inflicted, rounded down.

Judgement
Enrique may use Judgement once per game. After moving and before attacking, choose any opponent's figure within 6 clear sight spaces of Enrique. Roll a number of attack dice equal to the life number on that figure's Army Card. For each skull rolled, the chosen figure receives one wound.
Righteous Smite (official ability)
+1 attack against utgar figures.

MrWookiee
January 15th, 2011, 10:14 PM
The Arbiter
Follows the UNSC
7 life
6 move
5 attack
4 defense
260 points

Stealth Dodge

Energy Sword Blind Rage Special Attack (long name!)
R1 A4
If ESBRSA inflicts a wound, you may attack again with ESBRSA.

A**hole, you must be silenced
When Arbiter attacks a Unique Hero who follows the Covenant, roll 2 additional attack die.

Sangheili
Unique Hero
Savior
Disciplined
Medium 5

krysto2002
January 15th, 2011, 10:43 PM
The Arbiter
Follows the UNSC
7 life
6 move
5 attack
4 defense
260 points

Stealth Dodge

Energy Sword Blind Rage Special Attack (long name!)
R1 A4
If ESBRSA inflicts a wound, you may attack again with ESBRSA.

A**hole, you must be silenced
When Arbiter attacks a Unique Hero who follows the Covenant, roll 2 additional attack die.

Sangheili
Unique Hero
Savior
Disciplined
Medium 5

what's his range?

Kaiser Cat
January 15th, 2011, 11:03 PM
Can I post an idea here? If not, the rest of the post has been put into spoilers so you can ignore it.

I am allowed to post an idea? Cool. I'll confuse you by bringing in something form and obscure-ish (But absolutely awesome) game.

Rokusho
Follows Vydar
5 Life
6 Move
1 Range
5 Attack
3 Defense

Sword Strike

After revealing an order marker on Rokusho, you may add 2 to his move number for the turn. If you do, reduce Rokusho's attack by 2 for the turn. Rokusho must end his move engaged to use Sword Strike.

Antenna Radar

Any enemy unit within 4 spaces of Rokusho does not receive any defense bonuses from shadow tiles or jungle spaces when attacked by a friendly unit.

Medabot
Unique Hero
Fighter
Tricky
Medium 4

No idea what he would cost.

MrWookiee
January 15th, 2011, 11:04 PM
The Arbiter
Follows the UNSC
7 life
1 Range
6 move
5 attack
4 defense
260 points

Stealth Dodge

Energy Sword Blind Rage Special Attack (long name!)
R1 A4
If ESBRSA inflicts a wound, you may attack again with ESBRSA.

A**hole, you must be silenced
When Arbiter attacks a Unique Hero who follows the Covenant, roll 2 additional attack die.

Sangheili
Unique Hero
Savior
Disciplined
Medium 5

what's his range?

krysto2002
January 16th, 2011, 11:00 AM
@Kaisercat, you can post here if you like, its technically public. That's medabots, right? (posting from DS)

Juniour
January 16th, 2011, 12:59 PM
Mason (From Black Ops)

Follows the U.S.

6 Life
6 Move
5 Range
5 Attack
4 Defense
150 Points (I don't know, I just guessed)

Ballistic knife

After moving and before attacking, choose a figure within 10 clear sight spaces of Mason. Roll the 20-Sided Die, if you roll a 17 or higher destroy the figure

Ghillie Suit

Mason can not be attacked from range.

DeathDoom
February 15th, 2011, 01:00 AM
If I may stick my head in here...
A while ago I made a ballsload of Halo themed units, and I figure this could be a good place to get them some exposure.
http://s595.photobucket.com/albums/tt40/DeathDoom/Haloscape/
Note: Sangheili squads are generally 2 members, Unggoy/UNSC are 3 or 4, Jiralhanae are 3, and Kig-Yar/Yanme'e are 3.

I tried to make all of them fit a particular general's theme, and I was waiting for Valkrill templates to come out before I published the Flood. If people are interested enough, I might go ahead and post them (pure forms are awesome!)
Yes, no figure pics... but Haloclix are expensive.
I do realize that there are a lot of issues with consistency, but I think I get the idea across fairly well.

jcmcminis
July 31st, 2011, 07:35 PM
I am responsible for Simon Belmont being created in the Heroes of Fiction thread. Here is his card.
http://i287.photobucket.com/albums/ll128/jcmcminis/Simon.jpg

Here are a few other video game characters I have done.

http://i287.photobucket.com/albums/ll128/jcmcminis/DK.jpg

http://i287.photobucket.com/albums/ll128/jcmcminis/Diddy.jpg

http://i287.photobucket.com/albums/ll128/jcmcminis/Wario.jpg

and if you follow the link in my sig to my Classic customs thete are Mortal Kombat ones there.

Geekazoid
November 4th, 2011, 09:30 PM
Heres a few I'm trying, based off of the Space Marines from Dawn of War:

Combat Squad
Einar

life 2
move 6
range 8
attack 4
defense 4
points 150

3 figures

Space Marines
Uncommon Squad
Warriors
Disciplined
Medium 6

Squad bonding
When you draft this unit, you may select one Space Marine Sergeant, and one Space Marine specialist. Whenever you take a turn with this squad, you may also take a turn with the Sergeant and Specialist

Purge the Witch! (this ability I'm working on, because I'm worried about it being broken)
If any of your opponents armies contain a psychic, spellcaster or unit with magical abilities, all Space Marines you control gain +1 move, +1 attack and double attack. However whenever possible they must try to target the magic user/psychic.

to go with them, I have these
Brother Sergeant Thunder Fist
Einar

life 4
move 6
range 8
attack 4
defence 4
points 100

Space Marine
Unique Hero
Sergeant
Disciplined
Medium 6

Power Sword
add 1 attack and 1 defence dice against targets this figure is engaged with.

Purge the Witch (see above)

Rocket Marine
Einar

life 2
move 6
range 1
attack 4
defence 4
points 50

Space Marine
Uncommon Hero
Specialist
Disciplined
Medium 6

Rocket Special Attack
Range 10, Attack 7
Rocket Special Attack may not be used if this figure or any of the squad he is bonded with have moved this turn, or was moved by the power of another figure. Rocket Special Attack may only target Huge figures and Destructible objects. If Rocket Special Attack is used on a Destructible object, the object is removed, no attack roll required. Rocket Special Attack may not be used against adjacent targets.

Purge the Witch! (see above)

Champion Siege Breaker
Einar

life 6
move 6
range 8
attack 5
defence 4
points 150

Space Marine
Unique Hero
Champion
Disciplined
Medium 6

Power Fist
When attacking an adjacent figure, this figure gets 1 automatic skull, and ignores any abilities that would prevent multiple wounds.

Assualt Cannon Special Attack
Range 6, Attack Special
Instead of attacking normally, Champion Siege Breaker may use this Special Attack instead. When using Assault cannon Special Attack you get a pool of 12 dice, that may be rolled in groups of 2, 3, or 4. You may attack a single figure multiple times, or may attack different targets.

Purge the Witch! (see above)

I'm looking for feedback on these guys