View Full Version : minimoose38's Customs
June 19th, 2006, 12:05 AM
I've recently made a couple customs.
I have had the figures and cards and now have finally figured out how to make decent cards...
So this is where I guess I will put them. Comments, Concerns and suggestions are always welcome. (I especially need help with points and wording)
June 19th, 2006, 12:27 AM
Well fire away.
June 19th, 2006, 12:28 AM
When you are on the "Post a reply" page,
right below the white text edit box is a link that says:
"Add image to post"
June 19th, 2006, 12:56 AM
Dude, put up your work, I was all fired up and ready to look at them, and... well... there isn't anything to look at :cry:
June 19th, 2006, 04:39 PM
Heres the first one sorry abouit the wait :D [/img]
June 19th, 2006, 04:40 PM
Oh wow a little small, sorry.
Um how do I fix that?
June 19th, 2006, 04:41 PM
Awww cute!! Look at that little card!! TOO BAD IT IS TOO SMALL TO READ :lol:
June 19th, 2006, 04:44 PM
Yea, I didn't know it would be that small...how do I fix that?
June 19th, 2006, 04:46 PM
resize your image
June 19th, 2006, 06:02 PM
If it is not a jpeg change it to one. BMPs will do that sometimes, If you need help resizing the image PM me.
June 19th, 2006, 11:19 PM
OK I got that figured out now I think. Thanks Guys. Ok lets try this again...http://i79.photobucket.com/albums/j141/minimoose38/UrsalCard.jpg
June 19th, 2006, 11:19 PM
here are the rest of them
June 19th, 2006, 11:20 PM
Anyone that wants to give input on wording, balance and points feel welcome :D
June 19th, 2006, 11:21 PM
June 19th, 2006, 11:22 PM
June 19th, 2006, 11:22 PM
Theres more on their way.. :D
June 19th, 2006, 11:27 PM
Hey you figured it out. Cool, I like your customs by the way but I would definitely up the price of the frog there, he is actually better than Grim in many ways and he runs 120. I would almost bump that fella to 140, play him though and see what you think.
June 19th, 2006, 11:36 PM
Thanks for advice skyKnight!
Your right he could be bumped up. I should have looked at grimnak's Card but I was to lazy and it was super late when I was working on these.
As for playtesting ..I dunno ..I could try some little scenarios myself but except for like 3 friends that play this game and 1 of them who doesn't even like it that much ..well lets just say I don't get to play as many games as I would like to..so I will probably rely on the seasoned heroscape custom makers who know costing and stuff for advice.
June 19th, 2006, 11:39 PM
Alright let me start with Kurik. I'd switch his bow and sword attack power. so far I don't think any range unit has an attack more than 3. also like sk said increase th scary toad dude
June 19th, 2006, 11:40 PM
Its his healing ability that really bumps him up. That is a very strong ability. I like it though.
June 19th, 2006, 11:43 PM
Thanks for input guys! both are very good points and will change them as soon as I can .
June 19th, 2006, 11:48 PM
I just saw Ursal, very creative, I like his chance of losing all markers, means you have to play him very slow in the beginning and makes for some real command decisions. The chance of losing a game because of this fella is high on both sides. I'm a gambler. I like it :D
June 20th, 2006, 12:04 AM
There I fixed the Frog upped him to 150 and threw in another attack die too. I still have to work on Kurik but will do that tomarrow.
June 20th, 2006, 12:14 AM
I think he is a bit under-costed, even with the untamed ability (look at other figs with 5 or higher defense). May I suggest that you remove order markers on a roll of 1-5, instead of 16-20 and change any 20 to "or higher". This way the glyph of Lodin will help.
Maul makes sense for a unique fig but does not for a squad. If Ursal inflicts a wound on a squad fig, it is usually destroyed. It doesn't make sense that he would affect the rest of the squad.
Kurik the Sneak
I like the Draw Weapon ability.
It does however need some fixing. When it is not his turn, his defense is 0 (not good enough for 180 points). There are a couple different ways to go about this. You could use a marker for each weapon and leave the defense tied to the weapon. You would have to sstart the game with a weapon though. Or you could give him a permanent defense and just change the range/attack values when drawing a weapon. Or you could lower his cost a lot and not tie a defense value into the weapon.
June 20th, 2006, 11:25 AM
yea about Kurik I have no idea how he got at 180pts . I meant him to be around 100 somewhere. Maybe I should change his draw weapon to him having the weapon for the rest of the round? Ursal I will change I completely forgot about lodin glyph :oops:
June 20th, 2006, 11:47 AM
Ok I fixed them with the suggestions you made. I think that they are better priced now so thanks guys.
June 20th, 2006, 04:30 PM
Heres a new one I just made. http://i79.photobucket.com/albums/j141/minimoose38/TrallnakCard.jpg
June 20th, 2006, 07:29 PM
Hrm. Ursal is still too small for me to see. Not sure why. Any way you could re-post him? I have a few bear figures (including some with the same DnD Dire Bear) and wanted to see what you did with them. I think some of our abilities might be similar - I had a maul ability too and one of my cards had an ability that removed order markers from the Bear =P
I think the Sneak should cost a bit less. Neither of his weapons makes him very strong. You could also simplify his ability if you give him a base of 3 attack and 2 defense. That way his bow will simply increase his range by 5 which is sword will increase his attack and defense by 1.
The frog is neat but is the figure that large? Also he really should cost more. He has a chomp-like ability with better stats than Grimnak plus he can heal and pull figures next to himself. All that more than makes up for the lack of an orc enhancement. I would suggest you either raise his cost by a bit or increase the die roll for devour to work.
Fun looking figures overall. Good job Minimoose.
July 15th, 2006, 10:00 AM
Its been awhile but I have finally came up with a new batch of customs I will also be posting my old ones to so they are all on the same page.
Here they are...http://i79.photobucket.com/albums/j141/minimoose38/TheDeathFrogCard.jpg
July 15th, 2006, 10:02 AM
So take a look leave some feedback.. I definatly need help with costing and wording of the abilities.
July 15th, 2006, 03:17 PM
More great customs! My favorite is Korgon the Hunter of Souls. I have offered some wording changes for The White Phantom and Korgon. "Enemy" should be "opponents' figure". I changed a few things on Korgon's card so, feel free to ignore them if they are not what you had in mind. First, I used "his Hunted Marker" because he shouldn't be hunting any other fig that might have one (maybe a teammate has the same custom :?: its not likely but ...). Second, I added "That figure may not be placed on the battlefield by any powers or glyphs" because I didn't think you would want them to be revived by a glyph (glyph of Sturla) or any other custom power. Last, I added a marker to keep track of the 3 attack bonus for destroying Korgon. You can use "Korgon" instead of "Korgon the Hunter of Souls". Official cards do that (Kyrie, Khosumet). Also, for the Ram Warrior, I would lower the points to 25 and split up the power (Mountain Fighter and Rock Strength). I like the guys that you can draft to fill in a small point gap, a Dumutef or Swog Rider doesn't always fit the theme.
The White Phantom
The White Phantom can move through all figures. After moving, roll the 20-sided die once for each opponents' figure that The White Phantom moved through. If you roll a 17 or higher, that figure recieves one wound.
The White Phantom cannot be attacked by opponents' figures who are not adjacent. The White Phantom's figure never blocks line of sight.
Korgon Hunter of Souls
At the beginning of the game, choose a unique hero controlled by any opponent and place Korgon's Hunted Marker on its Army Card. When attacking, Korgon rolls 3 additional dice against any figure with his Hunted Marker on its Army Card. If Korgon destroys any figure with his Hunted Marker on its Army Card, remove Korgon and the destroyed figure from the battlefield. That figure may not be placed on the battlefield by any powers or glyphs. At the beginning of the next round place Korgon in your starting zone and choose another unique hero controlled by any opponent and place Korgon's Hunted Marker on its Army Card.
Spoils of War
If Korgon is destoyed by the figure with his Hunted Marker on its Army Card, place a Spoils Marker on its Army Card and remove the Hunted Marker. That figure rolls 3 additional attack dice for the rest of the game.
July 15th, 2006, 11:54 PM
Thanks for feedback Chaos. All good points and I will change them as soon as I get around to it.
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