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InfinityMax
June 16th, 2006, 01:18 AM
A few people have asked where they went, so here are my customs. I haven't made any in a while, but I am happy with most of these, and really proud of a few of them.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/brotherstor-mod2.jpg
The Brothers Tor filled a couple ideas I wanted to see. First, I wanted minotaurs. Second, I wanted a viable two-figure squad. I especially like Symbiotic Fraternity, which effectively give the whole unit 3 life. That ability also allows them to stick around long enough to use their killer attack, because they tend to be priority targets.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/steelrig.jpg
I made Steelrig Modbot for Doc's equipment contest. I was pretty darned happy to come in second. I have Tinebone around here somewhere, too, but I need to get him uploaded, so you'll have to live with these for now.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/cellcard.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/bladecard.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/cannoncard.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/armorcard.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/scancard.jpg

This next batch is a bunch of guys you can whip up from the Battleball game. I never played Battleball - I bought it cheap on eBay and made it into two teams of customs.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/maulers-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/judge-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/colossor-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/isis-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/brutus-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/strikers-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/stalwart-lo.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10020/orderrunner-lo.jpg

One quick note - the order runner is not good. When I say I'm happy with most of my customs, this is the one I don't like. He's here for completeness; I've never found the time to fix him.

Next up are the Argonauts, five mercs who fight for whoever pays the best. They are a team, and work best as a coherent group. Each figure has three abilities - an offensive ability, a team-based special, and jump jets (like flying, but not as good).

http://www.heroscapers.com/oldgallery/albums/userpics/10020/paladin.jpg

Paladin is crucial if you want to play Argonauts, because he can get his whole team into position in record time.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/bodybag.jpg

Bodybag may not be the best offensive unit, but he is great at prolonging the life of your team.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/shockwave.jpg

Shockwave is great against weak squads - get them close and he can string together a lightning blast to nail whole groups at once. Plus he can provide considerable flexibility, removing some of the 'aw dammit' factor from placing turn order markers.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/reaper.jpg

If you're squaring off against tough heroes, Reaper can even the odds. A few well-placed rockets, and those juggernauts could be pushing up daisies.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/firebug.jpg

Another great unit against squads, Firebug has a weaker version of Mimring's fire line, and provides a defense bonus if his partners are close by.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/sentinel.jpg

Sentinel is sort of a watchdog on the board. If you have a unit or part of the board you are trying to protect, Sentinel can be posted to keep them from getting too close.

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/cainx.jpg

Cain X is the leader of the Bloody X Thugs, a gang of ne'er-do-wells in the dark future.

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/bloodyxthugs.jpg

I have more, but they're not all uploaded yet. If I get to it, I'll get to it.

LilNewbie
June 16th, 2006, 01:28 AM
Awesome, IMax! Thanks for reposting these.

Newb.

justjohn
June 16th, 2006, 01:28 AM
Are the mercenary figures old GW 40k figures? I don't think I've ever seen those sculpts before, and I really like them.

Your customs look great. Glad to see more quality customs filling up this forum.

-jj

Doustin
June 16th, 2006, 01:46 AM
Those Argonauts are great. Are those Warhammer figures? The Brothers Tor is a cool idea too.

Parduz
June 16th, 2006, 02:21 AM
WOW! I have some "argonauts" minis down in some place... (they're not GW... from what game they comes?)

I'm a bit in trouble with the "lightning reflexes" ability, 'cause is the first "off order" ability i see:
when do you switch the order markers? When is the turn of Shockwave or when is the turn of the "trading" Argonaut?
And: if you use a card ability, are this card activated or not? I mean: i activate Shockwave, which deactivate itself switching the order marker... then i can do that a second time... until he have the last marker, so finally he can stay activated.
mmh... maybe i will like to see it as a power of Paladin: as he is the commander, he may switch the orders of two others not activated argonauts....

Anyway, they're all great, thnks IMax

Doc_Savage
June 16th, 2006, 01:02 PM
Thanks for reposting these. I just printed the argonauts out and will play them next time I play...

I have a huge box of these guys. Plastic on sprues, unpainted. From the '80s, I think.

netherspirit
June 16th, 2006, 01:04 PM
Ahhhh the Brothers Tor. Good to see these guys back up here. :)

InfinityMax
June 16th, 2006, 01:55 PM
I don't remember who makes those Argonaut figures. I bought them online. They're plastic, and they're not WH40K. They come with different guns so you can decorate them however you want, which I obviously did.

I haven't hit any hiccups with the Argonauts since I finished testing them. I have played them many times, and found them to be pretty decent. In a 500 point game, a team of 5 heroes is risky, but they hold their own. I've seen them win, and I've seen them lose.

The jump jets plus Move Out! makes them very fast to deploy, despite a slow move score. They each specialize in something else, so you have lots of options and flexibility. Facing heroes, you can fire Reaper's rockets; facing cheap squads, use Firebug or Shockwave. They're weak against strong squads, though; the knights can cut them to shreds, because of the combination of good armor and numbers. Support the knights with Thorgrim and they're downright deadly against these guys.

As far as the problem with Lightning Reflexes, there is no timing specified because you can use it whenever you want. I usually place a number on him and an X on the one with whom I might swap, so that I can decide at the last minute which one I want to deploy. I haven't had any trouble with it, though my opponents have been known to say, 'you've got ANOTHER special ability?!'

Miniature Geek
June 19th, 2006, 12:48 AM
Those models for the Special Force are from EM4 Miniatures,

Here is the link.
www.em4miniatures.com

Okay, well, for some reason their site won't load for me. So I don't know if the link will work, but those should be under Sci-Fi, Plastic, Unpainted, or it might be in a different order. But stumble around, look for Unpainted Plastic Sci-Fi, and they are a set.

Sorry I couldn't be of more help, but like I said the link isn't working, and I'm not in the best of moods.

Oh yeah, almost forgot, great Customs Imax, I'd say more but I'm in a ***** mood right now. Not because of your customs or anything.

skyknight
June 20th, 2006, 10:23 AM
Alright Imax, first I am not going to put any how you can improve these customs writings here. Like you said these guys have been around a long time. I will instead tell you what I like. The brothers Tor are probably my favorite. I will most likely try using these guys if I can find a decent custom for them. But I have to tell you I love your order runner, Simple yet incredibly efficient and could almost help swing a game. I like him alot. those Warhammer figs are wonderfully painted as well, very nice all the way around. Thanks for sharing.

InfinityMax
June 20th, 2006, 11:46 AM
The problem, sky, is that you have to put a marker on a nearly useless figure, keep him close to the front lines, and still burn a marker just to let a guy take a turn. In fact, if you don't want to use him, you end up losing two markers. He's nearly useless the way I have him.

I've considered two other options:

1) Instead of attacking with Order Runner, you may attack with any friendly, adjacent figure.

2) Instead of attacking with Order Runner, you may take a turn with any friendly, adjacent figure.

I actually like #2 better - it lets you put all three markers on the runner, and as long as he can reach the guys you want to activate, you just run him up next to the guys you want to move. Massive flexibility, and one hell of an Achilles heel - if someone smokes your order runner, there goes your whole round. Now that's fun.

InfinityMax
June 20th, 2006, 11:48 AM
Parduz PMed me with some really cool ideas for expanding the Argonauts. I'll ask him to repeat them here, because we could be looking at a whole faction of mercenary units. I just need to find figures, since I am not wild about using WH40K.

skyknight
June 20th, 2006, 12:08 PM
AAAhhhh that is how I thought he was to be played IMax, I would make him so that if he is turn 1 he can move, hand off turn 1 and then the new guy starts over as if it was his fresh turn 1. Therefore you can activate range if needed, flying or whatever else you may need at the time. he would be great to load with round two and threes if he was with a large pack. That allows alot of flexibility if he does not get smoked, and if he does, well that is the fun of this character.

InfinityMax
June 20th, 2006, 12:12 PM
Thanks for that link, Geek. Now that I know what they're called, I was able to find the store where I ordered them. Tin Dictator has the Space Rangers for $4.50.

I may order another set to make into Parduz' additional Argonauts. They'll require a little modding, but I think they'll be awesome.

Grungebob
June 20th, 2006, 12:20 PM
The problem, sky, is that you have to put a marker on a nearly useless figure, keep him close to the front lines, and still burn a marker just to let a guy take a turn. In fact, if you don't want to use him, you end up losing two markers. He's nearly useless the way I have him.

I've considered two other options:

1) Instead of attacking with Order Runner, you may attack with any friendly, adjacent figure.

2) Instead of attacking with Order Runner, you may take a turn with any friendly, adjacent figure.

I actually like #2 better - it lets you put all three markers on the runner, and as long as he can reach the guys you want to activate, you just run him up next to the guys you want to move. Massive flexibility, and one hell of an Achilles heel - if someone smokes your order runner, there goes your whole round. Now that's fun.It would be cool if you played a game where you both had order runners and that was the only way to disburse your orders.

skyknight
June 20th, 2006, 12:29 PM
That would be awesome GB. That could even be the goal is to kill the other players order runner. How much fun would that be.

InfinityMax
June 20th, 2006, 12:40 PM
GB, that would be brilliant. That sounds like a blast.

Karkadinn
June 20th, 2006, 01:05 PM
GB, that scenario idea is terrific. I command someone to make this scenario and put it into the next Codex issue! LET MY WILL BE DONE!

Grungebob
June 20th, 2006, 01:08 PM
That would be awesome GB. That could even be the goal is to kill the other players order runner. How much fun would that be.Well he would be an important target for sure. If he died you could have another in reserve but he would have to make his way to the front lines and that could be devastating.

Gambit
June 20th, 2006, 01:09 PM
hmmm.... i cant seem to find the argonauts on MG's link, will somone direct me to them please?

LilNewbie
June 20th, 2006, 01:09 PM
Or you could sacrifice another model you control to place a new runner (same stats as original) in your starting zone.

Fallen Templar
June 20th, 2006, 01:27 PM
Their under unpainted metal i believe

Rhydderch
June 20th, 2006, 01:32 PM
Letting an adjacent figure take a turn after the Order Runner moves is probably is a good substitute for your the Runner's current ability. I would also give him an attack of at least 1.

The Order Runner scenario sounds like a lot of fun =)

InfinityMax
June 20th, 2006, 02:06 PM
Templar, the Space Rangers are unpainted plastic. And I think with some modding and different paint jobs they could be some pretty cool additions to the team.

Parduz
June 20th, 2006, 02:11 PM
Sorry IMAX. i was not understood that you want i copy here my things.
To all, pls forgive my english/wording...
Here the text of the PM

Ok, the basic idea is to have some "light weapon" BodyBag weapon miniature used for those customs: they will must be painted in a manner that make them different each other.
I've tryed to do some "cross-turn" ability, something that's effective but slow (they're sort of "Tanks" compared to most medieval/ancient/alien fighters).


Names of heroes and for ability are not so good: right now they're just "word" to identify a unit/power.

ALL BUT SNIPER HAVE SAME STATS AS BODYBAG

Maybe the cost needs some touch?


###################################################################### ##############
Sentinel (Defender?):

OverWatch:
A:1, R:3 or A:2, R:2 or A:3, R:1 - It's ever a Ranged Attack
Instead of moving, or instead of attacking, you can put an
OverWatch marker on the Sentinel army card.
When a figure enter in a visible hex, then the Sentinel in Overwatch can attack that
figure with the number of attack dice according to the range.
The Overwatch marker is removed if the Sentinel is attacked, or when the player reveals
a new Order Marker.

Jump Jets:
<as yours card>
###################################################################### ##############



###################################################################### ##############
Crusher: (Demolisher?)
Crusher starts the game with 2 Mine markers on the card.

Mines placement:
Instead of the entire turn, roll the d20: with a 20 a mine explodes, otherwhise move
a Mine marker from the Crusher card to the Hex in which he is.

Mines Detonator
Instead of attacking, Crusher can explode one Mine in his LoS, in a range of 6, which was
not placed by an enemy. Or he can explode one of the Mine he is carrying.

Mines Remove:
If Crusher is on a Mine, Instead of the entire turn, roll the d20:
with 15 or more the Mine explodes, otherwise you can move the Mine marker from the hex to the Crusher Card.

Jump Jets:
<as yours card>

-.-.-.-

Mines:
When a Mine explodes, roll 5 attack dice for who is in the Mine hex, 3 attack dice (once)
for all adjacent hex which are at the same level of the Mine. All affected figures roll defence
for themselfes.

When a figure enter in a Mine hex, roll d20: with 10 or more the Mine explodes.
When a figure enter in a hex adjacent to a mine and at the same level, roll d20:
with 19 or more the Mine explodes.

Every Mine adjacent to an exploding mine will explode after the first mine damage resolution.

A mine can be attacked: if the roll shows at least 3 skulls, the mine explodes; any other dice roll
have no effect at all.

A Crusher never make a mine exploding when walkin adjacent or on it.
###################################################################### ##############


###################################################################### ##############
Sniper:
the Sniper begins with one "Under Sight" marker on his card.
!! Range: 8 !!

Sniping time:
If sniper don't attack after moving, he can place a "Under Sight" marker on a valid target.
This marker is returned to the Sniper card AFTER:
- the Target exit from the LoS of the Sniper or dies.
- the Sniper rolls defence dice, or BodyBag tries to heal him.
- the Sniper do a normal attack.

Need Cover:
If Sniper have not the "Under Sight" marker on his card, he rolls one less defence die.

Sniper shot:
A:7, R:8
Before moving, a Sniper can take his own "Under Sight" marker from the
choosest target and then attack him with 7 attack dice. Then sniper can move, but cannot
attack for this turn.

###################################################################### ##############

These guys will works well in cooperation (think at the "Sentinel" covering the "Sniper"...

Hope you will like them :)

InfinityMax
June 20th, 2006, 02:18 PM
See? These are great. I like that many of the abilities split over two rounds.

Overwatch is awesome. I think that he might have two abilities, plus jump jets - like this:

Stand Guard
Instead of moving on his turn, place an overwatch marker on Sentinel's card. As long as he does not move, leave this marker on the card. Any time an enemy figure enters a space within four clear sight spaces of Sentinel, he may make a special attack with 3 attack dice.

Vigilance
Instead of attacking on his turn, place an overwatch token on an adjacent Argonaut's army card. That figure keeps the marker until it moves. Any time an enemy figure enters a space within four clear sight spaces of that Argonaut, the figure may make a special attack with 3 attack dice.

Jump Jets

InfinityMax
June 20th, 2006, 02:29 PM
I think Crusher might be renamed Boomer, or something else that sounds like a GI Joe name. Hmm - Blastback? Anyone else have ideas?

The mine thing is cool, but needs to be condensed. It'll never work the way it is; it won't fit on a card.

Mine Field
Boomer starts play with 4 mine markers on his card. Instead of moving and attacking with Boomer, roll the d20. If you roll a 20, destroy Boomer. On a 1-19, place a mine marker on Boomer's space. After Boomer has moved at least two spaces away, any figure that enters that space or an adjacent space detonates the mine. Make a 3 die special attack against any figures in the space or adjacent to it. Roll once for the mine. Each affected figure rolls defense separately.

Remote Detonator
Before moving, any Argonaut may detonate a single mine. Make a 3 die special attack against any figure in a space with a mine marker or adjacent to it. Roll once for the mine. Each affected figure rolls defense separately.

I upped the mines to 4 so that Boomer can lay down a field of control. I also removed his ability to pick up his mines, for space considerations.

EDIT: I also decided the mines are too small to attack, mostly to simplify. There are, after all, only four, which take four activations to place, so you don't necessarily have time to set up an adequate defense perimeter anyway.

InfinityMax
June 20th, 2006, 02:38 PM
Sniper names: Sharpshooter, Eagle Eye, Razor, Pinpoint, Head Shot... any suggestions are welcome.

My modified abilities:

Scoping In
Head Shot starts play with 1 sighting marker on his card. At any point during any Argonaut's turn, you may place this sighting marker on an enemy figure within 8 clear sight spaces of both the activated Argonaut and Head Shot.

Laser Sniper Special Attack
Attack 7, Range 8. Remove the sighting marker from an enemy figure to perform a laser sniper special attack against that figure. Place the marker back on Head Shot. Head Shot may not use the laser sniper special attack if he has moved this turn.

This way other Argonauts can spot for him, and it keeps with the theme of having one attack ability and one team ability for each Argonaut.

Parduz
June 20th, 2006, 02:50 PM
I'm a bit in trouble with the way "Stand Guard" and "Vigilance" works now: if you don't move that figure, you will have a "permanent active" figure: think that "Any time an enemy figure enters a space..." means that a Melee figure will take 3 attacks before reach the "Sentinel".
The original "Overwatch" power is taken form "Space Hulk": it works for a complete turn. Anyway, also your "new" power are greats.

About mines: I was thinking to Mines as a sort of glyphs (the long Mine explanation was intended for this use).
Questions:
with so many mines. can we have some trouble if also an enemy own some Boomer?
How the "adjacency" works when looking at "hex adjacency"?
I mean: a figure in a hex adjacent to the mine, but 4 level up, is still affected by the detonation?
Thanks for your cooperation, IMax :)

InfinityMax
June 20th, 2006, 03:04 PM
Good point, Parduz. How about this:

Stand Guard
Instead of moving on his turn, place an overwatch marker on Sentinel's card. As long as he does not move, leave this marker on the card. Any time an enemy figure enters a space within four clear sight spaces of Sentinel, he may discard the overwatch marker to make a special attack with 3 attack dice.

Vigilance
Instead of attacking on his turn, place an overwatch token on an adjacent Argonaut's army card. That figure keeps the marker until it moves. Any time an enemy figure enters a space within four clear sight spaces of that Argonaut, the figure may discard the overwatch marker to make a special attack with 3 attack dice.

That way you have to give him a turn again to get the free attack again, and if you dump both move and attack, you've got two guards at the ready.

InfinityMax
June 20th, 2006, 03:13 PM
OK, more good points on the mines. How about this:

Mine Field
Boomer starts play with 4 mine markers on his card. Instead of moving and attacking with Boomer, roll the d20. If you roll a 20, destroy Boomer. On a 1-19, place a mine marker on Boomer's space. After Boomer has moved at least two spaces away, any figure that moves adjacent to the space triggers the mine. The mine is considered height 4 for purposes of determining adjacency. Make a 3 die special attack against any figures in the space or adjacent to it. Roll once for the mine. Each affected figure rolls defense separately.

Remote Detonator
Before moving, any Argonaut may detonate a single mine. Make a 3 die special attack against any figure in a space with a mine marker or adjacent to it. Roll once for the mine. Each affected figure rolls defense separately.

Because technically, adjacency is based on the height of both figures. So if the mine is on a cliff 8 spaces high, Grimnak will trigger it, but if it's in a five-space-deep gully, anyone can walk past it.

Fallen Templar
June 20th, 2006, 03:41 PM
Imax I'm loving these mercs their gonna end up looking great but people are lazy when it comes to the idea of painting and modding. If you'd like i can make versions of these characters using different figures which are prepainted for the lazier members of the comunity.

InfinityMax
June 20th, 2006, 03:59 PM
I'm sure nobody would object, Templar. That's really nice of you. I am going to make my own, but if anyone else wants some, you could hook them up.

Fallen Templar
June 20th, 2006, 04:07 PM
I'm sure nobody would object, Templar. That's really nice of you. I am going to make my own, but if anyone else wants some, you could hook them up. lol I think I have 7 left just enough to make the team i believe but I'll scrounge around the attic for more

Gambit
June 20th, 2006, 05:32 PM
i found the figures for the argonauts on the site, but their priced in brittish currency....

Rhydderch
June 20th, 2006, 07:13 PM
Try searching for a currency converter in Google. Here is one that came up:

http://www.xe.com/ucc/

Miniature Geek
June 21st, 2006, 12:26 AM
Wow I totally necromancied this thread.

Jason
June 21st, 2006, 01:25 AM
"Boomer starts play with 4 mine markers on his card. Instead of moving and attacking with Boomer, roll the d20. If you roll a 20, destroy Boomer. On a 1-19, place a mine marker on Boomer's space."

If you want to be consistent then 1 should be destroy Boomer with 2-20 meaning place the mine. In Heroscape, for every piece rolling a 20 gives the user a better result than rolling a 1

Parduz
June 21st, 2006, 02:32 AM
Ok, some more objections to try to "squeeze" out the best from those units:

With the new version of the Stand Guard, there's no more chances to fire multiple times: so strong figures are no more worried so much about the Sentinel. I'm not so experienced in HS to judge if the "any hex enter" version is too powerful....

I like the idea to have 1 own ability and one "squad" ability
Vigilance: what if instead make the adjacent figure attack, the sentinel defends in place of that one? (sort of BodyGuard?)

Sniper: with IMax version, there's not chances for the targetted figure to "exit" from scoping.... i will keep the LoS and "no attack" limits to the sighting marker.

InfinityMax
June 21st, 2006, 01:07 PM
Parduz, there's a tradeoff - either you get to hold that guard pose indefinitely, or it goes away the next time you get a turn. On the one hand, the guard can keep that ready pose for a long time, effectively protecting the goal for as long as it takes, but you only get one attack against the enemy. On the other hand, you've got a very solid defense - 3 attacks when it's not your turn - but all the enemy has to do is stand outside your sphere of influence for one turn and the overwatch drops.

I think we need to figure out a method that allows for multiple attacks, but still doesn't leave him permanently activated. Maybe this:

Stand Guard
Instead of moving on his turn, place 3 overwatch markers on Sentinel's card. Any time an enemy figure enters a space within four clear sight spaces of Sentinel, he may discard an overwatch marker to make a special attack with 3 attack dice. Discard all markers if Sentinel moves, either on his turn or as a result of a special ability.

That way he can guard for three shots while bad guys approach, but then he needs another marker to reset his watch. Maybe he has to clear a jam or reload.

I'm not crazy about letting him take the wounds for another Argonaut. For one thing, the other Argonauts probably have the same defense and wounds, so there is probably not much advantage in letting him get shot instead of the other guy. What about this:

Vigilance:
When an attack is announced against an adjacent Argonaut, Sentinel may immediately make a 3-die special attack against the attacker. The attacker must be within 4 clear sight spaces of Sentinel. If the attacker is destroyed, the announced attack does not occur.

That's a permanent cover thing - as long as Sentinel is standing there, he gets the attack. However, it's only logical that you would then target Sentinel first. And a good ranged unit can shoot from outside 4 spaces, so it's not an unbalancing advantage.

On the sniper - yeah, that makes sense, and it provides a good strategic reason for a targeted figure to run out of range. How about this:

Scoping In
Head Shot starts play with 1 sighting marker on his card. At any point during any Argonaut's turn, you may place this sighting marker on an enemy figure within 8 clear sight spaces of both the activated Argonaut and Head Shot. Remove this marker if the figure moves more than 8 spaces away from any Argonaut, or if Head Shot moves or attacks.

I don't think we need to change Laser Sniper - it has a range requirement, so it is assumed that he must be making a special attack, with all the range and LOS requirements. But I like that the target has to move away from ALL Argonauts to remove the marker - the other troopers are calling out the target's location, so Head Shot knows where he is going to pop out.

Gambit
June 21st, 2006, 01:15 PM
Try searching for a currency converter in Google. Here is one that came up:

http://www.xe.com/ucc/

thats ok, i fixed it already, but thanks for the help

Parduz
June 21st, 2006, 01:52 PM
As sayd, we are squeezing out the best.
I really love the last versions, IMax :)

InfinityMax
June 21st, 2006, 02:37 PM
Cool! I'll work up some cards, and I'll try really hard to remember to get those damned rear shots of the Argonauts tonight. Any ideas for paint schemes for these three new recruits?

One thing, if you're making the figures. I would rather avoid using the same stock weapon for all three, or they'll just look like repaints of Body Bag. Sentinel can certainly use the same gun, but maybe one of the other weapons can be trimmed into a sniper rifle, and we might give Boomer the pistol from a spare Paladin figure and something like a detonator for his other hand.

Maybe. I just don't want them all to look alike, or even like repaints. Doc Savage is hooking me up with a few new figures, so I should be able to work out something here, if you don't want to get all mod-crazy.

Parduz
June 21st, 2006, 03:19 PM
Sadly, i'm not able to mod anything smaller than an half meter :(

More, i just have those standard weapons minis (the other ones are required from your card).
I'm actually make them from all black (to make them far from BodyBag), with the same parts you've highlighted with Yellow for Boomer, military green for the Sentilel and Blue for HeadShot (to be right, the green are the GW goblin green with some black, and the blue is the ultramarine blue).
I will try to higligh the colored parts with some stroke of dry brush of the same color with some white.

Seems to me that i'm not able to do quality figs at the level you're thinking.
Anyway i will send to you some shot when i finish.

I will also paint some HS wound marker to make the mines, if i can't find anything better around.

P.S.
For HeadShot, maybe i can steal some sort of long rifle from one of the broken toys of my son (he have tons of "robot" toys). Il will check in his box tomorrow.

InfinityMax
June 21st, 2006, 03:33 PM
No worries, Parduz. Just do what you can, and I'll post them with your images. If I customize mine, I'll just switch out the image on the card for myself.

By the way, thanks for this input. These are a great addition - I can't wait to have an 800 point brawl with Argonauts.

Gambit
June 21st, 2006, 04:02 PM
you shuold make some type of squad of argonuats.....

InfinityMax
June 21st, 2006, 04:46 PM
That would defeat the purpose, Gambit. They're highly-trained super mercs. They are each an individual army of one. A squad of Argonauts would be nameless goons, and they would lose their individuality.

Gambit
June 21st, 2006, 08:34 PM
yeah, i guess that make sence.....

Rhydderch
June 21st, 2006, 08:48 PM
Plus it seems to me that the Argonauts together ARE your squad. Sort of like the Fellowship of the Ring. Teams like these simply cannot be boiled down to a squad.

The members are all heroes and you could not make a single squad which includes all of them but they still function as a unit of sorts.

I see the Argonauts as a mercenary team composed of specialty heroes like the original Mission Impossible or the A-Team, only cooler and more advanced.

InfinityMax
June 21st, 2006, 10:27 PM
Yeah, when I play the Argonauts, that's all I pick. They're 100 points each, so right now you can do an army up to 500 points. I've seen them wreak havoc on a variety of armies, despite being only five heroes. Their abilities make up for their low attack and move. Jump Jets + Move Out! means you can get your whole army into position incredibly fast.

Of course, I've also seen them take seriously ugly beatings, which leads me to believe they are reasonably balanced.

I'm looking for an 800 point showdown once I get these new cards done.

Fallen Templar
June 23rd, 2006, 05:34 PM
Sorry to be late for this but heres just some food for thought. More Arognauts

RangeFinder
Bodybag stats

Sight Finder
All Argonauts adjacent to Rangefinder may increase their range by 4 spaces

Orbital Bombardment
This power can be used once per game.
Rangefinder starts the game with a bombard token on his card. Instead of his normal attack rangefinder may use Orbital Bombardment Special Attack. Select one space on the board and roll 20-sided dice. If you roll a 10 or higher you may roll 3 attack dice against all unit adjacent to the selected space. all enemy figures roll defense seperately

InfinityMax
June 23rd, 2006, 09:28 PM
Good one, Templar! I love the powers. What about this:

Satellite Recon
All Argonauts within 4 clear sight spaces of Rangefinder add 3 to their range for normal attacks.

Orbital Bombardment
Instead of attacking with Rangefinder, place a bombardment marker on his army card. Instead of moving and attacking with Rangefinder, you may discard two bombardment markers to perform an orbital bombardment special attack. Select a figure on the board. Roll 2 attack dice against that figure and all adjacent figures. Affected figures roll defense separately. Rangefinder may be harmed by Orbital Bombardment.

I think this works a little better. Granting a permanent +4 range would, I think, make him worth more than 100 points. On the other hand, an aura-type ability would make him able to help out, and also keep him close to the front, which weakens his Bombardment attack.

By forcing a player to spend 3 order markers (a full round) to perform a bombardment, this ability drastically stalls the Argonaut player, and will result in very few uses of this ability. However, even if it's only once per game, if you're facing a horde and do this one your first turn, you could as much as end the game with a single attack. And that's no fun. This way your opponent has a chance to scatter when he sees Rangefinder gearing up to burn him. Also, the weakened attack ensures that you won't be spending the whole game bombarding, since you're really only going to have luck against weak units.

And no offense, but I'm going to work on another name. Mortar? Nuke? I'll see what I can come up with.

But Templar, I'm making this guy. I may be changing him from what you started with, but I never would have come up with him on my own.

Grungebob
June 23rd, 2006, 10:34 PM
This is so cool. You can now pick and choose your Argonaut team. There are going to be more choices so you have to draft in accordance with the mission.

Fallen Templar
June 23rd, 2006, 11:27 PM
Good one, Templar! I love the powers. What about this:

Satellite Recon
All Argonauts within 4 clear sight spaces of Rangefinder add 3 to their range for normal attacks.

Orbital Bombardment
Instead of attacking with Rangefinder, place a bombardment marker on his army card. Instead of moving and attacking with Rangefinder, you may discard two bombardment markers to perform an orbital bombardment special attack. Select a figure on the board. Roll 2 attack dice against that figure and all adjacent figures. Affected figures roll defense separately. Rangefinder may be harmed by Orbital Bombardment.

I think this works a little better. Granting a permanent +4 range would, I think, make him worth more than 100 points. On the other hand, an aura-type ability would make him able to help out, and also keep him close to the front, which weakens his Bombardment attack.

By forcing a player to spend 3 order markers (a full round) to perform a bombardment, this ability drastically stalls the Argonaut player, and will result in very few uses of this ability. However, even if it's only once per game, if you're facing a horde and do this one your first turn, you could as much as end the game with a single attack. And that's no fun. This way your opponent has a chance to scatter when he sees Rangefinder gearing up to burn him. Also, the weakened attack ensures that you won't be spending the whole game bombarding, since you're really only going to have luck against weak units.

And no offense, but I'm going to work on another name. Mortar? Nuke? I'll see what I can come up with.

But Templar, I'm making this guy. I may be changing him from what you started with, but I never would have come up with him on my own.

Make changes as necessary I was just puting the abilities out as an idea. It was just surprised me that no one came up with range finder type unit.

Fallen Templar
June 23rd, 2006, 11:40 PM
Yeah, when I play the Argonauts, that's all I pick. They're 100 points each, so right now you can do an army up to 500 points. I've seen them wreak havoc on a variety of armies, despite being only five heroes. Their abilities make up for their low attack and move. Jump Jets + Move Out! means you can get your whole army into position incredibly fast.

Of course, I've also seen them take seriously ugly beatings, which leads me to believe they are reasonably balanced.

I'm looking for an 800 point showdown once I get these new cards done.

Well the original 6 just schooled an army of Soulborg in a game today but it was close. I does get pretty worrysome when its 6 against
1 DW 9000
1 DW 8000
1 DW 7000
1 Q9
1 X-17
2 Gladiatron squads
2 Snipers
2 Zettian Guard

Fallen Templar
June 24th, 2006, 12:42 AM
Does the sniper get Jump Jet

InfinityMax
June 24th, 2006, 03:08 AM
They all get jump jet. They wear the same jumpy armor.

Parduz
June 24th, 2006, 03:53 AM
The Orbital Bombardment have less power than a Mine: it sounds a bit strange, to me.
Good Argonaut, anyway :D

InfinityMax
June 24th, 2006, 04:00 AM
Parduz, I don't think you can give the orbital attack more power. It can be used the first turn of the game (assuming no activity from other Argonauts), against any figure on the map. I see its primary use against horde armies - drop an orbital bomb on a cluster of gruts and see your opponent's army turn to three-bean casserole. Any stronger, and it might be a game ender. And it would be a cheesy win to wipe out the whole army without ever actually moving a figure.

Then again, after spending three turns - a whole round - setting up the orbital attack, it would sure suck to see it roll two blanks. And there's a 25% chance it would.

Maybe it would be better with 3 dice? Any thoughts, anyone?

Fallen Templar
June 24th, 2006, 12:08 PM
IMAX Does Sentinal get the stand guard ability every round or is it a one turn deal. 3 dice i think would be just enough from bombardment.

Parduz
June 24th, 2006, 12:35 PM
It can be used the first turn of the game....
[cut]
Then again, after spending three turns - a whole round - setting up the orbital attack, it would sure suck to see it roll two blanks. And there's a 25% chance it would.
Maybe i've not understood: it is disposable at first turn, or it needs 2 tokens (3 turns) to be usable?
IMHO, this should be a "tokenized" power (like other cross-turn abilities).
In this case i think that the Orbital needs 3 orders to works: it have the power to hit any point on the map (not under overhangs, i think), but with only 2 dice it's not a thing i will like to try. For 2 tokens, i will use 3 dice. If you use one token only, then i agree with 2 dice only.
I will like also a way to remove those tokens by enemies (like the Overwhatch one) but maybe it becomes a too hard thing to do.... not sure.

InfinityMax
June 24th, 2006, 05:09 PM
No, Parduz, you're right. It takes an entire round - he has to do an orbital look-up that replaces two actions, then the third turn he can drop the bomb.

So yeah, you're right. AE could drop, toss four grenades, and if they live, still shoot. I think we'll go ahead and bump the bomb to 3.

And Templar, Sentinel takes one turn to load up with guard markers. After that, the markers stay on his card indefinitely, until he either uses them or moves. He can even attack on his turn and maintain his overwatch, as long as he doesn't move. He takes one step, or gets summoned, or thrown, or carried, or whatever, and his markers disappear. And he can always take another turn to load up with markers again.

Parduz
June 24th, 2006, 05:22 PM
Last thing about ....uhm... DukeNukem? :)
If i place my very first 2 orders on him, i will have my 2 tokens to call for the Orbiltal strike.
Then i will go all around for round and round until i find a good moment to use them.
Is this the way we want to use Nuke?
Or it MUST do the strike when it have the 2 tokens?
It changes a lot....

InfinityMax
June 24th, 2006, 07:11 PM
I think, once he's got the map dialed in from orbit, he can drop his orbital at any time. So it's almost worth spending your first two turns getting him ready, and then once your opponent is grouped up real nice, drop a bomb on him from outer space.

It doesn't seem like an ability that will see much use. It takes too long to make a regular part of your strategy. But it will effectively smash the crap out of horde armies, so it's worth it for one or two tries.

So to answer your question, I don't think he should have to use them as soon as he has the markers ready. I don't think anyone would draft him then.

If that doesn't work, what about making him only have to wait one round, and then get the 2-die attack from space on a second turn?

Parduz
June 24th, 2006, 07:31 PM
No, IMax, i like "DukeNukem" as he is right now. I was just asking: you know that english is not my best skill :)

Now i just wait to see how this mercenary will look like :)

InfinityMax
June 25th, 2006, 02:35 AM
Parduz, I'm attaching images of the Argonaut's backs, like you asked for a week ago and I took way too long to do it. Anyone else wanting to paint up some space rangers, here's the paint schemes for the backs.

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/back-shockwave.jpg

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/back-reaper.jpg

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/back-paladin.jpg

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/back-firebug.jpg

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/back-bodybag.jpg

Parduz
June 25th, 2006, 07:09 AM
Ok, here the Sentinel.
This is the best i can do, so if this miniatures is not so good for the card use one of the yours.
<edit>Sounds like a menace: it is not :D <edit>

http://www.heroscapers.com/oldgallery/albums/userpics/10086/Sentinel_01.jpghttp://www.heroscapers.com/oldgallery/albums/userpics/10086/Sentinel_02.jpg

http://www.heroscapers.com/oldgallery/albums/userpics/10086/Sentinel_03.jpghttp://www.heroscapers.com/oldgallery/albums/userpics/10086/Sentinel_04.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10086/Sentinel_05.jpg

InfinityMax
June 25th, 2006, 10:37 AM
Wow! That's a really good paint job! I'll whip up the card!

Parduz
June 25th, 2006, 11:02 AM
Is it?
Well, i'm happy you like it, i'm never satisfied by my painting....

InfinityMax
July 2nd, 2006, 02:55 PM
Finally I'm getting around to these new Argonauts. I'm using Parduz's images, since he has done a really good job painting them.

http://www.heroscapers.com/oldgallery/albums/userpics/10020/sentinel.jpg

I'll try to get these other three done, but the cards won't be posted until I get painted figure images from Parduz.

Heroscape-man
August 30th, 2006, 10:08 PM
I have battleball and have always wanted to use them somehow this should rock. Now if only I had some of those argonauts. They are sweetness!

Rhydderch
September 2nd, 2006, 07:03 AM
Hey Imax: I picked up one of these guys recently and it made me think of your spider droids. They are an uncommon figure called crab droids from the new Star Wars Champions of the Force set.

http://www.wizards.com/starwars/images/CotF/Crab_Droid.jpg

Its not the best picture but it looks like it could be a good match for your spider bomb squad. Since its uncommon you could probably get a few of them at a decent price as long as you don't visit the store where I found mine which was definitely monopolizing the entire Inland Empire of Southern California =\

InfinityMax
September 2nd, 2006, 11:47 AM
Rhydder, you're my hero. I think that's the figure I've been wanting for almost a year. A prepainted plastic spider robot - it's schmegging perfect.

How big are these? When I checked the gallery at the Wizards site, it looks like the base may be bigger than standard figs. As long as the base fits within a standard hex, I think I've got me a winner.

LilNewbie
September 2nd, 2006, 12:51 PM
The Spider Droid is on a larger base (not the huge one). They look really cool too!

Newb.

InfinityMax
May 6th, 2007, 12:13 PM
I'm finally making more customs, and this time I kind of mean to sell these on eBay. But before I do, I have to complete some steps:

1) I have to get feedback and discuss them.

2) I have to playtest them.

So help with #1 would be awesome.

Here they are, the Bloody X Thugs:

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/cainx.jpg
http://i80.photobucket.com/albums/j161/TheRealInfinityMax/bloodyxthugs.jpg

netherspirit
May 6th, 2007, 01:33 PM
http://i80.photobucket.com/albums/j161/TheRealInfinityMax/cainx.jpg

CAIN X
Chain Blaster Special Attack
Is this attack supposed to affect more than 2 figures? Say you roll a 19 on an adjacent figure, that figure receives a wound from Chain Blaster special attack would, you then choose a figure adjacent to that wounded figure? That is what I think of when I see the name of the power, is that what is intended? Like chain lightning bouncing around until it loses its energy, in this case a bad roll?

Gang Leader
Thats a pretty standard-ish bonus for a leader type figure, nothing wrong there.

http://i80.photobucket.com/albums/j161/TheRealInfinityMax/bloodyxthugs.jpg

BLOODY X THUGS
X Marks the Spot
I really like this power, its interesting and works well with Cain.

Stimpack Overdose
The way the power is worded, I think you could essentially get 3 extra turns in one "turn." It says that you can destroy Thug to take another turn with them. Since the power grants them "another turn" the last sentence doesn't really do anything, you could then destroy another one to take another turn. I don't know why you would want to do that, but from the wording on the card, I could see it being done. I would reword to grant them another move and attack, or drop the last sentence and allow it to be used more than once a "turn", since you have to destroy a figure to do it (and they are unique) I see no problem with allowing it to happen more than once a turn. It would basically be the same as 3 consecutive frenzies only each time you do it it gets less potent.

NecroBlade
May 6th, 2007, 01:40 PM
Very cool, I like the synergy of the X's, but they're not overpowered.

InfinityMax
May 6th, 2007, 10:50 PM
Thanks guys. Nether, those are some excellent points.

On the Chain Blaster, I think I'll change the name of the ability to something that sounds more accidental, like Overcharge Special Attack. The idea is that it is a great shot, does more pain, but has the often unwanted side effect that it hurts people close by. By letting you choose the target, the effect is mitigated, but if Cain X is engaged with his target, he will have to consider whether he wants the good attack or the normal one. I might even raise the attack on it to 5, make the range 3, and make it really tough to decide. At that range, your target might be engaged only with one of your own guys, and you have to decide whether to blast the opponent to pieces (thus risking the loss of your own guy) or going easy to avoid accidental dismemberment.

And good point on the OD power. I'll just pull that last sentence. Sure, you get one turn where you have (4+3+2+1) 10 attacks, and then you're a single-figure squad. Heck of a sacrifice for a bunch of 2-die attacks, but totally worth it if you just really have to grab a glyph and some height and perforate a dragon.

InfinityMax
May 6th, 2007, 10:56 PM
Oh, and the chain effect only works on one adjacent target, so I'll have to clean up some language on that, or add some clarification.

InfinityMax
May 6th, 2007, 11:17 PM
OK, changes made. If you're seeing the old one, F5.

InfinityMax
May 6th, 2007, 11:20 PM
Come to think of it, I may have to keep the OD power to one time. Because you don't get ten attacks, you get 14, as long as Cain X is in range.

Does that seem too powerful? I know there have been plenty of times that I would have gladly killed a whole squad just to take down a single figure or squad. 80 points of my army for Q9 is a deal I'll make every day.

I'll test it and see if I think it's heinous.

Fallen Templar
May 6th, 2007, 11:23 PM
Digging the new customs Imax. what was the figure set used.

netherspirit
May 6th, 2007, 11:39 PM
Come to think of it, I may have to keep the OD power to one time. Because you don't get ten attacks, you get 14, as long as Cain X is in range.

Does that seem too powerful? I know there have been plenty of times that I would have gladly killed a whole squad just to take down a single figure or squad. 80 points of my army for Q9 is a deal I'll make every day.

I'll test it and see if I think it's heinous.

I forgot about that and with Cain X having 6 range it could be potentially potent.

If it proves to powerful you could change X Marks the Spot to trigger at the beginning of the turn and then give the Thugs an additional move and attack for the Overdose, instead of another turn. That would be a way around the 14 attacks.

Its still 11 attacks, but none of them are going to be overly powerful and you're only be going to be able to do it once per game. With the Grunts being Scouts their options for attack bonuses are limited to height advantage and the ever expensive Taelord, although they do get a move bonus from Mittens, which is kind of cool, because in a way they fit somewhat fit in with the Vipers with their Overdose power. With 8 move these guys could get high ground fast!

Cain X 100
Thugs 80
Mittens 120
2x Venoc Vipers 40
2x Aubrien Archers 140
480

That could be fun!

InfinityMax
May 7th, 2007, 02:48 AM
Digging the new customs Imax. what was the figure set used.

Some plastic gangers from EM4. I spent about four hours painting them all on Saturday.

markwars
May 8th, 2007, 10:15 AM
Digging the new customs Imax. what was the figure set used.

Some plastic gangers from EM4. I spent about four hours painting them all on Saturday.

Aren't you supposed to be running a business? Or at least playing BattleLore with me? :wink:

InfinityMax
May 8th, 2007, 10:05 PM
Brother, if I can sell these, that IS business.

markwars
May 9th, 2007, 11:21 AM
Someone has to bust your chops. Everyone else is afraid of you. :P

ninthdoc
May 9th, 2007, 11:25 AM
Someone has to bust your chops. Almost everyone else is afraid of you. :P

;)

InfinityMax
May 10th, 2007, 02:08 AM
The only reason you guys aren't scared is because you know where I live.

Fl0ydski
July 25th, 2007, 10:22 PM
I am so on those models from EM-4 to make those great Argonaut sqaud Imax!

It is too bad I am unable to find those Alien plastics that were in the same line. Do you remember seeing those? *Link to an image of them* (http://www.em4miniatures.com/alienssmall.gif). Tell me these wouldn't be great as an "Opposition" for your Argonauts! They remind me of some of the villains on the old Ultra Man tv show back in the early 80's.

I am digging the Brothers Tor as well. Just have to dig up some great looking Minotaur! (I'd hate to sacrifice my WHQ figs considering the price tag on that game these days!)

And those Battleball armycards are a must have man! I really wanna build a small 2 castle opposition map like Ooogie's Team Grudge Castle (http://www.heroscapers.com/download/index.php?dlid=573)
or Dueling Castles (http://www.heroscapers.com/download/index.php?dlid=701) by Xaqery or UPChicago's Team Castle (http://www.heroscapers.com/download/index.php?dlid=353) and play a CTF game!

Great stuff man!

~Floyd

Maxaman24
January 13th, 2010, 03:04 PM
Yo IMAX. Those Argonauts are awesome. They look awesome, too. Too Bad awesome looks don't win games. :)