View Full Version : Fallen Templars Customs: NEW 6/21 Arrogant Hunter
Fallen Templar
May 9th, 2006, 09:02 PM
Heroscape and all of it's properties are trademarks of Hasbro
Special Thanks for help with wording and card mechanics goes out to: netherspirit, Chaoschild, Necroblade, Kinseth, shakey_snake, reapersaurus, Grungebob, justjohn, Doc Savage, hi1hi1hi1hi1, Hex_Enduction_Hour, brickman1444 Karkadinn
Thanks to Annerios for the 6 sider diagram
Alright this is where I place the name of finished expansion waves
All old customs from HQ and May will be redone graphically
Wave 1: Shadows of Hyperion Bios and completed card will be here
Kyrie
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Daledriels1.jpg
Dwarven Hordes
Asgard Mithrilaxe
Sick of the rigors of the Brightaxe guard Asgard broke from their ranks and joined the Chums of Chance. His dream of seeing Valhalla is coming true and the Growing Mercenary Organazation gains a powerful ally in the Dwarf Berserker
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AsgardMithrilaxecopy.jpg
Balzain Brightaxe
Dwarf from Valhalla fights for Jandar
Bio
Balzain's clan lived in Iron Hills mining the fine metals to be used in Great War for the Wellsprings. As they dug deeper and deeper they finally came across something that would change their mines forever, a wellspring. Within days of It's finding Balzain had forged and cooled an axe in the springs water. The Axe had such a sharp edge that if swung hard enough can smash a sheild to splinters. Although the Brightaxe clan supplied metals to both sides of the war effort it did not spare them the wrath of Utgar and was decimated leaving most of it's miners and warriors dead. Although Balzain survived he is still protected by the fallen dwarves spirits. Balzain has sworn vengence on Utgar writing his name in the Book of Grudges .
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BalzainBrightaxeFinalRevison.jpg
The Brightaxe Guard
The Valiant Survivors of Brightaxe mines of the Iron Hills. They have sworn to rush with their warmaster into battle and decimate the enemy. They have sworn to cross out Utgar's name in the Great Book of Grudges in his traitorus blood.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BrightAxeGuardTroop1.jpg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BrightaxeGuardtroop2.jpg
Kenaz Stoneheart
A Champion Dain Brighthammer who can shake earth
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/KenazStoneheartcopy.jpg
Dark Elven Fighters
Valsan Dreth
Dark Elf, Fights for Utgar
Valsan Dreth was the right hand man of Hyperion during his crusade against the Elves. Dreth was freed from an Elven prison by Sindaris Assasins. He was in jail for the murder of group Elven lords during a ceremony. Dreth dispatch them with cold blooded efficiency. He was caught fleeing the scene and was given a death penalty. He was to be thrown into a pit of enraged Dumutef guards. Valsan, as reward for the murder, was given The Armor of Aegis and The Sword of Sel Goth. Each weapon was enhanced by Hyperion himself with magic to turn them into the apex defense armor and a blade which destroys it foes in a fowl swoop. Valsan is known for his almost fanatical devotion to the Dark Elven cause that his mind, even with magic could not change his ideals and destiny
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/ValsanDreth3.jpg
Centaurs
Council Laurrel
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/CouncillorLaurellcopy.jpg
Knights and Clerics
Sir Ravenburg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/SirRavenburg.jpg
Grandmaster Traven
http://i60.photobucket.com/albums/h37/Fallen_Templar7/TRAVEN3.jpg
Morg the Bloodspiller
Bio
Morg the Bloodspiller was once an master of the Hex on the planet Earth. Morg's hunting of wizards led him to create his own counter magic which allows him to Echo his preys magic spells as well as spells to cause spells to backfire in the users face. The loss of their unique powers allowed Morg to claim his prize. Utgar watching as more wizards and warriors with strange powers are summoned to Valhalla, Utgar invited Morg to join in the Hunt of All time.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/MorgTheBloodspiller.jpg
Vorgath
A the black armoured warrior entered the plains of Feylund to fend off a advanced war party of Aubrien's and Ashran. The Archers fired volley after vollley to no effect as the arrows bounced off. Then the Ashran advanced to destroy the menance. Although more agile they were slaughtered by the menace. One stood and she rushed him and pierced his shoulder. The Ashran smirked, she thought she killed him but then an evil laugh erupted from his helmut. He grabbed the Ashran's head tore it clear off. He fears nothing for he is fear incarnate. Death is father, War his mother, Pestilence iis his Sword and Famine his armor and shield.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Vorgath1.jpg
WARLORDS
Al Mahktar "The Desert Dog" was once the greatest raiders ever to cross the arabian sands. Al Mahktar raided the many caravans who crossed the desert increasing his vast wealth and killing all who opposed. Yet all who commit crimes are not immune from punishment. Fed up with the loss of his many Caravans a regional Sultan attacked his small band of Raiders. As Mahktar came over the hill he saw the attack take place and only his second in command was still fighting. He rushed to aid and as he did a sandstorm brewed in his wake blinding his attackers and allowing him to save Ali Al Sheik the Desert Hawk at this moment Einar warped both to Valhalla where they raids Einar's enemies
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AlMahktar2.jpg
ELVES
Orion,
King in the Wood
As the evening of the first Mid Summer's day draws to it's mid point the moon of Feylund hangs over the great forest. The dim beams of light dance on the outline of a cloaked figure. As the beams hit their brightest the figure reveals itself. He is the Consort king of the Forest, the king in the wood. He revently lifts the stag horn to his lips as the his great cloak materializes from the air and the oak ages hands forth it's great spear.He lets loose a pitch that shakes every leaf in the living forest and all inhabitants go silent for they know the Great Hunt has begun.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/OrionKinginthewoodcopy.jpg
Valantis
Lord of the Aubrien Archers on Feylund
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valantis3.jpg
Umbris
Umbris as an adolescent hated the restrictions of the Home Tree and when his time of growth came upon him he took up the path of an Elven infiltrator. These warriors no longer "walk the beaten path" of most elven warrior. These infiltrator face predjudice from those of Home Tree calling them corrupt and ridden with darkness. Due to this fear, infiltrator do not stay long in the Home Tree. Their knowledge of the wilds and wilderness allow them to engage enemy forces in total stealth before the main Elven force strikes. Umbrius was sent to engage a Wolf hunting party. As Umbris picked each one off one by one. A Wolf Captain found out Umbris and through him into a nearby lake. As he felt death grip him at that point he was warped to Valhalla. Umbris now recons for Ullar in the war for the well spring.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Umbrius.jpg
Valistar
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valistarcopy.jpg
Bearers of the Way
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BearersofTheWayRedux.jpg
Antilion Hunting Cadre
A dying race from the Planet Feylund. the Antilion would hunt Elves, Wolves, young trolls, and young Doggin on their planet . at the end of the last century the Antilion nest was attacked and destroyed. Although small pockets remain on Feylund they are barely seen and only come to the public eye when a hunter is killed in the deep forest. A small cadre hunters and there pack leader are the personal hunting partners and elite guards of the King of the Wood
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AntilionHuntingCadrecopy.jpg
Gobbie's, Gruts, Ogrons and Trolls
Kashak
Goblin, Fights for Utgar
On the planet Grut goblins are treated with no respect. They are kicked around, made to fix armor, and used as cannon fodder. Yet Kashak was quite different, He was a warlord at the same rank as Orcs such as Grimnak and Tornak. Kashak always fought his hardest when he fought before the orcs under his command. This was no different the day he was charged with destroying a field of orc eating spider. Unfortunately he was swarmed and was almost eaten but Utgar saw some use for the fearful Goblin and warped him to Valhalla
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Kashakcopy.jpg
Bathazar the Executioner
It's said those who walk into the black marsh are caught by Bathazar are zforced to be tortured by his Jurors until Bathazar finish the job at the Choping block.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Bathazarcopy.jpg
Shades
Lord Farside
Bio
Shade from Earth, Fights for Utgar
Selvius Farside was once a normal man of Kyoto until approached by emissaries of the Black Lotus Guild, a elite assassin guild which dealt with those who broke oaths. They offered him a life of Luxuray and training in the way of the Black Lotus. As he donne the Armor of the Fox, his chosen branch style, He became an enigma, no longer man, not quite a ghost.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/LordFarsidecopy-1.jpg
Chase Blacklock
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/ChaseBlacklock.jpg
Soulborgs
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/26%20Soulborgs/ReaperD4.jpg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/26%20Soulborgs/Zettians/Tyrantwalkercopy.jpg
The Materials and Services on this this thread are protected by copyright and/or other intellectual property laws and any unauthorized use of the Materials or Services of this Sit thread violate such laws. Except as expressly provided herein, the creator of this Thread does not grant any express or implied right to you under any patents, copyrights, trademarks, or trade secret information with respect to the Materials and Services displayed on or provided by this site. No portion of the information or documents in this thread may be reproduced in any form or by any means without the prior written permission of the the original creator of said material.
Fallen Templar
May 12th, 2006, 07:15 PM
Alright Here are the the units up for Critiqing from HQ I've included the bios as well.
Delveguard
Elf, Fights for Ullar
Delveguard, Warrior of The White Stag, Guardian of the Great Forest as he is known in Feylund rose to prominence after the Burning of the southern most quadrant of The Great Forest. As protector of the forest, Delveguard traveled to the burned quadrant to find the culprits who started the terrible flash fire. Following the trail of burned trees Delveguard came across a burned corpse of a Stag. Delveguard broke off a horn of the stag and crafted a horn out of one of its antlers. Out of respect for the creature and pity for it’s untimely end he blessed its corpse and buried it in a marked grave. After it’s burial Delveguard was visited by The White Stag, Spirit of the Forest, and the spirit gave him it’s blessing. The White Stag’s Blessing gave Delveguard the ability to awaken the trees with a blast of the of his newly crafted horn and to don the armor of the Stag. Upon donning the armor Delveguard saw visions of a war torn world and his calling to help the
Forest’s of this realm also. Once again he was visited by the White Stag after a battle with a Dark Elf and his assassins. The Spirit warped him to Valhalla to the halls of General Ullar. Delveguard has thus taken up the fight with General Ullar to defeat the evil which burned his forest and which threatens Forest’s of Valhalla as well.
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/delvegard_reworked-1_edited-1.png
Figure Used THe Horned Hunter Mage Knight set: 2.0
Telandral
Human, Fights for Vydar
Before the formation of the British Empire there was a greater empire. This empire was Atlantis. Atlantis was the Rome of its time and it fell like it’s ancient counterpart. A rebellion within its conquered lands. Within this separatist movement Telandril was a legend. Telandril was a master inventor and strategist who led her troops into battle. She created innovative weapons such as the Z-6 rotary cannon, which she uses proficiently in battle to kill off advancing Atlanteans squads. Telandril was summoned during the Battle of Orient Point. During the battle Telandril took a small task force to assassinate a leading general named Volkare. Unfortunately her team was caught in a firefight with the Volkare and his personal entourage. Telandril’s team decimated his entourage but the bullets merely bounced off Volkare’s armor. Of the team of five Telandril led, Volkare beat 3 of them dead, crushed the skull of 1 with his bare hands and executed the last one in front Telandril. At this point Telandril had put thousands of rounds into Volkare’s armor. As her impending end was coming as her gun’s crystal powered ammo system died. Telandril pulled out her short sword in a vain attempt to kill the inhuman general. Volkare grabbed her sword arm and flung her off a nearby cliff. As she fell General Vydar, who has intently watched her task force’s conflict with the General and saved her from certain death. She has thus pledged her allegiance to Vydar
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/telandril12_edited-2%7E0.jpg
Red Dutchess of Khasim Mage Knight set: Nexus
General Volkare
Human, Fights for Utgar
Of all the Generals of Atlantis General Volkare is known as the most brutal and relentless. The stories of the unfortunate Freedom Fighters that are captured by Volkare of that of horror, they are subjected to test of mad science, dismembered, decapitated and worse. He has come to the nickname of Volkare The Iron Fisted for his torture and brutal ness. Volkare was summoned to Valhalla during the battle of Anglo-Britannia. During the battle Volkare was leading the main charge against the Freedom Fighters’. The Battle quickly turned to a bloody stalemate leaving both armies destroyed. To settle the battle the leading generals’ Volkare and Vlidon Kratos a leader of the Freedom Fighter met in deadly single combat. During Combat Kratos pierced Volkare’s armor
Then to be only disarmed by a mighty swing from Volkare’s sword. But before Kratos was struck down he made his move. Kratos called in an Atlantean strike bomber and bombed the area in which he and Volkare were fighting. Then Utgar made his move. He pulled Volkare to Valhalla to help him further his glory. Volkare serves Utgar with an Iron Fist and a boding hate for Telandril and especially Vlidon Kratos who somehow was spared the death he deserved.
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/general_volkare_edited_hq_edited-1jpg.jpg
General Volkare Mage knight 2.0
The Dwarves of Khazad
Dwarves, from Feylund, Fights for Jandar
As war rages in the forest’s and plains of Feylund it’s underground has not been kissed by war. Unfortunately the time for peace in the underground is about to end. The men of the mountains have joined the elves against the Drow menace. All dwarves are fierce warriors but some have been blessed with greater ability then their brethren. These Dwarves are the Dwarves of Khazad. Their armor and weapons have all been blessed by the Dwarven Gods. Most Dwarves who have been brought to Valhalla were summoned during the Battle of the Iron Hill. Iron Hill is the gate to the main Dwarven home city and mine. The Drow sent an attack force to “persuade” the dwarves to join their fight to overthrow the Queen. To destroy the threat the Dwarves sent hundreds of Khazad guard to defeat the foes. After the Battle the Drow force was decimated with no survivors. Only reported loss for the Dwarves was 1 squad of Khazad who disappeared after being crushed by a war machine, their bodies were never recovered.
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/kazad_dwarves_heroscapehq_edit_edited-1.jpg
Kazad Dwarves LOTR minis
ChaosChild
May 12th, 2006, 11:30 PM
I don't have anything more to say about these guys except that that I still like them. If you want any of my suggestions repeated, just ask. Always happy to help with customs. I look foward to more.
Fallen Templar
May 13th, 2006, 11:45 AM
Well heres a new unit i just finished. I don't have the bio done i'll upload that later today
Bio
Falgorad
Elf fights for Ullar
During Hyperion’s War, The Queen of Feylund activated her Emissaries of the Word. These were Feylund’s best horsemen. All of the Emissaries rode blessed horses of Telianu Plain. These horses were able to cross-terrain that would stop other warriors and beasts. During the 3rd year Hyperion’s War, Felgorad Would rise to become the most cherished Word Bearer of the Queen and the most feared among her enemies. Felgorad rides the red-eyed horse Shadowmere. The last mission Felgorad would serve his queen on Feylund would come to be known as Hyperion’s Folly. Felgorad was suppose to bring death’s word to Dark Elf officer who leading a squad of assassin’s who were being sent to kill the queen and her family. On Shadowmere Falgorad found his target. During the night while the assassin sang song of joy for being picked for this mission Felgorad attacked he charged the camp and killed off the assassins, all but the officer. Falgorad charged directly at the officer with sword hewn and with quick flash of steel the officer lay dead. But unfortunately Felgorad and his steed were struck down by a final spell by the fallen drow. As Shadowmere lay unconscious and he lay in a pool of blood, General Ullar came to him and saved him and his steed. He now Bears Ullar’s word against the Valkyrie Generals enemies.
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/falgorad_2.jpg
ChaosChild
May 14th, 2006, 01:36 AM
Consider me your editor. Feel free to copy and paste but, read it first. Just in case I got something wrong. :) :wink:
Ram
If Falgorad moves in a straight line for his entire move, he may pass through opponents' figures. One at a time roll the 20-sided die for each figure Falgorad passes through. If you roll a 15 or higher, that figure receives 1 wound and is placed on an adjacent space. The rammed figure does not take any leaving engagement attacks.
Never Surrender
If Falgorad is unable to move due to a special ability, he may attack one additional time.
Personality sp: Valiant
1?. Can Falgorad ram a fig off a cliff? (It would be fun if he could.) If so, you will have to change what I wrote to include that. (... adjacent or lower space.)
I like him.
Karkadinn
May 14th, 2006, 05:50 AM
The 'treat a squad as heroes' special power on the dwarves is very interesting and unique, but I fear that it may break some basic game mechanics. Many powers specifically only work on heroes for important mechanical reasons, after all....
Fallen Templar
May 14th, 2006, 12:08 PM
The 'treat a squad as heroes' special power on the dwarves is very interesting and unique, but I fear that it may break some basic game mechanics. Many powers specifically only work on heroes for important mechanical reasons, after all.... I noticed about this when i was using them last night. I maybe I'll change the wording to special attack
ChaosChild
May 14th, 2006, 06:28 PM
Please disregard the ? about ramming off a cliff. I need to change what I suggested for the Ram special ability. Try this instead:
Ram
If Falgorad moves in a straight line for his entire move, he may pass through opponents' figures. One at a time roll the 20-sided die for each figure Falgorad passes through. If you roll a 15 or higher, that figure receives 1 wound and is placed on an adjacent space that is lower than the height of the rammed figure. The rammed figure does not take any leaving engagement attacks.
I think this takes care of not being able to move the figure up 20 levels but still knock it off a cliff. If you have any questions about my reasoning on this, just ask.
Fallen Templar
May 15th, 2006, 12:30 AM
Ok I took ChaosChilds advice on Falgorad and changed Delveguard rally the troops here are the updates.
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/falgorad_4.jpg
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/delvegard_reworked-1_edited-3.jpg[/i]
Fallen Templar
May 15th, 2006, 03:19 AM
Heres a new unit the Sindaris Assassin's
BIO
Sindaris Assassins
All in Feylund fear the Sindari “Rose”. The Roses are specially crafted throwing needles which tips have been dipped in a Toxic mix of the most deadly poisons on the planet. To protect the needles from theft each assassin crafts their own roses’ preventing use by an outsider. Being Dark Elves, the Sindaris Assassins are immune to poison of any kind. Sindaris Assassins work in teams 3 to hunt their targets. Of their most recent kills was that of Crown Prince Falgurd which ignited the War which became known as Hyperion’s War. During the assassination the Sindaris used Fololir’s web to stop the kings movement. The assassin’s rushed forward with Umber knives drawn. As they rushed forward they dodged hundreds of arrows, which were being fired by his Aubrien bodyguards. To clear a path to the target they used the roses to clear away the bodyguard’s. An assassin hopped and slashed the prince’s neck in one flash of steel. There is an odd detail to the murder, even though the Sindari will use any method to kill a target but they prefer to use the rose to kill target, mainly for a thematic effect. It almost seems to be a revenge killing…
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/sindaris_assassin_2.jpg
I having a problem with the sindari rose. should i add another token and should i add a poison effect if they don't get the kill
ChaosChild
May 15th, 2006, 11:15 PM
They sound good the way they are. I think one marker is enough and a poison effect would require keeping track of who is poisoned (too much to do).
On Fololir's Web, does each assassin get to choose a fig? Do you get to use this ability even if there are no turn markers on this card? This brings up the question of how you keep track of the webbed figs.
Unique squad, not hero.
Sindari Rose Special Attack
Range 6, Attack 2. This power may be used once per game. Start the game with one rose marker on this card. Remove the rose marker to throw Sindari Roses. One at a time do the following with each Sindaris Assassin: Choose a figure to attack. If the chosen figure receives a wound and is not destroyed by Sindari Rose Special Attack, roll the 20-sided die. If you roll a 17 or higher destroy the chosen figure.
Fallen Templar
May 15th, 2006, 11:50 PM
Yes its for each assassin. Thats why i had to make them 130 points. I fixed the wording on each power
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/sindaris_assassin_4.jpg
ChaosChild
May 16th, 2006, 12:25 AM
Fololir's Web
Sindaris Assassins start the game with 3 Web markers on their card. At the end of each round place all web markers on this card. If the Sindaris Assassins were activated this round, then do the following with each Sindaris Assassin: Choose a figure within 6 clear sight spaces and roll the 20-sided die. If you roll a 15 or higher, place a web marker on the chosen figure's base. That figure may not move in the following round.
This may not be what you want and it might have some flaws. It takes care of when they can use the web but leaves your opponent open to the opportunity to not put turn markers on a webbed figs's card. This is OK with me because if the fig is:
--part of a common squad or common hero - your opponent would just move a different fig anyway.
--part of a unique squad - they still have the opportunity to move the rest and attack with the fig.
--a unique hero - they still can attack with the fig
Fallen Templar
May 16th, 2006, 01:15 AM
I see what your saying about a squads or them just attacking with out moving but the ability is to temporarily disable movement of an opponent. the ability is to mainly pin down a unit for the kill or to escape with a large headstart
ChaosChild
May 16th, 2006, 01:05 PM
Understood. I think my wording accomplishes that. If I missed something, let me know and I'll try again. If you want me to.
Also in both abilities you use the word "unit". Heroscape uses the word "figure". Check out my first post about the assassins.
minimoose38
May 16th, 2006, 08:04 PM
Wow! Great Cards! I really like General Volkare . What kind of program do you use to make them?
Fallen Templar
May 16th, 2006, 08:15 PM
Wow! Great Cards! I really like General Volkare . What kind of program do you use to make them?
Photoshop Elements 4.0
Fallen Templar
May 16th, 2006, 10:29 PM
I have once again taken Chaos Childs advice and fixed up the assassins
http://www.heroscapehq.com/modules/coppermine/albums/userpics/11354/sindaris_assassin_6_.jpg
Fallen Templar
May 21st, 2006, 04:06 AM
Alright heres my newest customs
Balzain
Dwarf fights for Jandar
Balzain was the war master of the Iron Hills during Hyperion’s War. Balzain was summoned to Valhalla during the third year of the war. Balzain was known for his command at the Battle of Saigun Fleur. The dwarves had been called to aid another Dwarven city in Saigun Fluer in the southern flats of Feylund. During the battle Balzain charged the opposing enemy force of Trolls allied with Hyperion. During the battle Balzain encountered a Half Troll named Gora’din. Balzain charged with axe drawn and attacked. Gora’din grabed the axe with his hand and slammed Balzain into rock hard ground at bone crushing speeds. Balzain did not fear death but when visited by Jandar before his death he jumped at the chance the chance to fight with his fallen comrades, destroy evil beasts with one swing, and to fight against Gora’din and Hyperion for all eternity.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Balzain2.jpg
The Figure used is Balin LOTR gamesworkshop
ChaosChild
May 22nd, 2006, 12:46 AM
What? No spelling mistakes? All the words are there? :P :wink:
Seriously though, Balzain is cool. "For the Fallen Brothers" could get out of hand though. I would change "friendly dwarf" to "dwarf that you control" or limit the number of dwarves that can be placed on his card. Nothing like having to use both hands when rolling defense dice. :)
"defeated" should be "destroyed".
Fallen Templar
May 22nd, 2006, 04:05 PM
I was thinking about limiting it so I guess I 'm going to make it 3
ChaosChild
May 22nd, 2006, 04:19 PM
If you limit him to 3 , then he is comparable to Brunak. I think that works.
Fallen Templar
May 23rd, 2006, 11:09 PM
I made some size corections to the Dwarves of Khazad and fixed Balzains For the Fallen Brothers.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Balzain3.jpg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/KazadDwarves1copy.jpg
ChaosChild
May 23rd, 2006, 11:20 PM
I was just thinking about Balzain's For the Fallen Brothers ability. Just something to think about. What if you put only the dwarves that are destoyed within 4 or 6 spaces of Balzain on his card? This would keep him from hanging around at the back of the battle until he got his 3 dwarves.
Fallen Templar
May 23rd, 2006, 11:32 PM
I was just thinking about Balzain's For the Fallen Brothers ability. Just something to think about. What if you put only the dwarves that are destoyed within 4 or 6 spaces of Balzain on his card? This would keep him from hanging around at the back of the battle until he got his 3 dwarves. Hmm let me try that with the fallen brothers I'll try in a game tommorow and if the ability works out I should be able to lower his cost by 10 points maybe 20 points
ChaosChild
May 23rd, 2006, 11:35 PM
That sounds about right.
Rhydderch
May 24th, 2006, 01:51 AM
Hi: Nice cards but some of the abilities can probably be re-worded. Here's a start for the Sindari Assassins:
Sindari Roses Special Attack
Attack 2. Range 6.
Use this power once per game. Start the game with a rose marker on this card. Remove the rose marker to use Sindari Roses Special Attack. One at a time do the following with each Sindari Assassin. Choose a figure to attack. If a wound is inflicted, roll the 20-sided die. If you roll a 17 or higher, destroy the chosen figure.
This should be a little simpler and simulate official HS wording a little better.
Fololir's Web
Start the game with 3 web tokens on this card. At the end of any round in which the Sindari Assassins took a turn, you may choose one figure within 6 clear sight spaces of each Sindari Assassin you control. Roll the 20-sided die. If you roll a 15 or higher, place a web token each chosen figure. Figures with a web token on their card may not move. Figures affected by Fololir's Web may not be moved by any special power on any Army Card or glyph. At the end of the next round, replace the web tokens on this card.
In the original version of web you place the counters at the end of the round but they only last until the end of the round. This version prevents movement in the next round. Alternatively you could simply have the assassins use the web power at the start of the round.
Anyway I hope you find this somewhat helpful. I know Chaoschild has also given you some ways to re-word your abilities, so maybe between the two of us you'll find one you like =)
Fallen Templar
May 25th, 2006, 12:59 AM
After taking a suggestion from Rydderch with the assassins I did up a newer version of them
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SindarisAssassin7.jpg
Fallen Templar
May 27th, 2006, 06:24 PM
Alright I need help with this card its not done but heres the prototype
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Valsan_Dreth.jpg
ChaosChild
May 27th, 2006, 11:18 PM
Sword of Sel Goth
After moving and before attacking, choose an adjacent figure. Roll the 20-sided die. If you roll a 17 or higher, the chosen figure is destroyed. If a figure is destroyed by Sword of Sel Goth, Valsen Dreth may not attack this turn.
Armor of Aegis
Valsen Dreth never receives more than 3 wounds from an attack.
Final Destiny
Valsen Dreth may only be controlled by the player that starts the game with his Army Card.
I wasn't exactly sure what you meant by failed defense roll so, I guessed. Looking at other human sized heroes on foot, I would go with a move of 5 instead of 6 (just my opinion).
Looks great!
Fallen Templar
May 27th, 2006, 11:28 PM
If he failed in defending an attack he could at a Maximum receive 3 wounds. This units complete version will be up at the latest monday bio and all. Those bio are so hard to write but are fun though
ChaosChild
May 27th, 2006, 11:37 PM
Failed, as in no shields rolled?
Or
Failed, as in didn't roll enough shields to cover all the skulls?
I guessed that it was the latter.
Fallen Templar
May 27th, 2006, 11:39 PM
Failed as in not enough sheild to covered. That power came manily from so many times being screwed over with DW9000
Fallen Templar
May 28th, 2006, 12:10 AM
Valsan Dreth
Dark Elf, Fights for Utgar
Valsan Dreth was the right hand man of Hyperion during his crusade against the Elves. Dreth was freed from an Elven prison by Sindaris Assasins. He was in jail for the murder of group Elven lords during a ceremony. Dreth dispatch them with cold blooded efficiency. He was caught fleeing the scene and was given a death penalty. He was to be thrown into a pit of enraged Dumutef guards. Valsan, as reward for the murder, was given The Armor of Aegis and The Sword of Sel Goth. Each weapon was enhanced by Hyperion himself with magic to turn them into the apex defense armor and a blade which destroys it’s foes in a fowl swoop. Valsan is known for his almost fanatical devotion to the Dark Elven cause that his mind, even with magic could not change his ideals and destiny
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Valsan_Dreth_edited-1.jpg
ChaosChild
May 28th, 2006, 12:13 AM
I see you changed The Armor of Aegis to 2 wounds. I like that better.
Fallen Templar
May 28th, 2006, 12:18 AM
It saves him from being killed off in 2 attack with luck rolls :wink:
Fallen Templar
June 3rd, 2006, 09:51 PM
Well heres a new custom no bio because I'm busy writing the storyline for the mapping project but Here is my new custom The Black Knight
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Agnar-1.jpg
netherspirit
June 3rd, 2006, 10:04 PM
I like it. I have a couple of suggestions though.
For Aura of Fear you should say that they move 1 space to a space that isn't adjacent to him. I think thats what you are trying to accomplish anyways. You can do all kinds of tricks with this power I think. The Unholy Advance is nice too, you might want to put a sentence in there about taking leaving engagement attacks if he is engaged.
I spotted some spelling and grammar errors
"their" should be "there"
"20 sided dice" should be "20-sided die"
"an 13 or higher" should be "a 13 or higher"
"units" should be "figures" as I don't think units is a HS word...I would havto double check on that.
Can I give you some Aestheic advice, to make them look more official?
Fallen Templar
June 3rd, 2006, 10:20 PM
All advice is welcome graphical or wording. I need as much help as I can get I fixed up the Agnar gramatical
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Agnar-2.jpg[/list]
netherspirit
June 3rd, 2006, 11:16 PM
A couple of aesthetic pointers then :)
Special Ability titles should be all caps.
Multiple Special abilities should be aligned with each other on the left (which it seems you fixed :))
The Info box on the left should have smaller text except the Size should be bigger than the rest also these are all in caps. They should all be aligned to each other on the right.
I think your numbers font in the stat box is too bold.
Other than that I don't see anything I would change :)
ChaosChild
June 3rd, 2006, 11:27 PM
Got a ?.
For Aura of Fear, when do you get to use it? Before moving, after moving, after attacking?
Also, Agnar wouldn't take leaving engagement attacks for Aura of Fear because he wouldn't move. So you don't have to mention him.
netherspirit
June 3rd, 2006, 11:33 PM
Got a ?.
For Aura of Fear, when do you get to use it? Before moving, after moving, after attacking?
Good catch, I didn't notice that. I would make it an after attacking power, otherwise he probably wouldn't get to attack anything.
ChaosChild
June 3rd, 2006, 11:47 PM
If you make it a before moving power, then he can go attack something else instead. I think his point value can handle that.
netherspirit
June 3rd, 2006, 11:49 PM
It would be like a disengage. Yeah that would work too.
This is my 953rd post. 48 more and someone will win some Wave 1!!!!
Fallen Templar
June 4th, 2006, 12:07 AM
Ok Heres the Black knight update
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Agnar3.jpg
Fallen Templar
June 4th, 2006, 12:11 AM
I think the original wording was the best it let the player choose when to activate the ability. Maybe I should Change the powers name to inspire fear instead
ChaosChild
June 4th, 2006, 12:43 AM
I have offered two suggestions for a reword on Aura of Fear. You need to specify who moves the fig and where they can get to in that one space (can't have them moving to a space that they couldn't normally get to). I don't think you need to put in that they take leaving engagement attacks but that is up to you.
I prefer the second one because it allows each fig resist separately since they take leaving engagement attacks.
I am not sure about Unholy Advance because a "passing swipe" is an attack and he would then get a 2nd move of 5 spaces. I gave a suggestion anyways. If I come up with anything better I will let you know.
Aura of Fear
After attacking, if Agnar is engaged, roll the 20-sided die. If you roll a 13 or higher you may move each figure engaged with Agnar 1 space using the move value on that figure's card.
Aura of Fear
After attacking, if Agnar is engaged, roll the 20-sided die once for each figure engaged with Agnar. If you roll a 13 or higher, you may move that figure 1 space using the move value on that figure's card.
Unholy Advance
After each attack against Agnar, he may move up to 5 spaces.
Fallen Templar
June 4th, 2006, 02:14 AM
Thanks for Input Chaos Child
netherspirit
June 4th, 2006, 02:19 AM
I don't think a passing swipe is classified as an attack. Its called a passing swipe and not a passing attack after all. Plus its in the movement section of the rulebook and not in the attack section. :)
I think the Aura would be better as a before he moves ability. It would add a little more versatility to him, and give him a conditional disengage of sorts. Either that or make it so he can do it anytime during his turn, by saying "Anytime during the turn...." Thats how Morsbane is worded, except instead of anytime its at the end of the turn....so I think it would work like that.
Keep up the good work.
This is my 957th post. 44 more and someone will win some Wave 1!!!!
Fallen Templar
June 4th, 2006, 10:33 AM
Heres Black Knight Version 4.0 I kept the wording the same for Unholy advance the same due to the fact that with different wording an opponent could slip out a passing swipe.
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Agnar4.jpg
Grungebob
June 4th, 2006, 10:38 AM
So if you are engaged with some figures that are next to lava and you roll a 13+ you can move them into lava? Or off a cliff?
Fallen Templar
June 4th, 2006, 10:45 AM
So if you are engaged with some figures that are next to lava and you roll a 13+ you can move them into lava? Or off a cliff? Yes as long as its one space away
Grungebob
June 4th, 2006, 10:48 AM
OMG this guy is so scary I think I'll jump in this lava!!!
Grungebob
June 4th, 2006, 10:52 AM
Charos? Jotun? Braxas? DW9000 all are so scared of this guy that on a 13+ they are willing to jump in lava or off of a cliff due to fear?
Fallen Templar
June 4th, 2006, 11:46 AM
Alright I see the problem GB the roll is way to low maybe 16+ perhaps
netherspirit
June 4th, 2006, 11:47 AM
I believe he was thinking about a size restriction. Small and medium characters only.
This is my 958th post. 43 more and someone will win some Wave 1!!!!
Fallen Templar
June 4th, 2006, 01:07 PM
Ok I understand I fixed that here
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Agnar5.jpg
shakey_snake
June 4th, 2006, 01:21 PM
you should only roll for each small and medium figure, and technically, the title of the power should be Aura of Fear 13.
Great job, really like him.
Fallen Templar
June 4th, 2006, 01:32 PM
I always forget the number after the aura, fixed that, and the wording in Aura of Fear
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Agnar6.jpg
Fallen Templar
June 4th, 2006, 07:25 PM
Before I do any more custom figures I've redoing some of my cards graphically. I redid Delveguard the Guardian of the Forest. I gave him a different special ability
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Delveguard_1.jpg
Fallen Templar
June 4th, 2006, 08:37 PM
I don't no if the redos are nesscariy but might as well do them any way
ChaosChild
June 4th, 2006, 10:54 PM
I like the idea for Arms of the Forest but trying to keep track of which figs can't move next round is going to be troublesome. Perhaps a marker on the figs base and then remove all the markers at the end of the round before you roll again for the ability. Something like the web ability for your assassins.
Fallen Templar
June 4th, 2006, 11:21 PM
I see I get to work and fix it by tomorow
Fallen Templar
June 6th, 2006, 10:15 PM
Alright this is full support unit Called Bearer of The Way
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Bearers_of_The_Way_1.jpg
Feedback appreciated
ChaosChild
June 6th, 2006, 11:06 PM
I think 100 points is too much for them because they are not going to be out there very long. They need to be adjacent to figs to help them and that leaves them open to attack. Since they are a unique squad a higher defense might be in order.
Repent!
For each Bearer of the Way adjacent to an opponents' figure, that figure rolls one less attack die and one less defense die.
The way you have Illuminate the Way worded, it would only benefit a fig if they stop next to a Bearer of the Way. I suggest an aura for this power so that a fig can benefit from this while moving. You realize this would also make a fig immune to the road bonus.
Fallen Templar
June 7th, 2006, 07:04 AM
I'm planning to makeeach power an aura well besides death to the Xenos
skyknight
June 7th, 2006, 08:07 AM
I like them very much Fallen Templar, I would probably back em down to about 80, very nicely done!!
Fallen Templar
June 7th, 2006, 12:10 PM
I going to make them worth the 100 points mainly because I find they need aura ability to be somewhat useful. I'm probably change illluminate the way to effect range or maybe change its wording around. Thanks for the input skyknight and Chaos Child
Fallen Templar
June 7th, 2006, 04:33 PM
Heres my updated version
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Bearers_of_The_Way_2.jpg
Feedback welcome :)
ChaosChild
June 8th, 2006, 12:30 AM
Illuminate the Way
All figures you control with a range of 4 or more within 3 clear sight spaces of a Bearer of the Way, add 3 spaces to their range.
Death to the Xenos
All friendly figures adjacent to a Bearer of the Way roll an additional attack die and an additional defense die.
Protect the Faithful
All figures you control within 4 clear sight spaces of a Bearer of the Way treat all terrain as normal terrain.
I put in "all figures you control" instead of "friendly figures" for Illuminate the Way and Protect the Faithful, so make sure you get the one you want.
I have 2 suggestions for Protect the Faithful: Change "protect" to "shepherd" and "treat all terrain as roads". That might be too powerful but I just wanted to mention it.
Fallen Templar
June 9th, 2006, 03:52 PM
The Road power would be way to powerful but it would something that would need playtesting done before implementing
Fallen Templar
June 9th, 2006, 11:13 PM
Alright I did this custom when I was done with finals well here he is
http://www.heroscapers.com/oldgallery/albums/userpics/10058/TRAVEN1.jpg
netherspirit
June 9th, 2006, 11:38 PM
I think the Teleport power should cost more than 1 magic marker as it seems pretty powerful. Maybe just 2, but definately more than 1, and does he take leaving engagement attacks? I would assume so but with flying its worded in there, so you might want to add that too....
Also, the wording on the last power should say "remove 6 counters" otherwise he could remove his last counter, being all the counters, and be able to use it.
Fallen Templar
June 10th, 2006, 12:33 AM
Maybe Teleport he should take leaving engagement I mean mainly to balance the power out I'm also going increase it to 3 tokens
AmishBurrito
June 10th, 2006, 11:17 AM
yeah the purging light seems crazy, you could teleport into their base the beginning of the game, first turn, and take out 6 units..... thats kind of rediculous
netherspirit
June 10th, 2006, 11:21 AM
yeah the purging light seems crazy, you could teleport into their base the beginning of the game, first turn, and take out 6 units..... thats kind of rediculous
How are you going to take out 6 units? Just because it only takes one magic counter to use his special attack, doesn't mean he can use it 6 times in a turn. An attack is still an attack, it just takes a counter to be able to use it :)
AmishBurrito
June 10th, 2006, 11:30 AM
yeah the purging light seems crazy, you could teleport into their base the beginning of the game, first turn, and take out 6 units..... thats kind of rediculous
How are you going to take out 6 units? Just because it only takes one magic counter to use his special attack, doesn't mean he can use it 6 times in a turn. An attack is still an attack, it just takes a counter to be able to use it :)
it says destroy all enemy adjacent figures, you could teleport into his starting zone adjacent to 6 people : /
netherspirit
June 10th, 2006, 11:35 AM
Well if he makes it use 6 counters to use that power (which I think he should) you wouldn't be able to do that either :)
AmishBurrito
June 10th, 2006, 12:04 PM
or at least 6-(teleport cost)+1 points
AmishBurrito
June 10th, 2006, 12:05 PM
although that way, you'd still be able to teleport in on the end of ur round, and if you're on an initiative glyph, you can use it first time in next round since the things regen
shakey_snake
June 10th, 2006, 12:09 PM
maybe he shouldn't be allowed to teleport adjacent to anyone.
AmishBurrito
June 10th, 2006, 12:16 PM
maybe he shouldn't be allowed to teleport adjacent to anyone.
yeah that does sound better, but he could just teleport turn 1, then move/kill turn 2. still seems rediculously powerful to be able to teleport and destroy all adjacents in the same round.
netherspirit
June 10th, 2006, 12:37 PM
That would be why the Kill All adjacent figures power should be 6 markers and not worded as "all markers" then he wouldn't be able to do both in the same turn.
AmishBurrito
June 10th, 2006, 01:28 PM
or at least 6-(teleport cost)+1 points
netherspirit
June 10th, 2006, 01:37 PM
I think anything less than 6 is too cheap, and gives him too much versatility with an overly powerful ability.
AmishBurrito
June 10th, 2006, 01:50 PM
i think if you made it 5, and teleport 2, that would work well, then if you didnt teleport, you could sol beam and destroy adjacent figure on same round, but you'd have to wait 5 rounds before you could destroy an adjacent fig
or make it "choose an adjacent fig" instead of all
Fallen Templar
June 10th, 2006, 07:15 PM
With purging light he has to use all tokens (6). this means he couldn't teleport during the same round. I made it six beacause how many offical scenarios go past 12 rounds. In that case he would have the chance to use it at the most twice per game
Fallen Templar
June 10th, 2006, 07:27 PM
Here is an updated version of the wizard and the bearers of the way
http://www.heroscapers.com/oldgallery/albums/userpics/10058/TRAVEN2.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Bearers_of_The_Way3.jpg
justjohn
June 10th, 2006, 08:01 PM
I'm glad to see you added the "remove 6" to the wizard's Purging Light special. I think he is a pretty neat figure. There are a few typos in his card, but I get the idea, and it's a great one.
Bearers is a great idea for the card, I was actually brainstorming an idea using the MageKnight latern guy for a custom, that is not totally unlike your own. Yours, paired with the other elf, make for a flavorful custom. I dig the double meanings in the name, very cool.
Your customs are working out quite nicely.
-jj
Fallen Templar
June 10th, 2006, 08:57 PM
I'm glad to see you added the "remove 6" to the wizard's Purging Light special. I think he is a pretty neat figure. There are a few typos in his card, but I get the idea, and it's a great one.
Bearers is a great idea for the card, I was actually brainstorming an idea using the MageKnight latern guy for a custom, that is not totally unlike your own. Yours, paired with the other elf, make for a flavorful custom. I dig the double meanings in the name, very cool.
Your customs are working out quite nicely.
-jj Wow thanks for the compliment I cought the typo I gonna fix it and add the update tommorow
ChaosChild
June 10th, 2006, 10:17 PM
For Traven's Purging Light ability, I wouldn't call it a special attack unless you are rolling attack dice.
Purging Light
Instead of attacking, remove 6 magic tokens from Traven's card to destroy all of opponents' figures adjacent to Traven.
reapersaurus
June 10th, 2006, 10:50 PM
I would suggest against any auto-destruct ability in HS, without some kind of roll.
It is against the hard-to-quantify spirit of the game.
For the Purging Light attack, compare it to DW7000 and you may be surprised at how expensive damage-to-all-adjacent spaces is considered by the designers.
Also - a teleport power is VERY strong in HS, even if they can't immediately go to a glyph, they certainly can gain tremendous scenario advantage thru that power alone.
Do you see this character as an ultra-destroying character? he seems more tricky, than powerful. A big all-adjacent attack doesn;t seem like him to me.
If he's tricky, he should be able to disengage with a magic counter, or something.
Fallen Templar
June 10th, 2006, 11:08 PM
Do you see this character as an ultra-destroying character? he seems more tricky, than powerful. A big all-adjacent attack doesn;t seem like him to me.
If he's tricky, he should be able to disengage with a magic counter, or something. I been toying around with the idea of eliminating purging light. Mainly just facing him in a match really gave me a punch in the face how powerful it is. Unfortunately I'm have to disagree with the statement that it does not fit the character. Any character who has a clever of tricky personality may have a peace du resistance somewhere on his person. I may up Teleport to 3 tokens and keep it with disengage. Maybe with Purging Light
I may breck down to this, 1-3 Traven dies, 4-16 eliminate 1 unit, 17-20 all unit but Traven. But he needs a little more playtesting before I chhanged the power any more
shakey_snake
June 11th, 2006, 12:32 AM
Purging Light
After Moving and before attacking, remove 6 magic tokens from Traven's card. Destroy all adjacent squad figures. Then roll the twenty-sided die once. If you roll a 14 or higher, destroy all adjacent hero figures.
Fallen Templar
June 11th, 2006, 11:27 AM
Purging Light
After Moving and before attacking, remove 6 magic tokens from Traven's card. Destroy all adjacent squad figures. Then roll the twenty-sided die once. If you roll a 14 or higher, destroy all adjacent hero figures. I like this alot better than my break down I may change it to this
reapersaurus
June 11th, 2006, 03:05 PM
sorry, but that's not a way to avoid him being overpowered and against the spirit of the game, in my opinion.
YOU are in control of whether your heros are nearby - heck, he could be nearby some of your squad figs and they'd be un affected, while the enemy is blown away with no die roll? :shock:
That doesn;t make any sense, is way too overpowering (again, look at DW7000 ... please) and automatically killing an opponent's figures is not supported by any official unit.
justjohn
June 11th, 2006, 03:14 PM
Grimnak. Grimnak auto kills. I have to agree though, I was somewhat hasty. I think this ability is doable. I would lower his defense, or something. I'm unsure what, exactly. I really do like the feel of the figure, but he is very powerful.
-jj
Fallen Templar
June 11th, 2006, 03:14 PM
Would the power be overpowerd if it wiped out all figures adjacent to Traven Freind of Foe
ultradoug
June 11th, 2006, 06:46 PM
can the trees step on people?
shakey_snake
June 11th, 2006, 08:16 PM
sorry, but that's not a way to avoid him being overpowered and against the spirit of the game, in my opinion.
YOU are in control of whether your heros are nearby - heck, he could be nearby some of your squad figs and they'd be un affected, while the enemy is blown away with no die roll? :shock:
That doesn;t make any sense, is way too overpowering (again, look at DW7000 ... please) and automatically killing an opponent's figures is not supported by any official unit.Reaper, I realize that you like to have a dissenting opinion about almost everything, (and I know you know it, because someone is almost always giving you an earful about it) but You're off base on this one.
Grimnak. Grimnak auto kills.
The wording was indeed based on Grimnak.
To balance this guy, I wouldn't lower his defense, he needs to be playable. Make the hero killing die roll a 16, instead of 14, so he'll be like Grimnak. Make his ranged special attack cost 2 magic tokens, and start the game with 4 instead of 6.
He'd be about rightly costed for 150 then.
Fallen Templar
June 11th, 2006, 09:17 PM
post delete, avoiding flaming
Fallen Templar
June 11th, 2006, 09:19 PM
can the trees step on people? :lol: no
shakey_snake
June 11th, 2006, 10:07 PM
post delete, avoiding flaming
Watch what your saying there, dude.
[edited]
Fallen Templar
June 11th, 2006, 10:24 PM
I fixed that problem with that post but Shakey Snake I beleive ceartain post cross the line and one of those post was here
shakey_snake
June 12th, 2006, 01:53 AM
yeah, thankfully you edited it.
Fallen Templar
June 18th, 2006, 01:14 PM
Well Since I'm Finishing off Shadows of Hyperion, this second to last unit in the expansion he is a Dragon hunter, or I call him Wyrmstalker
http://www.heroscapers.com/oldgallery/albums/userpics/10058/Tovak_-1.jpg
shakey_snake
June 18th, 2006, 01:46 PM
Bane. lol
Scales blood is a pretty powerful special, cool though. "Dragon type figure" is some crazy wording, "Dragon" ought to do just fine.
I don't know if he's 30 pts better than Dendrik, but considering he's pretty much a straight counter-draft, he probably well costed.
Fallen Templar
June 18th, 2006, 07:40 PM
Heres an updated Traven and Tovak
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Tovak_2.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10058/TRAVEN_3.jpg
reapersaurus
June 19th, 2006, 02:50 PM
Fololir's Web
Sindaris Assassins start the game with 3 Web markers on their card. At the end of each round place all web markers on this card. If the Sindaris Assassins were activated this round, then do the following with each Sindaris Assassin: Choose a figure within 6 clear sight spaces and roll the 20-sided die. If you roll a 15 or higher, place a web marker on the chosen figure's base. That figure may not move in the following round.Yes, I think that would work better, since I think the current card version stops entire squads from moving?
Also - the card for the Assassins might look better if the yellow version and the red version are used, instead of 3 blue versions. And varying the pose (maybe mirror/reverse one of them) would also add to the visual appeal of the card.
yagyuninja
June 19th, 2006, 03:09 PM
Not to neglect your other guys, but I've got a thing for Ullar. Also, I think the standard for special attacks is for range to come before attack (they're reversed on traven and the assassins).
Delveguard:
I like the idea of waking the trees, and his stats aren't too shabby either. I don't know how often I'd draft him but I want him nonetheless.
Bearers of the way:
Hilarious figures! Very cool. I would use these guys...they're going on my list of figs to find.
Tovak:
Like to see the look on mimring or braxas' face when this guy is drafted.
All in all, fun expansion!
Fallen Templar
June 19th, 2006, 03:57 PM
Yea the Assassin card is preatty sad Graphically I have to redo them
Fallen Templar
June 19th, 2006, 08:04 PM
Here is my new graphically updated and playtested Sindaris Assassins.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SindarisAssassins1.jpg
reapersaurus
June 19th, 2006, 08:22 PM
1) you should prolly make a Rose Marker and put it on the side of the card in the white space, so people could cut it out and use it to indicate whether they've used the Rose attack yet.
2) That Rose attack is really not that useful against anyone but low-defense heroes. So they are probably REALLY dangerous against Drake, or even Jotun and Braxas. Those last 2 might unbalance this card and make them too expensive - do you want them to be able to fell a 210 Dragon with this attack?
3) Folorir's ability text is all messed up.
First, it should probably follow the classic "After moving and before attacking...." structure, and it should say "return" instead of "place". You have the web markers returning at the end of this round, and them being freed of the web at the end of the NEXT round.... I guess that would work. Except why they;d be able to move around freely, and the NEXT round the Web takes place, seems really odd to me. :shrug:
And the card visually looks a lot better - but why did you use the yellow color, when you have the blue color pic already, and could probably get the rec figure picture (which looks the best, BTW, IMO) and then have 3 different color squad members?
I suggested that because AFAIK it is common tradition to have different squad figures - not all the same. You have the same pose, but at least use all different colors if the pics are readily avaialble.... :?:
Fallen Templar
June 19th, 2006, 08:38 PM
1) you should prolly make a Rose Marker and put it on the side of the card in the white space, so people could cut it out and use it to indicate whether they've used the Rose attack yet.
2) That Rose attack is really not that useful against anyone but low-defense heroes. So they are probably REALLY dangerous against Drake, or even Jotun and Braxas. Those last 2 might unbalance this card and make them too expensive - do you want them to be able to fell a 210 Dragon with this attack?
3) Folorir's ability text is all messed up.
First, it should probably follow the classic "After moving and before attacking...." structure, and it should say "return" instead of "place". You have the web markers returning at the end of this round, and them being freed of the web at the end of the NEXT round.... I guess that would work. Except why they;d be able to move around freely, and the NEXT round the Web takes place, seems really odd to me. :shrug:
And the card visually looks a lot better - but why did you use the yellow color, when you have the blue color pic already, and could probably get the rec figure picture (which looks the best, BTW, IMO) and then have 3 different color squad members?
I suggested that because AFAIK it is common tradition to have different squad figures - not all the same. You have the same pose, but at least use all different colors if the pics are readily avaialble.... :?:
1.On It just looking for a ceartin pic of a rose
2.Poison is Poison that is the purpose it's a chance and gamble. you hope to wound and roll for the instant kill.
3.Mistake copied from wrong card
4 I didnt have acess to this fig when i did the original card
5. No pics readily available so I used diferent posistions with the spin option fom the mage knight site
Fallen Templar
June 21st, 2006, 02:28 PM
yet another update this time with token
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SindarisAssassins2.jpg
Fallen Templar
June 22nd, 2006, 02:10 AM
:D Well I got my champions of the force figs today I got a couple of VR's. Well anyway as i decided earlier I'm gonna make clones, droids etc. Pit warriors. Well heres my first unit called AK-88 the figure used is HK-47. I'll make a varient card later for HK-47.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/AK-881.jpg
Fallen Templar
June 22nd, 2006, 09:31 PM
I need help implementing the Flamethower it just doesnt seem to fit right in my mind any help would be appreciated :D :)
Rhydderch
June 22nd, 2006, 09:48 PM
I think the flamethrower would work better if it were like Mimring's Fireline Special but with a higher attack:
Range Special. Attack 5.
Choose 2 spaces in a straight line from AK-88. All figures on those spaces who are in line of sight are affected by AK-88's Flamethrower Special Attack. Roll 5 attack dice once for all affected figures. Affected figures roll defense dice separately. If any figure is destroyed by AK-88's Flamethrower Special Attack, place a red fire marker on the space previously occupied by the destroyed figure. For the rest of the game treat these spaces as lava field spaces.
Not quite the same as a D20 roll but I think it captures the fire effect better since it is reminiscent of the Mimring attack. You can also get a tiny bit of range as with real flamethrowers. I would suggest you limit the number of fire markers.
Also you should change the Rifle attack to apply only to normal attacks - otherwise he would receive the bonus with the flamethrower and it does not really make sense for him to get a Rifle bonus that way :P
Finally Energized Armor should say 2 additional defense diCe, not die.
Fallen Templar
June 22nd, 2006, 10:21 PM
Alright here we go i think i got it implemented i think :wink:
http://i60.photobucket.com/albums/h37/Fallen_Templar7/AK-881.jpg
reapersaurus
June 23rd, 2006, 12:28 AM
yeah - Flamethrower (Equipment) and Fireball (spell) are just variants of Mimring's Fireline, if you want to do it the easy way.
It's just your call as to whether you change the Rane, or the Attack, or the way the hexes are determined. Removing the silly straight-line rule is certainly within bounds, if you have the text space to detail a different mechanic.
Fallen Templar
June 23rd, 2006, 12:47 AM
All rights heres an update to AK-88
http://i60.photobucket.com/albums/h37/Fallen_Templar7/AK-881-1.jpg
Rhydderch
June 23rd, 2006, 01:46 AM
Looks better except you may want to include the standard: Range Special. Attack 5.
Also you do not detail how the 4 markers are used! When AK-88 is out of markers he can no longer melt the terrain but can he still use his special attack? In another thread I had agreed with Reaper that details about markers can be left out of the card, but I just wanted to mention it in case you wanted to include them:
Start the game with 4 red Fire Markers on this card. When AK-88 attacks with his Flamethrower Special Attack choose 2 spaces in a straight line from AK-88. All figures on those spaces who are in line of sight are affected by AK-88's Flamethrower Special Attack. Roll 5 attack dice once for all affected figures. Affected figures roll defense dice separately. If a figure is destroyed by AK-88's Flamethrower Special Attack and at least 1 Fire Marker is on this card, place a Fire Marker on the space previously occupied by the destroyed figure. For the rest of the game treat these spaces as lava field spaces.
To save room you might cut short "Flamethrower Special Attack" since people will likely know what you mean anyway.
Also as Reaper mentioned you might want to mess with what shape the Flamethrower affects. It comes to mind now that Mimring's attack can hit figures much higher or lower than him since it only requires line of sight. I'm not sure if you want your Flamethrower to do that. It depends on whether its based on modern flamethrowers or some futuristic version in your mind.
Anyway I'll at least mention an alternative to help you out. You might be to allow the flamethrower to affect two figures who are adjacent to AK-88 and to each other:
Start the game with 4 red Fire Markers on this card. When AK-88 attacks with his Flamethrower Special Attack choose 2 figures adjacent to AK-88 and to each other. Both figures are affected by AK-88's Flamethrower Special Attack. Roll 5 attack dice once for all affected figures. Affected figures roll defense dice separately. If a figure is destroyed by AK-88's Flamethrower Special Attack and at least 1 Fire Marker is on this card, place a Fire Marker on the space previously occupied by the destroyed figure. For the rest of the game treat these spaces as lava field spaces.
Fallen Templar
June 23rd, 2006, 02:06 AM
Looks better except you may want to include the standard: Range Special. Attack 5.
Also you do not detail how the 4 markers are used! When AK-88 is out of markers he can no longer melt the terrain but can he still use his special attack? In another thread I had agreed with Reaper that details about markers can be left out of the card, but I just wanted to mention it in case you wanted to include them:. I just noticed :lol: man i feel stupid right now of course the ability could not be used again. The more i think about the more this ability seems unworkable and broken. At the rate I may just toss the lavafield idea...
reapersaurus
June 23rd, 2006, 02:28 AM
ack!
It's the attack of the verbose "Flame Thrower Special Attack"! :lol:
Fallen Templar
June 23rd, 2006, 12:08 PM
heres the flamethrower I changed the ability to plasmathower i think its a little easier to keep track of then the lavafield
http://i60.photobucket.com/albums/h37/Fallen_Templar7/AK-882.jpg
Rhydderch
June 23rd, 2006, 08:07 PM
ack!
It's the attack of the verbose "Flame Thrower Special Attack"! :lol:
LOL! I love that! :D
Fallen Templar you need to change the word Flamethrower in the ability text to Plasmathrower. As for the removal of terrain how will this work? If a figure on an adjacent terrain was wounded but not destroyed is it removed with the terrain? What about AK-88? If you remove the terrain how can he move from the space he is currently on?
Sorry but I do not quite understand how the new terrain removal works.
Fallen Templar
July 8th, 2006, 12:46 AM
Here is my first attempt at a licesned character and a stylized card please tell me how it looks
http://i60.photobucket.com/albums/h37/Fallen_Templar7/HK471.jpg :D I love Feedback :D
skyknight
July 8th, 2006, 08:20 AM
Great lookin card Fallen Templar, Wonderful eye candy. On a second note I believe he is overcosted by about 35 or so, this guy would be about 140 at tops for me. Maybe lower, get some more opinions first though but I think you will find this the case. Again though very nice card.
Fallen Templar
July 8th, 2006, 10:47 AM
Thanks skynight for the compliments. Yea He is overcosted I got to use him last night and he was not worth the point i am going to lower his points to about 135-140
Widigo
July 8th, 2006, 10:57 AM
That looks nice, but I can barely see the figure with his head in the background. Other than that, I think you did a very good job.
ChaosChild
July 8th, 2006, 04:31 PM
The card looks great! It is hard to see the fig though.
sp. and wording suggestions below.
red = change
green = addition
Aratech Assassin Rifle
If HK-47 wounds a unique hero with a normal attack from a range greater than 1, roll the 20-sided die. If you roll a 10 or higher, inflict 2 additonal wounds.
Energized Armor
When defending against an attacking figure that is adjacent, roll 2 additional defense dice.
Die Meatbag
When attacking any non-soulborg figure, roll an additional attack die.
Fallen Templar
July 8th, 2006, 09:49 PM
Thanks to the help of Reaper, S_S, justjohn and Chaos Child The Grand Wizard of Earth returns.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/TRAVEN2.jpg
Widigo
July 8th, 2006, 10:27 PM
Purging light kicks ass.
Fallen Templar
July 8th, 2006, 10:55 PM
Purging light kicks ass. Yea but it's 1 a per game ability usually
If you conserve you may be able to pull it off twice per game
edit have to fix Gift of Magic title
Widigo
July 9th, 2006, 12:18 AM
I am sorry I did not uderstand your statment. I do not play with round limits. The way I see it, the trojans did not stop just because they had ben at it for 12 days. "Ding, Ding, twelve days the war is over."
He still kicks ass, a few tweeks (he would need more originality) and he could be barracks material, unless he is already then I am the minority.
Good Custom
Fallen Templar
July 12th, 2006, 09:45 PM
My New Unit is a terror that comes from the Iron Hills of the Dwarves.
BIO
The Slaugterstone Eviscerator
During the Battle of The Iron Hills many taboos of Feylundia warfare were broken. The mobilization of all Khazad warriors, to the desecration of the bodies of the fallen by the some the Dark Elves but The largest was the activation of the Slaughterstone Evisercerator. The menace was created by dwarves of a different age, an age long past in which the dwarves were under constant siege by demon forces from all directions.After it duty was fulfilled the Sentient war machine was placed in a controlled slumber on top of a large platform. The perch was out side the main entrance to the iron hills and served as a grim reminder of the past. Time past knowledge of the machine wavered and other races forgot of it. This was a mistake for the forces of the Dark Elves. As the Dark Elves Smashed at the gate of the iron hills the eviscerator was activated. it rose from it perch and started to cut down the ignorant fools in a hellish manner no mortal being could do. Limbs surgically removed, organs everywhere. The area which it fought was the closes thing to Hell any planet would experiance. Yet the machine was not evil as sensed Einar from a top his fortress. As the battle was winding down the machine returned to it perch and slept. Einar made his move, he caused a minor Earthquake collapsing the perch and the Eviscerator with it. In Fact it fell into a gorge which was a warp directally to Valhalla
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SlaugterstoneEviscerator.jpg
netherspirit
July 12th, 2006, 10:13 PM
Very cool fig! More indepth analysis to come...
Fallen Templar
July 12th, 2006, 10:59 PM
oh the figure used is the Slaughterstone Eviscerator from D&D War of The Dragon Queen set :D
Fallen Templar
July 13th, 2006, 12:36 AM
Man triple post sorry all but does this unit seem undercosted :?:
robaula
July 14th, 2006, 03:23 AM
Fallen Templar, I like your customs! Where did you get the figure for Valsan Dreth? Haven't seen that one before... Is is a D&D mini?
Fallen Templar
July 14th, 2006, 03:48 AM
Fallen Templar, I like your customs! Where did you get the figure for Valsan Dreth? Haven't seen that one before... Is is a D&D mini? Valsen Dreth is a mage knight sorcery figure called Kem Ravenbane
robaula
July 14th, 2006, 09:02 AM
Many thanks! I will get hunting on Ebay!
Turtleboy
July 14th, 2006, 09:30 AM
Looking nice Temp, but heres a quick help on "Impale"
to balance it out it should read "When counting spaces for Impale, a unit higher than the hieght of SlaghterStone Evisorater can not be targeted"
This dude is a nice squad killer thogh!
monkeyfish
July 14th, 2006, 10:32 AM
Nice customs!!!!!!!:jotun:
Fallen Templar
July 16th, 2006, 04:04 AM
Heres my newest creation Valantis assassin lord Bio will be up tommorow. Also I'm redoing all of my old customs they'll be up in a couple days.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Valantis.jpg
Fallen Templar
July 16th, 2006, 04:14 AM
Damn I hate when I work on a card proofreading and I notice i put the wrong word aggh It drives Me Insane :frustrated: :excited: :stupid: :soapbox: ng
Edit spelled multiple wrong :frustrated:
LilNewbie
July 16th, 2006, 09:58 AM
You might want to add in the description of Flying Raptor Arrows:
"Before Valantis attacks, you may remove a raptor token from his card. Valantis may attack any figure in hs line of sight and up to 10 spaces away."
I added the 10 space limitation since having an unlimited range is hugely powerful.
Valantis looks great, though!
Newb.
Grungebob
July 16th, 2006, 10:36 AM
He looks overpriced to me. Some wording issue on tree traverse.
netherspirit
July 16th, 2006, 10:38 AM
I agree with GB. Also isn't that like a $80 figure?
Fallen Templar
July 16th, 2006, 01:05 PM
I agree with GB. Also isn't that like a $80 figure? Yes it is an $80.00 from everythingmageknight.com. I do have a Card with a proxy figure I'll put that up in hen I correct the Card. The Figure is the Storm Archer From D&D WOTDQ
http://www.wizards.com/dnd/images/DQ_Minis_x/StormArcher.jpg
robaula
July 16th, 2006, 02:08 PM
Nice specials on Valantis, and looks like a decent paint job too! Very nice!
Fallen Templar
July 23rd, 2006, 02:11 AM
Well I'm dividing some of my customs to The Creed, An assassins guild on feylund. Some Units making the migraion on to a different card template are the sindaris assassins, Felgorad,and Valantis. Valantis is being playtested so his update is comming up soon
Heres the new unit Gale
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Galecopy.jpg
robaula
July 23rd, 2006, 06:22 AM
With the Decisive data, presume it means reveal the other players order markers? Who would choose which ones?
Like the Vanish In The Wind idea. Does she get to move a full six hexes, or is it only one space away from the enemy?
I dont mean to be picky. Nice ideas!
netherspirit
July 23rd, 2006, 10:05 AM
4L and 2D means she is probably not going to be around for very long. She is going to be in the back, just using her Decisive Data and that I don't think is worth 110 points.
Decisive Data needs to be a little more descriptive. I am assuming you mean to look at your opponents' order markers and not reveal your own? Also, you might want to think about it being just looking at them instead of revealing so that in multi-player games only you get the information.
Vanish in the Wind should say "make a normal move?" or do you think just saying she may move is enough?
Widigo
July 23rd, 2006, 11:14 AM
Nice, I like the Uller background with the Utgar card. I am unsure hough if your own order markers are shown or if your opponets are.
Fallen Templar
July 23rd, 2006, 01:03 PM
Decisive Data needs to be a little more descriptive. I am assuming you mean to look at your opponents' order markers and not reveal your own? Also, you might want to think about it being just looking at them instead of revealing so that in multi-player games only you get the information.
Vanish in the Wind should say "make a normal move?" or do you think just saying she may move is enough? I forgot to in account mutiplayer games. Fixing the wording now. It's for your opponent Windigo
ChaosChild
July 23rd, 2006, 01:51 PM
Without disengage the last 2 abilities are very limited in thier usefulness.
Widigo
July 23rd, 2006, 01:52 PM
I made my reply based off of the first page, seeing what you said here, I can say that I like The Creed idea. I always liked assassins and mercenaries, which is why all of my units belong to the Mercenaries Band, I smell an alliance.
It should specify movement for VotW and DD should specify whose order markers. I am with Netherspirit in saying that she is not worth 110, I would cost her at 90, or give her a range of 7 so that she could still be useful from the backlines.
Have you play-tested her, it would be good to see a Battle Report for her. What is the figure supposed to convey, I would be looking to use a stand in, and I would want one of like charisma.
Widigo
Edit: I agree with CC Disengage is also needed to make the second and third abilities worth their salt, with that considered I would cost her at 110. Only, however, if she had a range of 6 and the VotW ability was limited to about three hexes. I also think it should be Vanish with the Wind, but that is Thematic and unnecessary for proper costing.
Fallen Templar
July 23rd, 2006, 09:45 PM
I made my reply based off of the first page, seeing what you said here, I can say that I like The Creed idea. I always liked assassins and mercenaries, which is why all of my units belong to the Mercenaries Band, I smell an alliance.
It should specify movement for VotW and DD should specify whose order markers. I am with Netherspirit in saying that she is not worth 110, I would cost her at 90, or give her a range of 7 so that she could still be useful from the backlines.
Have you play-tested her, it would be good to see a Battle Report for her. What is the figure supposed to convey, I would be looking to use a stand in, and I would want one of like charisma.
Widigo
Edit: I agree with CC Disengage is also needed to make the second and third abilities worth their salt, with that considered I would cost her at 110. Only, however, if she had a range of 6 and the VotW ability was limited to about three hexes. I also think it should be Vanish with the Wind, but that is Thematic and unnecessary for proper costing. I did forget to mention wat figure i used didnt I. Big woops on my part I used the Ghaele Elandurian Figure from D&D Angelfire. The figure is a rare and goes for about 6.50.
Fallen Templar
July 23rd, 2006, 10:43 PM
Well I fixed up Gale heres a revised edition
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Gale2.jpg[/img]
Widigo
July 23rd, 2006, 11:15 PM
Nice, I can't wait to play test her, I knew witch figure, I am just thinking of Ideas for stand ins. I would want one that was a bit sneaker. My question was about how 'cause I have never seen the figure in person; I wanted to know how she acted, her facial expression, her Aura, so to speak. This helps when doing stand in to make sure I get a figure that conveys the same attitude from the figure that the creator had in mind.
I guess I will go with a Sneaky looking Elf that could still hold some Honor on the Battle Field.
Widigo
Fallen Templar
July 24th, 2006, 12:18 AM
I have to fix the text for her DD ability hit the enter and moved the text in 2 spaces :frustrated: :grrrr:
Widigo
July 24th, 2006, 01:08 AM
Do you do repaints FT. If so then an assassin version of the Elf Archers would be cool, I would use black, but that is my favorite color, they would work in green too.
Fallen Templar
July 24th, 2006, 01:13 AM
Do you do repaints FT. If so then an assassin version of the Elf Archers would be cool, I would use black, but that is my favorite color, they would work in green too. No I don't. I happen to be an unhappy artist I can't stand my own work even if it good. It really bothers me. With Elf archers do you mean HS or D&D
Widigo
July 24th, 2006, 01:29 AM
HS, sorry.
Widigo
July 24th, 2006, 01:30 AM
I am only pleased with my work when I am not looking at it. Otherwise I keep finding little areas of chainmail that could have been brighter, of aset of boots that do not match.
robaula
July 24th, 2006, 01:14 PM
I too am a fussy painter - other peoples always look better to me than mine do.
Fallen Templar
July 24th, 2006, 06:29 PM
Hey all I re did some of my customs here they are. I changed the Kazad Guard it the Bright Hammer Guard. enjoy :D
Fixed the Text problem
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Gale3.jpg
Changed template for the Sindaris Assassin
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SindarisAssassins3-1.jpg
Fixed wording on impale
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SlaugterstoneEviscerator3.jpg
Changed name and fixed font error
http://i60.photobucket.com/albums/h37/Fallen_Templar7/BrighthammerGuard.jpg
Fixed Font and Graphic Error
http://i60.photobucket.com/albums/h37/Fallen_Templar7/ValsanDreth2.jpg
reapersaurus
July 24th, 2006, 06:44 PM
Sindaris Assassins:
On the web ability, check the wording close. I think it needs a space between the sentences, and the next-to-last sentence doesn;t finish completely.
Also - I'm wondering why you made their cloaks brown, when AFAIK there is no MK figure that has a brown-trimmed cloak for that figure?
It came in yellow, blue, and red, and I'd think that the army card should either use all 3 different colors to make them not identical, or the red cloak would be the most fitting color for this assasssin squad. :shrug:
And why only 1 Range normally? Do they only have their knives once? they can't throw them?
But then they can repeatedly throw the webs (whatever those take the form of... magic, maybe?) :confused:
Remember, they are 110 points - and will be killed quickly - they should be powerful. Or else lower their cost.
Fallen Templar
July 24th, 2006, 07:36 PM
http://www.wizkidsgames.com/mageknight/figuregallery.asp?unitid=2806 This is the figure
You got a point I should up their defense and range I'll cheack the wording on the web
reapersaurus
July 24th, 2006, 07:40 PM
soooooooooooooooooo... you chose a Limited Edition MK figure with a brown cape, instead of a common MK figure that has a red cloak? :shrug:
;)
Fallen Templar
July 24th, 2006, 07:44 PM
soooooooooooooooooo... you chose a Limited Edition MK figure with a brown cape, instead of a common MK figure that has a red cloak? :shrug:
;) I had a couple of the orange/brown ones. also it had rotate option. When my camera gets fixed I'll take pics for the red ones
Fallen Templar
July 26th, 2006, 07:45 PM
Ok I totally revamped the web ability added range and uped the attack to 3.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SindarisAssassins5.jpg
I was wondering should i add stealth dodge and up the points.
As Always Feedback Welcome.
* a note to those who care a card varient with the red figure is on the way My cameras still broke :(
Fallen Templar
July 30th, 2006, 01:13 AM
Heres My new Custom Wyvern a dragonborn.
Wyvern
As the Generations of Dragons pass on Icaria, some dragons evoled to a different strain. Some came to be known as Dragonborn. Dragonborn have the intelligence of a man and the creativity and instincts as one too. Wyvern developed his weponry to hone what was left of his dragon abilities. this weapon was Mjolnir.With one crack of the weapon it Created a lighting bolt which hopped from one enemy to another frying them on spot. This ability has earned him a fierce reputation in Valahalla. He has even gotten the nickname Thundergod
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Wyvern.jpg
robaula
July 30th, 2006, 05:37 AM
Nice Wyvern. Is it a repaint?
Fallen Templar
July 30th, 2006, 08:38 AM
no d&d Dragonborn fighter
robaula
July 30th, 2006, 08:41 AM
no d&d Dragonborn fighter
really? looks like some sort of dragony metal golem. Would like nice repainted with light blue skin, I reckon... (I say that alot about figures at the moment.. :) )
netherspirit
July 30th, 2006, 10:38 AM
A few grammar and spelling issues...
In the special attack you need periods after the range and attack numbers.
You can eliminate a majority of the wording in the special attack. The first sentence can go completely, because by its definition a special attack replaces a normal attack. I think the additional attack on adjacent figures should be automatic if he inflicts a wound, but thats just me. Borrowing some wording for DW9K here:
"Choose a figure to attack. If the chosen figure receives any wounds roll 3 attack dice once for all figures adjacent to the chosen figure. Each figure rolls defense separately."
Or something to that effect. If you want to keep the die roll in there you can.
I am not a big fan of Crappy Bonding so the DragonBorn power doesn't do anything for me.
All in all a decent unit, not sure if he is worth the 200 points though, he could be. Without flying or range its hard to compare with the other big hitters.:D
reapersaurus
July 31st, 2006, 11:54 PM
nether's right - gotta work on that wording.
"Crappy bonding" - i love that term. :lol:
I don't think he's worth 200 points.
Most importantly though, I don't "get" the flavor/concept of the character - Why "Wyvern"?
Are you aware there's a very well-known fantasy creature called a Wyvern?
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG259a.jpg
In fact, Rychean's custom Wyvern just won the custom figure contest, didn;t it?
And Thor's gonna be awfully pissed that you stole his legendary hammer and gave it to thins dragonborn schmoe. :rofl:
I always feel that names that are VERY well known should stay with their source material - taking Mjolnir without creating a Thor custom is very disrespectful to the source material, in my eyes.
But that's just my approach to customs and Heroscape....
Fallen Templar
August 10th, 2006, 01:03 AM
nether's right - gotta work on that wording.
"Crappy bonding" - i love that term. :lol:
I don't think he's worth 200 points.
Most importantly though, I don't "get" the flavor/concept of the character - Why "Wyvern"?
Are you aware there's a very well-known fantasy creature called a Wyvern?
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG259a.jpg
In fact, Rychean's custom Wyvern just won the custom figure contest, didn;t it?
And Thor's gonna be awfully pissed that you stole his legendary hammer and gave it to thins dragonborn schmoe. :rofl:
I always feel that names that are VERY well known should stay with their source material - taking Mjolnir without creating a Thor custom is very disrespectful to the source material, in my eyes.
But that's just my approach to customs and Heroscape....
Well Wyvern was just a prototype who was whipped up in 5 minutes for a game I'll post the true unit after Gencon mainly because I don't think anyone will care till then. Anyways this New Unit is based on Robert A. Heinleins Novel Starship Troopers, Not the movies. I refuse to believe that pitiful excuse of a movie was allowed to carry the name of such a wonderful work of fiction. Heres one of the units based on the book. I present the Roughnecks.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/TheRoughnecks.jpg
Widigo
August 10th, 2006, 01:26 AM
The frst looks like he took five minute.
The Second is a good cutom simple and effective. I think they are about ten points overcosted though. I am prety sure you are comparing them to the AE, but that drop special is worth a lot and there is nothing here worth that much. For a four man team with these stats and abilitys they would be better costed at 100 IMO. OR you could give them each 2 life and say 150 points. Nice custom either way.
Widigo
DID not spell check this post.
Fallen Templar
August 10th, 2006, 01:36 AM
Maybe a Symbiotic Fraternity type of ability. Th e ability is on the Brothers Tor I may be able to convert it to this squad or a maybe a surpression fire type ability
Nooblar
August 10th, 2006, 01:53 AM
What did you use for the Roughnecks' pic on the card?
(picky editor mode) ...and you misspelled "relieve." I hate to be the guy that they re-leave on a battlefield ;)
(/picky editor mode)
Fallen Templar
August 10th, 2006, 02:11 AM
What did you use for the Roughnecks' pic on the card?
(picky editor mode) ...and you misspelled "relieve." I hate to be the guy that they re-leave on a battlefield ;) zz(/picky editor mode)The figures are from the starship troopers mini's game. The figures are two male cap troopers & 2 female cap trooper {sniper& and leader} heres a link to the site
Cap Troopers http://www.mongoosepublishing.com/miniature/detail.php?qsID=794&qsSeries=
Female Cap Troopers
http://www.mongoosepublishing.com/miniature/detail.php?qsID=991&qsSeries=#
OOPs way too late not enough coffee I'll fix that name thing upload tommorow
Fallen Templar
August 10th, 2006, 12:19 PM
http://i60.photobucket.com/albums/h37/Fallen_Templar7/TheRoughnecks2.jpg
Fixed the roughnecks
Fallen Templar
August 20th, 2006, 02:12 AM
Bio
Daledriel was a missonary of the dead in Valhalla during the out break of the war for the wellspring. As a missonary for the Kyrie god of the dead she traveled the countyside looking for souls and new convertees to the accult. Returning to the temple of the dead she saw in horror it was no longer standing a single Kyrie stood before the ruins. It was utgar pretending to be a normal bystander. He played the disaster on the Valkyrie general Jandar and his allies. She now fights for Utgar in honor of the Temple and the dead
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Daledriels1.jpg
Fallen Templar
August 20th, 2006, 09:24 PM
I wish could get a comment :(
Turtleboy
August 21st, 2006, 12:14 AM
Im confused by his first ability :?
Fallen Templar
August 21st, 2006, 12:25 AM
Warriors Armor Spirit 1
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.
Warriors Attack Spirit 1
When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.
Basically Forces opponets or whoever using her to place figures with the said ability to place the figure on Daledriel
Turtleboy
August 21st, 2006, 12:49 AM
Ah ok, see all i member from Finn / Thorgim are Free +1 Attack Free + 1 defense :x
Pretty cool to make a counter to them.
Karkadinn
August 21st, 2006, 05:31 AM
All those customs, and you still haven't figured out how to keep the right side margin straightened up.... ^_~
I don't know if you realize it or not, but it's little things like that that personally drive me away from some threads. Things that could be fixed to look more professional, but aren't. I don't expect anyone to be more skilled at graphical stuff than they are, but it would be nice for them to use what talent they do have to the full extent, y'know?
Other nitpicks... I believe I can see the mini's actual base, might wanna delicately erase that. ;) And there the almost but not quite fog effect... if you can't make it more noticeable than that it's probably best not to bother.
Now, Harvester of Souls is creative and interesting, but what it reminds me is that screwing around with the Spirit abilities like that tends to lead to weird contradictions if there's more than one custom card doing so. For instance, IIIRC Reaper's version of Bizarro Raelin nuked spirits so they couldn't be used. In that case, which special ability would override the other? This is why I think it's better to avoid such abilities in the long run, because they give us deadend situations with no real way to resolve them.
OTOH, I love the figure choice, and it's nice to see more creators using undead-specific powers. :) Though the aura is probably slightly overpowered for an all-undead army... for comparison, I do consider Concan and Taelord both underpowered a wee bit, but it's better not to make customs that completely surpass the official units anyway.
robaula
August 21st, 2006, 02:43 PM
Hmmm... Daledriel looks a bit like Britannica if you take the wings off. Did you custom-fix them on?
Fallen Templar
August 21st, 2006, 03:05 PM
Hmmm... Daledriel looks a bit like Britannica if you take the wings off. Did you custom-fix them on? no it's the Thatos reaper from Mageknight Dungeon
Fallen Templar
August 28th, 2006, 07:36 PM
All those customs, and you still haven't figured out how to keep the right side margin straightened up... To keep the right side margin straightened up do you right justify the text or just make a text box :) sorry I haven't figure out how to do that .
Karkadinn
August 28th, 2006, 08:11 PM
LOL, I don't know how the big time pros like Atmospro and Truth do it, but all I do is hit enter at the right spots so future lines don't go beyond a predesignated vertical line in my head. ;)
Fallen Templar
August 28th, 2006, 08:15 PM
LOL, I don't know how the big time pros like Atmospro and Truth do it, but all I do is hit enter at the right spots so future lines don't go beyond a predesignated vertical line in my head. ;) Ok I see I didnt make make a determined textbox so I have to start to :)
Fallen Templar
August 28th, 2006, 09:50 PM
Heres a Custom from HQ i redid graphically but i don't have any of the old Feedback. I give you Sir Elric.
After the Slaughter of the Knights of Weston their Missonaries fro across the land were left without an order to go back to so they dispered thoughout Brittany. Sir Elric was one these missonaries. He controlled the power of a silverflame which allowed him to fire a burst of silver flame. He hunted and mounted insurgency against the forces of Sir Hawthorne the fallen.Before his execution by Hawthorne he was warped to Valhalla and serves Jandar just like his fellow knights.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/SirElric.jpg
Karkadinn
August 29th, 2006, 04:00 PM
Enlighten the Order raises questions.
Do you mean, any knight that starts a turn in the AOE? Or do you mean any knight that passes through the AOE during the turn?
robaula
August 29th, 2006, 04:59 PM
I like Sir Elric - would be nice to see more additions to the Knights of Weston forces....
ChaosChild
August 29th, 2006, 05:46 PM
What Karkadinn said. And didn't I mention something similar when you were working on another custom? You could go with Knight Leadership (like Marcus' Soldier Leadership).
I would eliminate the Longbow SA. I see why you have it in there but, he doesn't need it and it isn't very powerful. He shouldn't be at the back shooting figs when he has 7 life, 4 attack and 4 defense. Not to mention a better SA at a closer range.
robaula
August 30th, 2006, 07:52 AM
What Karkadinn said. And didn't I mention something similar when you were working on another custom? You could go with Knight Leadership (like Marcus' Soldier Leadership).
I would eliminate the Longbow SA. I see why you have it in there but, he doesn't need it and it isn't very powerful. He shouldn't be at the back shooting figs when he has 7 life, 4 attack and 4 defense. Not to mention a better SA at a closer range.
He has to have the longbow SA... The figure is holding a longbow... If you took away the Longbow SA, then the longbow would have to be cut off of the figure.... :x
Fallen Templar
October 13th, 2006, 11:54 PM
http://i60.photobucket.com/albums/h37/Fallen_Templar7/AgentSoluratovcopy.jpg I was propelled to make a figure don't know why?? Anyone who figures out the book reference post it for those who need to read more. I present My Sniper Agent
Rhydderch
October 14th, 2006, 01:44 AM
I like the theme of the figure but I think he is way overpowered: His Dos Vidanya pretty much makes most other heroes unplayable. Think about it. A large portion of the cost for all heroes is their life but Agent S basically reduces them to 1-2 effective life. Once they receive one wound they are doomed, especially since Dos Vidanya has a range of 10. In addition he can kill squad figures automatically at 10 range as well. The only figures safe from his Dos Vidanya are common heroes...
In order to keep the spirit of Dos Vidanya but decrease its complete game-breaking power I would try:
If the chosen figure is a Unique Hero with only 1 Life Remaining, destroy it.
And add: Dos Vidanya does not work on Deathwalkers, since they only start with 1 life.
Targetting Time is a neat little ability but it is hard to keep track of it. Also it seems odd for him to be able to attack each turn and still get the range bonus in a later turn. I would try a variation:
Instead of taking a turn with Agent S, you may place a Range Marker on this card. The next time Agent S attacks, you may add 2 to his range for every Range Marker on this card. Remove all range markers from this card after the attack.
Actually I'll probably use that someday but for now I think it would work all right on your Agent S. You could even allow the markers to affect his Dos Vidanya ability though I would lower the base range of Dos Vidanya in that case. Finally Camouflage Cloak looks fine.
robaula
October 14th, 2006, 06:42 AM
Nice sniper, Fallen Templar. I would agree with Rhydderch Camouflage Cloak is fine, and I agree with his suggestion of changing Targetting Time.
I dont really like Dos Vidanya the way it is currently written - too strong in my opinion. I can envision the likes of Jotun being killed off with one shot despite having 7 lives left. Quite unfair :-(
Rhydderch's suggestions on modifying Dos Vidanya were interesting, and would work better than its current form. I was thinking as well that maybe it would work if you incorporated a d20 roll into the special - something along the lines of:
"Dos Vidanya
Select one figure within 10 clear sight spaces of Agent Soluratov. Roll the d20:
1-4 : no effect
5-16 : add one wound marker to the target
17-18 : add two wound markers to the target
19: add three wound markers to the target
20: add four wound markers to the target
This special cannot be used against Deathwalkers."
In that way, it is still fairly easy to kill squad figures and other 1 lifers (rather than being an auto kill, there is still an element of luck in it this way) and at the same time still possible to heavily wound/kill off a unique hero with a lucky, higher roll. The Deathwalker thing is a pain, as Rhydderch pointed out, with them only having one life. Putting in that "cant shoot Deathwalkers" clause at the bottom is the only way I can see to keep it fair. Hope you find my suggestions interesting :-)
Rhydderch
October 14th, 2006, 06:55 AM
The Deathwalker thing is a pain, as Rhydderch pointed out, with them only having one life. Putting in that "cant shoot Deathwalkers" clause at the bottom is the only way I can see to keep it fair.
You could also limit the ability to only work on small and medium figures. Most of the Deathwalker heroes are large. It is the solution Hasbro found for figures such as MBS. Unfortunately the suicidal Deathwalker is still vulnerable: he is only medium. Really I see no reason why some people like him. Deadeye Dan has a 50% chance to Enhanced Rifle his a** in one shot!
netherspirit
October 14th, 2006, 09:47 AM
Sir Elric
For his Enlighten the Orders power I think you can eleviate the problem that Karky brought by giving the bonus to Knights that start their turn within 4 clear sight spaces of him.
The Silver Flame Inferno needs some work to. You can get rid of the entire first sentence, because a special attack by definition replaces a normal attack, so you don't have to state it. I think you should add "up to 3 figures" unless of course you want it to only work if there are 3 figures, but not 2 or 1.
I think the wording on his last special attack should be more like DED's special, "Sir Elrich may not use this special attack if he moved this turn."
Or course he's your custom so you can do it however you want. :D
Agent Soluaratov
His sharpshooter equivalent needs some work, but I am not yet sure what exactly...
Does his increasing range only work if he takes a turn, or does it increase after each of your turns? That could be something that needs changed. I think some markers would also be needed to help with the record keeping?
Now for the final power, if his entire hit zone is not visible he can't be attacked, whats the point of increasing his defense in that situation? His camoflauge cloak does absolutely nothing...
Rhydderch
October 14th, 2006, 09:54 AM
Now for the final power, if his entire hit zone is not visible he can't be attacked, whats the point of increasing his defense in that situation? His camoflauge cloak does absolutely nothing...
Uhh... I think he means Agent S gets extra defense dice if the attacking figure can see a part of but not all of the hit zone :P
Fallen Templar
October 14th, 2006, 10:19 AM
I'm reworking Dos Vidanya now. The ability sounded good on the drawing board but in hindsight .I'm editing Dos Vidanya and adding range markers to the card.
Q&A
Rhydderch brought up deathwalker's. I added it to the card. The line states
If the chosen figure is an unique hero with wound markers on it's card destroy it instantly. A death walker cannot have a woundmarker on it illeaviating the problem but it could be effected by the D20 roll at the end.
Netherspirt Camo Cloak was ripped basically right from shade in HOV accept it increases his pittiful defense to 3
Targetting time increase when he's not activated. Think of a real sniper. if he was told to wait and watch a valley would he not prepare to deliver death's bullet to oncoming foes. He does however lose the bonus when he moves.
Robula thanks for the point lay out When I'm rewriting the power I may use it.
Thanks for Help :D
Rhydderch
October 14th, 2006, 05:28 PM
Q&A
Rhydderch brought up deathwalker's. I added it to the card. The line states
If the chosen figure is an unique hero with wound markers on it's card destroy it instantly. A death walker cannot have a woundmarker on it illeaviating the problem but it could be effected by the D20 roll at the end.
I know Deathwalkers are not susceptible to the automatic kill in your original version. I mentioned them in reference to my suggested version of Dos Vidanya:
In order to keep the spirit of Dos Vidanya but decrease its complete game-breaking power I would try:
If the chosen figure is a Unique Hero with only 1 Life Remaining, destroy it.
And add: Dos Vidanya does not work on Deathwalkers, since they only start with 1 life.
Chimpy
October 14th, 2006, 06:01 PM
He is seriously underpriced. Imagine putting this guy on a castle wall. He would not have to move to get in range, he would kill any heavy hitters instantley, and he would recieve 5 defense!
Fallen Templar
November 9th, 2006, 11:46 PM
Ok, Soluratov is on hold for awhile until I have time to rewrite Dos Vidanya. I finally had enough time to upload some fixed up some customs I did in May. I also created a New figure using from D&D Blood Wars,
New Figures
figure used Valenar Nomad Charger
AL Mahktar "The Desert Dog" was once the greatest raiders ever to cross the arabian sands. Al Mahktar raided the many caravans who crossed the desert increasing his vast wealth and killing all who opposed. Yet all who commit crimes are not immune from punishment. Fed up with the loss of his many Caravans a regional Sultan attacked his small band of Raiders. As Mahktar came over the hill he saw the attack take place and only his second in command was still fighting. He rushed to aid and as he did a sandstorm brewed in his wake blinding his attackers and allowing him to save Ali Al Sheik the Desert Hawk at this moment Einar warped both to Valhalla where they raided Einars enemys
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AlMahktar.jpg
Redux Figures
Sir Ravenburg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/SirRavenburg.jpg
Delveguard
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Delveguardredux.jpg
Brightaxe Guard
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BrighthammerGuardredux.jpg
Balzain Brightaxe
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BalzainBrightaxeredux.jpg
Bearers of the Way
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/BearersofTheWayRedux.jpg
Grandmaster Traven he's in the Barracks
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/TRAVENRedux.jpg
Fallen Templar
November 9th, 2006, 11:53 PM
Crap forgot periods in Merciless
Zeeno
November 9th, 2006, 11:54 PM
finally a small!
netherspirit
November 9th, 2006, 11:54 PM
Ok, Soluratov is on hold for awhile until I have time to rewrite Dos Vidanya. I finally had enough time to upload some fixed up some customs I did in May. I also created a New figure using from D&D Blood Wars,
New Figures
figure used Valener Nomad Charger
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AlMahktar.jpg
That figure is awesome!
Merciless as the Desert is too powerful, IMO. Remember Deathwalker glassjaw when making powers that infict autowounds or autokill. Limiting it to small and medium figures would fix that. I think if you limit it to that, you can lower his cost. 170 points seems high, although he is a Warlord so he has some bonding. Maybe 130-150 with the size limit on Merciless.
Disengage should be in all Caps.
Also, your textboxes could be resized a little bit to stretch the text out further, like your other cards, it looks all scrunched.
Will comment on fixes later, as its past my bedtime. :D
Edit - And even with the size limit I think its too powerful. Moving 11 spaces and a 30% chance to kill any squad figure he passes. He will likely be wiping them out left and right, and with bonding at that. I don't know...
Fallen Templar
November 10th, 2006, 01:07 AM
Ok, Soluratov is on hold for awhile until I have time to rewrite Dos Vidanya. I finally had enough time to upload some fixed up some customs I did in May. I also created a New figure using from D&D Blood Wars,
New Figures
figure used Valener Nomad Charger
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AlMahktar.jpg
That figure is awesome!
Merciless as the Desert is too powerful, IMO. Remember Deathwalker glassjaw when making powers that infict autowounds or autokill. Limiting it to small and medium figures would fix that. I think if you limit it to that, you can lower his cost. 170 points seems high, although he is a Warlord so he has some bonding. Maybe 130-150 with the size limit on Merciless.
Disengage should be in all Caps.
Also, your textboxes could be resized a little bit to stretch the text out further, like your other cards, it looks all scrunched.
Will comment on fixes later, as its past my bedtime. :D
Edit - And even with the size limit I think its too powerful. Moving 11 spaces and a 30% chance to kill any squad figure he passes. He will likely be wiping them out left and right, and with bonding at that. I don't know...Best D&D figure out so far
Taelord
November 10th, 2006, 01:34 AM
Nether, he can't mave eleven spaces and do that. it says if Speed of a sandstorm is used this turn you may not use Merciliss as the Desert.
netherspirit
November 10th, 2006, 08:25 AM
Nether, he can't mave eleven spaces and do that. it says if Speed of a sandstorm is used this turn you may not use Merciliss as the Desert.
Thanks I missed that. I still think its really deadly with 7 spaces, maybe the 170 point cost justifies it. I dunno, but I still think it needs a size restriction.
Fallen Templar
November 10th, 2006, 10:58 AM
adding size restriction to Al Mahktar
Zeeno
November 10th, 2006, 11:20 AM
I like Valsen Dreth, I would easily go buy him if he was sold
Taelord
November 10th, 2006, 12:21 PM
He is availible. I'm not sure which site though. I'm sure that FT would know.
Fallen Templar
November 10th, 2006, 02:26 PM
I like Valsen Dreth, I would easily go buy him if he was sold Valsen Dreth is available at http://gamingetc.safeshopper.com/1320/13846.htm?79
justjohn
November 10th, 2006, 03:24 PM
Al is very creative, FT. I like the merciless ability, but I also think it may be somewhat overpowered. Limiting it to med/small would be a great fix.
As a side note, have you seen the unmounted Valenar warrior? It's from an earlier set, looks pretty good and isn't too expensive. It would make for a great escort for this guy.
Doc_Savage
November 10th, 2006, 03:57 PM
Here are some notes – ALL CAPS indicates spelling or grammar suggestions.
Al Mahktar –
Speed – “Instead OF attacking…”
Merciless…..
I think that this should also keep him from attacking this turn as well. As written, he still gets his attack even after using the merciless power… I am also concerned that the attacked figures get no defense roll. This power is very powerful and could attack 10-15 figures in a turn…
Sir Raven…. Why is he
REBELLIOUS ?
Leadership – I agree that you should say, “All friendly knights that start their move within 4 clear sight spaces of S.R. may move an additional 2 spaces.”
Silver Flame – as stated earlier you should word this as “Select up to 3 enemy figures which…” This power is quite powerful as a squad killer. “…figures adjacent to the selected figures are also AFFECTED."
My opinion – I would rather see the bow get a power to replace the inferno theme – Is this guy a wizard? You could let the bow drive the power. What I mean is something like this…
INFERNO ARROW VOLLEY
SPECIAL ATTACK
Range 4. Attack 2.
You may attack up to 3 enemy figures with Inferno Arrows. Any figures adjacent to the chosen figures are also affected by the Inferno Arrows Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.
If this is too powerful you could limit it the number of times a game it is used...
Fallen Templar
November 10th, 2006, 04:02 PM
Al is very creative, FT. I like the merciless ability, but I also think it may be somewhat overpowered. Limiting it to med/small would be a great fix.
As a side note, have you seen the unmounted Valenar warrior? It's from an earlier set, looks pretty good and isn't too expensive. It would make for a great escort for this guy. Yes I happen to own a version of this figure as well and I plan to make a figure for him as well. He is a little short though
Turtleboy
November 10th, 2006, 06:14 PM
Al is an awsome card!! he really captured a unit ive tried making myself back in the day, nice job getting it working.
I'll use this unit anyday!
Fallen Templar
November 12th, 2006, 12:24 AM
Edited Al Mahktar added in Height restriction. Also I uploaded another old unit, Umbrius an Elf infiltrator. Feed Back welcome :D
Edited Al Mahktar, The Desert Dog
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AlMahktar1.jpg
Umbris as an adolescent hated the restrictions of the Home Tree and when his time of growth came upon him he took up the path of an Elven infiltrator. These warriors no longer "walk the beaten path" of most elven warrior. These infiltrator face predjudice from those of Home Tree calling them corrupt and ridden with darkness. Due to this fear, infiltrator do not stay long in the Home Tree. Their knowledge of the wilds and wilderness allow them to engage enemy forces in total stealth before the main Elven force strikes. Umbrius was sent to engage a Wolf hunting party. As Umbris picked each one off one by one. A Wolf Captain found out Umbris and through him into a nearby lake. As he felt death grip him at that point he was warped to Valhalla. Umbris now recons for Ullar in the war for the well spring.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Umbrius.jpg
Chimpy
November 12th, 2006, 12:25 AM
Al-Mahktar is cool. Does his name happen to mean anything?
Fallen Templar
November 12th, 2006, 12:30 AM
Al-Mahktar is cool. Does his name happen to mean anything? Not sure just a name I pulled out of the air. I call him the Desert Dog as a nickname.
netherspirit
November 12th, 2006, 12:46 AM
Any reason you chose to name the power Stealth and didn't just go with Ghost Walk? I usually go with the official name when using an exact power unless there are flavor reasons for it. I this case I think that either would be flavor. Just thought I would bring it up. :D
Assissinate seems okay. It is an autokill power with no restrictions, but I think its weaker than Stone of Stare so I can see the lower cost.
Concealed shot is pretty cool.
hi1hi1hi1hi1
November 12th, 2006, 12:49 AM
Stealth is a combination of Ghost Walk and Disengage, I would assume thats why he named it Stealth.
Nice customs looks solid all around.
netherspirit
November 12th, 2006, 12:50 AM
Man, I am really slipping. How did I miss that? :duh:
Fallen Templar
November 12th, 2006, 12:51 AM
Stealth is a combination of Ghost Walk and Disengage, I would assume thats why he named it Stealth.
Hit the nail on the head their.
hi1hi1hi1hi1
November 12th, 2006, 12:51 AM
Its ok. Wow that was your 4000th post!!!
Fallen Templar
November 13th, 2006, 01:03 AM
Ok fixed Umbrius class, added New figure.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Umbrius1.jpg
New Figure, Bio up soon.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valistar.jpg
Fallen Templar
November 13th, 2006, 02:42 PM
bump
netherspirit
November 13th, 2006, 04:15 PM
I think you can bump his defense up a bit and still keep him at 120. 120 points for a 2A/2D seems a bit high. Maybe a 3/3?
When granting powers to other cards, I have always thought that its best to put the text of that power on the card granting it so you don't have to look at another card to see what it is. I haven't figured out the best way of doing that yet, I was thinking maybe Italics, kind of like the reminder text on M:tG cards?
Other than that, good card. Seems like he would work really well with the WoA.
ChaosChild
November 13th, 2006, 04:33 PM
3 attack and defense sounds good to me too. I also think lowering his move to 5 is a good idea. The reasoning being the WoA weakness is ranged attacks. Now they can charge an extra 3 spaces reducing their vunerability. Making them wait for their commander eliminates the continual rush of WoA forcing you to think about your placement and when you should charge. Adds strategy IMO.
hi1hi1hi1hi1
November 13th, 2006, 04:43 PM
Check the wording on Rush the Enemy you accidentally have "gain" in the wrong spot.
Taelord
November 14th, 2006, 08:17 PM
Okay comment time.
Daledriel: Cool figure. The only problem I see is that one of her abilities is very specific. But still a good custom.
Brightaxe gaurd: Very cool. I quite like the idea of dwarves. Neat mix of abilities.
Slaughterstone evisarate: I don't really like the figure that much. And I don't think that Einar would have a giant machine. But don't feel bad. It is still a cool custom.
Balzain Brightaxe: Cool fig. He is a neat addition that lots of people have wanted. He seems very balanced.
Valsen Dreath: Amazing fig. Wicked abilities. But again, final destiny seems a little specific.
Gale: Very cool custom. Was she made before or after the Ninja. That ability is very close to dissapearing ninja. But she is still really cool.
Sir Ravenburg: He is just Awesome. I really like his night boosting abilities. I would definatly play him. I was acctualy planing on making a custom out of him. I guess you beat me to it though. Ow well.
Grandmaster Traven: Really cool use of the magic ability. I love him. His Purging light does seem very powerful though. I might bring his points up a little.
Al Mahktar: There is not much to say about him that hasn't been said already. He is awesome. Just incredible. finally a custom that incorporates attacking as you move.
Delvegaurd: Really cool fig. I like his awaken the trees ability, but it seems to hard to activate. I might make it a 19 or20 and bring him up five or ten points.
valantis: Really neat elf custom. I think though if he is the head of the Aubriens he should have some ability that halps them.
Umbruis: Neat incorporation of an assassin for the elves. I really like him. BTW why does he have range? I don't see a bow anywhere.
Valistar: Wow you really like elves. He is cool. I like the fact that he can enhance all elves. Neat.
Bearers of the way: i don't really like the figures, but I love thier abilities. They do seem really weak though. I might bring there attack up to 2.
Roughneck: Really cool. You misspelled glyph though.
solaurotov: He is really cool, but he seem sway to powerful for 100 points. I mean Charos with one wound would be instantly destroyed. I would make him 120 and make him not be able to use the ability if he maved that turn. Also you could make it be that you take the number that you have to roll and reduce it by one for every wound they allready have.
Wow, that was alot of customs.
P.S. 600th post.YAY :banana: :headbang: :rock: :mrgreen: :woot: :woot:
Fallen Templar
November 15th, 2006, 07:20 PM
Hey all fixed 2 more customs. Feedback welcome :D
Vargoth
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Vorgath.jpg
Valistar, Netherspirt CC and H1's suggestion.
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valistarcopy.jpg
Taelord, Umbrius has a bow on his back, Gale came before ninjas
netherspirit
November 15th, 2006, 07:24 PM
When granting powers to other cards, I have always thought that its best to put the text of that power on the card granting it so you don't have to look at another card to see what it is. I haven't figured out the best way of doing that yet, I was thinking maybe Italics, kind of like the reminder text on M:tG cards?
What I meant by this was that you put the text explaining what Charging Assualt does, that way you don't have to look it up on another card.
Fallen Templar
November 15th, 2006, 08:29 PM
When granting powers to other cards, I have always thought that its best to put the text of that power on the card granting it so you don't have to look at another card to see what it is. I haven't figured out the best way of doing that yet, I was thinking maybe Italics, kind of like the reminder text on M:tG cards?
What I meant by this was that you put the text explaining what Charging Assualt does, that way you don't have to look it up on another card. woops. I'll fix that.
Doc_Savage
November 15th, 2006, 11:58 PM
A few small comments -
Umbrius -
Concealed shot... is your intention that the target is exactly 6 space away? That is how it is reading to me...
Valistar - his name is not ALL CAPS like normal...
RUSH and ASHRA BONDING have no periods at the end of the sentences...
I never noticed that the Ashras were elves before...
Fallen Templar
November 18th, 2006, 09:24 PM
A few small comments -
Umbrius -
Concealed shot... is your intention that the target is exactly 6 space away? That is how it is reading to me...
Yep He's a long range stealth unit.
Fixed Valistar
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valistar1.jpg
Updated Valantis
Lord of the Aubrien Tree
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valantis1.jpg
eldurand
November 18th, 2006, 10:32 PM
Nice job, especially on Valentis. I like him a lot.
Little thing though, crippled is misspelled throughout the card.
Fallen Templar
November 18th, 2006, 10:50 PM
Nice job, especially on Valentis. I like him a lot.
Little thing though, crippled is misspelled throughout the card. Ya know I can't seem to pick out crippled on the card text. :brickwall: I upload one with the fixed spelling in a half hour, I have to add a signature to all my cards.
dark_piranha
November 18th, 2006, 11:20 PM
These are all really cool figures. Great special abilities.
One suggestion (and I apologize if this has been suggested in any of the other 16 pages of comments) would be that for Delveguard to be able to make the trees ATTACK. This maybe instead of moving. So any figures that are adjacent to trees would be subject to a one or two dice attack based on how big the tree was.
Actually, that's not a bad idea for a scenario. Like a Fangorn Forest. On some predetermined roll, any or all trees become activated and attack anyone adjacent to them. Or maybe immobilizes anyone next to them. Maybe there's a glyph that quiets the trees down. There'd need to be a lot of trees.
Just a thought...
also, just noticed that "through" is misspelled on Valantis
Fallen Templar
November 18th, 2006, 11:58 PM
These are all really cool figures. Great special abilities.
One suggestion (and I apologize if this has been suggested in any of the other 16 pages of comments) would be that for Delveguard to be able to make the trees ATTACK. This maybe instead of moving. So any figures that are adjacent to trees would be subject to a one or two dice attack based on how big the tree was.
Actually, that's not a bad idea for a scenario. Like a Fangorn Forest. On some predetermined roll, any or all trees become activated and attack anyone adjacent to them. Or maybe immobilizes anyone next to them. Maybe there's a glyph that quiets the trees down. There'd need to be a lot of trees.
Just a thought...
also, just noticed that "through" is misspelled on Valantis Thanks for the Catch on Valantis, Dark Piranha. The Tree's attacking would, imho, Would over power Delveguard. Mainly think if you have 4 expansions worth of trees on the board and once the they are awakened..... lets just say those trees would be red with the blood of the enemy. :D
Fallen Templar
November 19th, 2006, 12:06 AM
Thanks for the Feedback everyone. Fixed spelling errors, punctuation, and Typos on the following figures
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valantis2.jpg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/AlMahktar2.jpg
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Valistar2.jpg
I playtested Vorgath changed some his stats
http://i60.photobucket.com/albums/h37/Fallen_Templar7/Custom%20Units/Vorgath1.jpg
dark_piranha
November 19th, 2006, 12:14 AM
umm... hate to break this to you, but Valantis had "through" two times on the card. The second one is still misspelled...
Also, "separated" is misspelled on Al Mahktar
Brought to you by your friendly neighborhood spell checker.
And for Delveguard, what if it reads "After moving and before attacking, Delveguard may choose any tree within 8 clear sight spaces and use that tree to attack with 1 die per hex of tree base" or something like that.
I still want to try out the deadly forest idea, though. I'll let everyone know just how deadly a forest of trees can be...
vBulletin® v3.6.9, Copyright ©2000-2013, Jelsoft Enterprises Ltd.