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D-Dyzzle
June 4th, 2006, 06:42 PM
I edited but i didnt change the pics yet. i just typed the stats

http://upload4.postimage.org/347505/DeathWalkerPawnsCard.jpg (http://upload4.postimage.org/347505/photo_hosting.html)
New stats:
L:1
M:7
R:6
A:2
D:5
P:100

Repair
After moving and instead of attacking select a previoudly destroyed soulborg. Roll the 20 sided die. If you roll 18 or higher place the destroyed soulborg adjacent to any Deathwalker Pawn.

Soulborgs
Unique Squad
Deathwalkers
Precise
Medium 6

http://upload4.postimage.org/347506/DragonRidersCard.jpg (http://upload4.postimage.org/347506/photo_hosting.html)
New stats:
L:1
M:6
R:10
A:3
D:6
P:110

Mount Dragon
Select a friendly dragon adjacent to Dragon Rider. Place the Dragon Rider figure on that dragon's card. On your next turn, if you use the dragon, after the dragon attacks you may make an attack with the Dragon Rider. At any time you may place the Dragon Rider adjacent to the dragon and continue play as normal. If the dragon is destroyed place the rider adjacent to where the dragon was. There cannot be more than one rider on a single dragon.

Counter Strike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

Elfs
Common Squad
Archers
Precise
Medium 5

http://upload4.postimage.org/347507/Sand_CrawlerCard.jpg (http://upload4.postimage.org/347507/photo_hosting.html)
New stats
L:5
M:3
R:1
A:8
D:3
P:150

Sand Crawl
If every move of the Sand Crawler is on a sand space it may move an extra 5 spaces on sand and one space on any other terrain.

Acid Stomach
Instead of attacking select an adjacent small or medium figure and roll the 20 sided die. If you roll a 18 or higher place the figure on the Sand-Crawlers card. Every turn roll the 20 sided die for each figure on the Sand-Crawler card. If you roll a 10 or higher place a wound marker on the figures card. If Sand-Crawler is destroyed then place all figures on the Sand-Crawlers card adjacent to where the Sand-Crawler was. There can never be more than 3 figures on the Sand-Crawler.

Viper
Unique Hero
Beast
Ferocious
Large 6

http://upload4.postimage.org/347508/ViperEggCard.jpg (http://upload4.postimage.org/347508/photo_hosting.html)
New stats:
L:1
M:0
R:0
A:0
D:10
P:70

Hatch
Roll the 20-sided die once for each Viper Egg you control. If you roll a 17 or higher, place a previously destroyed Venoc Viper adjacent to any Viper Egg you control.

Viper
Common Hero
Drone
Relentless
Small 3

http://upload4.postimage.org/347510/Xi_Ko_ShaCard.jpg (http://upload4.postimage.org/347510/photo_hosting.html)
New stats:
L:9
M:8
R:1
A:3
D:9
P:300

Flying
When counting spaces for Xi-Ko-Sha's movement, ignore elevation. Xi-Ko-Sha may fly over water without stopping. Xi-Ko-Sha may pass over figures without becoming engaged. Xi-Ko-Sha may fly over obstacles such as ruins. WhenXi-Ko-Sha starts to fly, if he is engaged he will take any leaving engagement attacks.

Counter Strike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

Jade Eye
Select a hero figure within 10 spaces of <unit>. The figure must be in a clear line of site. Roll the 20 sided die. If you roll a 18 or higher place a paralize maker on the figuers card. The figure may not be used while the marker is on its card. After 3 turns the posesor of the figure may roll the 20 sided die. If he/she rolls a 15 or higher remove the marker from the card. If they roll lower then he/she may not roll again until their next turn. If the figure is attacked it may not deffend.

Dragon
Unique Hero
Beast
Disciplined
Huge 12

The towers :)

New stats: (same for all towers, for specials replace team name with the team name that each tower follows)

L:15
M:0
R:10
A:2
D:10
P:300

Tower
The Vydar Scout Tower(s) may be used every turn along with other cards as you would normaly use. The Scout Tower is not affected by any power ups (auras, glyphs ect.) You may use a max of 3 Vydar Scout Towers. Place a vydar tower number marker on each tower card and on the top of the tower to keep track of which is which.

Rally
Select an adjacent figure and place the figure on the Scout Towers army card. This makes the towers attack pionts 4. If the figure follows Vydar then the towers attack is 5. Up to three figures may be placed in the tower. The tower's attack cannot exceed 5. If the tower is destroyed roll the 20 sided die for each figure in the tower. If you roll 1-5 the figure is destroyed, 6-10 the figure receives a wound, 11-20 the figure is safe. Then place the surviving figures adjacent to where the tower was.

Rallied Forces Special Attack
Range 10 Attack X
Attack once for all figures in the tower using an attack of 5 for Vydar figures and an attack of 4 for all other figures.

Tower
Unique Hero
Gaurd
Precise
Huge 10

http://upload4.postimage.org/350012/EinarScoutTowerCard.jpg (http://upload4.postimage.org/350012/photo_hosting.html)

http://upload4.postimage.org/350015/JandarScoutTowerCard.jpg (http://upload4.postimage.org/350015/photo_hosting.html)

http://upload4.postimage.org/350016/UllarScoutTowerCard.jpg (http://upload4.postimage.org/350016/photo_hosting.html)

http://upload4.postimage.org/350020/UtgarScoutTowerCard.jpg (http://upload4.postimage.org/350020/photo_hosting.html)

http://upload4.postimage.org/350025/VydarScoutTowerCard.jpg (http://upload4.postimage.org/350025/photo_hosting.html)

Ok i think i got all the bugs worked out :lol: . So tell me what you think.(again lol)

Jason
June 4th, 2006, 06:55 PM
The tower is crazily underpriced it should be like 600 points and the Deathwalker Pawn is terrible and nowhere worth near 200

D-Dyzzle
June 4th, 2006, 07:00 PM
Its ment for you to be able to use many towers.
The DWPawns , cmon, they can bring back destroyed Soulborgs. Plus you cant tell but theres 4 of them

Jason
June 4th, 2006, 07:16 PM
20 life, 5 attack, 10 defense, 10 range is INSANE. That's not even factoring in you give them an extra turn. If you want multiples to be used then make them like 6 life 4 attack, 6 defense for 200 points.

D-Dyzzle
June 4th, 2006, 07:27 PM
They're towers. there meant to endure. They're scout towers. image archers in them. syvariss has 3 attack. if there are multiple archer in them 6 is reasonable. mabye 300 or 350 pionts. 200 does seem a little low. ill raise the tower price later. as for the extra turn, they're not really units so why should they take up a turn?

Miniature Geek
June 4th, 2006, 08:51 PM
They are intesting but they need some work. Don't feel bad though we all had to start somewhere, my first custom was Lightyear, listen to what these people have to say and you may just find people singing the praises of your customs.

ChaosChild
June 4th, 2006, 09:29 PM
You have some great ideas.

Although, they need a little work.

Common heroes/squads cannot have more than 1 life. Keeping track of what wound markers and card goes with which fig on the battlefield is to much.

I agree that the tower is way too powerful. There is a reason that Deathwalkers have only one life with high defense. Trying to get 20 off a fig would take to long. Also, how and where are the towers placed at the start of the game?

K/H_Addict
June 4th, 2006, 10:06 PM
i too think that the towers are way too underpriced. Try something to this effect:


First, make them unique.'
Second, make their effect something similar to the minions bonding ability, where it is INSTEAD OF, rather than ALONG WITH another figs attack.
Third, give them an ability that allows them to have more than one per army:
Semi-Limited: A player may draft up to (insert number here) towers in their army.
Fourth, Physically mark each card and tower with a number for identification for wounds, etc. If tower 3 is wounded, place a marker on card 3.


i would reduce the life to about 12-15, and drop the defense to maybe 8 or 9. the attack can be raised to 6, and range can stay the same. Also, i would make them immune to power ups, such as tae/rae/glyph/finn/thorgrim, etc, and cost them at around 180-230.




The DWPawns are too overpriced. Granted, there ARE 4 of them, you have to think. The Marro Warriors have a similar abilty, and they only cost 5 points.



Marro Warriors:
6 move
6 Range
2 attack
3 defense
(i think thats right)

DWPawns
7 move
6 Range
2 attack
5 defense

assuming i have the stats for the Marro Warriors correct, your DWPawns should cost about 90-110 points.



FOr the dragon rider, i would make it to where she may mount any friendly dragon, rather than any dragon period. I am working on a custom very similar to this, but a bit more complex (it's a 2 part figure.)

again, very very interesting ideas, but the need some work.

D-Dyzzle
June 5th, 2006, 04:58 PM
Thanx guys for being honest. I agree that my cards do need work. Honestly I was just really eager to put my cards on the net. :lol: But my cards do need work. Also I did intend that the dragon rider can only ride friendly dragons. I just made an error in typing there. :oops: As for the rest of them thanx for the suggestions.

K/H_Addict
June 5th, 2006, 05:25 PM
as some said, dont mention it. thats why we posted here. i hope that someday you can help new people out with their customs. i know i appreciate the help i get, and "know that it is true when they say the more the merrier"



post updated cards when you can, man!

D-Dyzzle
June 6th, 2006, 05:13 AM
OK guys I edited my cards. tell me what you think.

ultradoug
June 6th, 2006, 06:54 AM
wow those towers are crazy!
You know, they might work with the castle when that comes out.
I looked at the utgar one only..
10 def, my word. You would have to have some major power to even hit it, and its got 12 life @_@ thats crazy insain.

Good idea, towers can not be effected by gliphs, (helpfull) ablitys (Raylins aura) etc... but it just has too much good effects. The people in the tower, can they still attack? Can they be attacked? Etc?
Alot of questions would come out of how they work.
I like the idea of a "home" base, but unless you also make figures (catapult or something) that can take this bad boy down...
also you would have to have some sort of rull that said you can not just have this unit (and nothing else) in your army or would find the game at a quick standstill :D

keep the ideas rolling..
try photobucket.com for your image uploads, alot better results ^_^
take care!

ChaosChild
June 6th, 2006, 01:02 PM
As I metioned in my previous post, common heroes cannot have more than 1 life. The rules do not allow for it. I you want more than one tower, K/H Addict had a great idea for numbering them.

Do you have any rules for placement of the towers. If you just place them in the starting zones, then they are not going to get much play (since they can't move). If you play to capture or destroy the tower then they don't need to be drafted, as each player would have one.

quixotequest
June 6th, 2006, 02:00 PM
I agree that it is exciting to post your ideas. It sure takes time to come up with tactical new ideas and to cost them well. In general I find the towers hard to conceive how they fill an importent tactical niche. They just seem like uber-powerful novelties. This isn't a bad thing necessarily but I like figures that are a little more balanced with the rest of the official set.

I like your idea for the dragon rider. It's fun to have a warrior that can attack alone or together with its mount. This is not something I've incorporated with any of my Mage Knight Dark Rider mods. I think its a fun idea. But again, the stats--even if they were costed right which they don't quite seem yet-- are still a little out of balance with the game. A Dragon Rider just doesn't seem that it should have 7 lives.

Well, anyway, this is feedback based on my preferences. Take from it what you wish. Keep on keepin' on!

D-Dyzzle
June 6th, 2006, 08:39 PM
OK I see where ya'll are coming from. Costoms are a lot harder than I thought they would be :shrug: ! Well ill give them a little more work when i get a chance. I think ill make the towers unique. And mabye the Viper Egg as well. Give me some time and ill rework em again.

K/H_Addict
June 6th, 2006, 09:20 PM
i still think the towers are wrong. as chaoschild said, common heroes can only have 1 life. period. Take my idea adn modify it to your liking if you want. give them more defense, but only 1 life. like, 25 defense, 1 life. that would permit for common hero-ship. i personally would take the "semi- limited" idea, and work from there. then, you could knock their price down to about 230 or so.


For the DWPawns, they still seem over priced to me. I mean, the marro warriors have four to a squad and do something very similar. i mean granted, they only bring one previously destroyed weak squad figure, compared to the DWPawns who bring back a large hard hitting hero. I still think they should only cost about 110 or so.


the dragon rider i would knock down to about 140-150.


the eggs. come on. 10 life? it's an egg. i eat eggs. again, common heroes may only have 1 life. i would say make it a common squad of 2 pieces, drop the defense to about 7 and keep them at 90 points.


xi-ko-sha. still overpriced, IMO. i think you get this cost from his spell of the dragon ability, which i think is a waste. ya figure, once you use it, your opponent will not attack that figure, because it wont get hurt, period. The only thing that would be good for is taking down (or damaging) a unit that has counterstrike, or moving in towards range. I would make his cost around 250.


other than that, i think you are really getting the hang of customs. i dont do them very often, mainly because i do not know how to make cards. Customs are fun to do, but a real challenge, because you have to keep them balanced (unless you sell it on ebay; make a 10 all stats custom, cost it at about 50 points, and it should bring in some good money...one guy at HQ did this....)

D-Dyzzle
June 7th, 2006, 12:51 PM
Yeah i didnt really like the spell of the dragon either, i just couldnt think of anything else.

Well i edited my cards again

and i replaced the spell with the Jade Eye special.
check out my edited cards and tell me what you think. :D

ChaosChild
June 8th, 2006, 12:04 AM
Deathwalker Pawns

You need to specify when they can use Repair (after moving, before attacking, instead of attacking, etc.). Also, do they each get to use repair or is it just once a turn?

Dragon Riders

Again, when can they mount a dragon? What happens to them if the dragon they are riding is destroyed? I think they are way under-priced.

My suggestion: Lower attack by 1, lower defense by 1, lower range by 3. Then give them a bonus to attack(1), and range(2) when on a dragon but, they also get destroyed when the dragon does. Also make them unique. As for points, 110 to 120.

Sand Crawler

Love the Acid Stomach ability. Ingenious!

Viper Egg

I think it is a little over priced and has too much defense (5 maybe?).

My suggestion for Hatch:
"Roll the 20-sided die once for each Viper Egg you control. If you roll a 17 or higher, place a previously destroyed Venoc Viper adjacent to any Viper Egg you control."

Xi-Ko-Sha

9 life, 9 defense = very hard to take out.

I will get to the towers later.

D-Dyzzle
June 8th, 2006, 12:46 AM
Darn i thought i had em. :brickwall: . lol customs are harder than i thought.

well i do agree the eggs deffence could be lower. as for hatch i think your saying to make my wording better.

Thanx for the acid stomach compliment. :D

the dragon riders will be placed adjacent to the dragon theyre riding if the dragon is destroyed. ill add that to the card. they will remain common though. :)

ill be more specific in the repair abbillity

as for XKS, i thought einar sucked so i gave him something hard to kill :twisted:

ChaosChild
June 8th, 2006, 01:02 AM
Customs are hard if you want them to work well with the game. They are usually an ongoing process untill you play test them enough. It also makes things harder when random people suggest this and that and say "that's too powerful". :wink: :D :poke:

Yes, that is what I'm saying about the Hatch ability.

Oh yeah, I also made a dragon for Einar. Check out my customs thread HERE (http://www.heroscapers.com/community/showthread.php?t=228)

D-Dyzzle
June 8th, 2006, 05:48 PM
Check out my customs thread HERE (http://www.heroscapers.com/community/showthread.php?t=228)

those cards are cool 8) . only thing is see that i dont like is that i think fulminius should cost a little bit more. other than that i like em

ChaosChild
June 10th, 2006, 11:15 PM
those cards are cool 8) . only thing is see that i dont like is that i think fulminius should cost a little bit more. other than that i like em

Thanks. I haven't had a lot of time to play test my customs but, I will have to put him back in the rotation.

As for your scout towers, ...

I like the idea but, I think there is a flaw in making a draftable fig that does not have any movement (especialy a powerful one). It could lead to each player not moving their figs into an opponents' tower's threat range and not moving their own figs out of the protection of their own tower.

As an example:
Would you take a 400 point army and throw it against an Einar tower with 2 roman legions to man it? Or would you wait for them to come out?

I do think that they could be used in scenarios where one player assaults them or both players have one in a strategic positon on the map. In the fisrt one you could assign a point value to the tower and in the second you would not need a point value because both players would have one (or three).

ChaosChild
June 11th, 2006, 09:23 PM
However, if you would like to pursue them as a draftable fig...

The number markers would be needed if the tower was a common hero not unique. If you keep them unique and want to use more than one I would suggest putting the number of the tower in the name (Einar Scout Tower 1). Then use a marker to indentify that particular tower if you don't want to paint a "1" somewhere on the tower.

Can you put order markers on the tower's card? If you can, does that mean you can take a double turn with the tower?

Unfortunately, the towers are going to be hard to make into a draftable fig if they can't move. They would be great for scenarios wher the point is to assault the tower but, for a regular skirmish type battle I don't think they are going to work.

D-Dyzzle
June 12th, 2006, 12:53 AM
yeah, when i thought of them i intended for them to be used in senarioes and not just regular battles. :)

Doc_Savage
June 12th, 2006, 02:33 AM
Sorry if I am repeating what others have said.

Deathwalker Pawns
You need to say when they get to use the repair power. Does each pawn figure get to roll the Repair? How many times per turn? When in the turn?

If you look at my customs you'll see why I have all these questions. I had to think of them myself for my Kil Techs.

Dragon Riders
This should probably be a Unique Hero, especially with these stats. 10 Range and Counterstrike. What happens if you don't use the dragon on your next turn?

Sand-Crawler
I would keep the Sand Crawl to being on just sand... I like the Acid Stomach power.

The Towers remind me of some of the early super-hero customs. Just because you give something a high point value (the cost of the unit to draft) doesn't make it fair if no regular figure can hurt it.

D-Dyzzle
June 12th, 2006, 03:45 AM
OK i edited them and im goin to pst the stats of the cards instead of changing the pictures.