ELDOI123's Custom Figures (WAVE 3 AND AQUILLA FLAGBEARER!)
Hello everybody! I just joined the site today, and I wanted to post my custom units right away. Unfortunately, I don't have the money or resources to make cards or figures, so I'm kind of stuck with just words.
Master Set: Battle for the Amulets
Spoiler Alert!
Achilles
World: Earth
Einar
Human
Unique Hero
Champion
Disciplined
Medium 5
Life: 5
Move: 6
Range: 1
Attack: 6
Defense: 5 Invinsibility
If Achilles is targetted by an adjacent attacking figure with a normal attack, roll the 20-sided die. If you roll a 12 or higher, Achilles may not be attacked by that figure for the remainder of the turn. Achilles Heel
When rolling defense dice for Achilles, if all skulls are rolled, immediately destroy Achilles Disengage
Achilles is never attacked when leaving an engagement
200 Points
Syvarris
World: Feylund
Ullar
Elf
Unique Hero
Archer
Precise
Medium 5
Life: 5
Move: 8
Range: 9
Attack: 3
Defense: 2 Agile
When Syvarris attacks, he may attack any time before, during, or after his move. Double Attack
When Syvarris attacks, he may attack one additional time.
130 points
(*Note: Syvarris has the move of 8 and Agile because he was given the helmet of Valda by the gods wich makes him really fast)
Major B12
World: Alpha Prime
Vydar
Soulborg
Unique Hero
Major
Reckless
Medium 6
Life: 4
Move: 5
Range: 7
Attack: 4
Defense: 5 Revolve Special Attack
Range 3. Attack 3.
When Major B12 uses his Revolve Special Attack, he must attack every figure within 3 clear sight spaces. Roll each attack separately. If Major B12 uses his Revolve Special Attack, immediately place one wound marker on his card. Duck and Cover
Before using Revolve Special Attack, you may first roll the 20-sided die. If you roll a 16 or higher, all friendly figures are not affected by the Revolve Special Attack. If you fail to roll a 16 or higher, Major B12 must still attack with his Revolve Special Attack this turn. Tactician
All friendly figures adjacent to Major B12 add 1 to their attack and defense.
140 Points
Sho'ahl
World: Aquona (The watery moon of Beta Prime, the planet just past Alpha Prime)
Jandar
Delphona (Pretty much a walking dolphin (2 legs) with armor)
Unique Hero
Warrior
Wild
Medium 6
Life: 6
Move: 4
Range: 1
Attack: 4
Defense: 4 Slither
Sho'ahl may pass over water without stopping. Call of the Warrior
Before moving, roll the 20-sided die. If you roll a 13 or higher, you may first take a turn with any warrior squad you control. Before taking a turn with the chosen warrior squad, you may again roll the 20-sided die. If you roll a 10 or higher, add one to the move and attack of the chosen Warrior squad for the remainder of the turn. When using Call of the Warrior, you may only take a turn with the chosen Warrior Squad before taking a turn with Sho'ahl.
100 Points
Niera
World: Feylund
Ullar
Elf
Unique Hero
Scout
Tricky
Medium 4
Life: 5
Move: 7
Range: 1
Attack: 3
Defense: 3 Loner
Niera adds 1 to her attack and defense when she is not adjacent to any friendly figures.
90-points
Pohacoatl the Jaquar Warrior
World: Earth
Aquilla
Human
Unique Hero
Jaguar
Wild
Medium 4
Life: 4
Move: 6
Range: 1
Attack: 3
Defense: 3 Jaguar Leadership
All friendly Jaguars adjacent to Pohacoatl may add 1 to their defense.
60 points
Now I kind of like these Skeletons. I tried to make them so that they tie the Zombies and the Vampires together and make them seem like an actual Undead Army.
Cadavarus Corpus
World: Feylund
Utgar
Undead
Unique Hero
Savage
Terrifying
Medium 4
Life: 4
Move: 4
Range: 1
Attack: 5
Defense: 3 Savage Movement Bonding
After revealing an Order Marker on Cadavarus Corpus's card, you may immediately move up to 4 squad figures you control with a savage personality up to 5 spaces each. Savage Leadership
All savages you control add one to their move.
90 Points
Skeleton Infantry
World: Feylund
Utgar
Undead
Common Squad (of 4)
Savages
Terrifying
Medium 4
Life: 1
Move: 4
Range: 1
Attack: 3
Defense: 1 Undead Hero Bonding
Before taking a turn with the Skeleton Infantry, you may first take a turn with any Undead Hero you control. Berserker Charge
After moving and before attacking, you may roll the 20-sided die. If you roll a 15 or higher, you may move the Skeleton Infantry again.
50 Points
Skeleton Cavalry
World: Feylund
Utgar
Undead
Common Squad (of 3)
Savages
Terrifying
Large 7
Life: 1
Move: 7
Range: 1
Attack: 4
Defense: 3 Charge
Add 2 to the attack of a Skeleton Cavalry who attacks a figure that was at least 4 spaces away from that Skeleton Cavalry at the beginning of its move.
90 Points
Marro Smashers
World: Marr
Utgar
Marro
Common Squad (of 3)
Smashers
Wild
Large 7 (Single-Spaced)
Life: 1
Move: 5
Range: 1
Attack: 5
Defense: 3 Wild Swing Special Attack 3
Range 1. Attack 3.
Choose a figure to attack. Any figure adjacent to the chosen figure is also affected by the Wild Swing Special Attack 3. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. The Marro Smashers are not affected By their own Wild Swing Special Attack 3's.
90 Points
Inferno
World: Icaria
Utgar
Dragon
Unique Hero
King
Wild
Huge 10
Life: 7
Move: 6
Range: 1
Attack: 5
Defense: 5 Fire Blast Special Attack
Range 5. Attack 4.
Choose a figure to attack. All figures adjacent to the chosen figure are also affected by the Fire Blast Special Attack. Roll attack dice once. Affected figures roll defence dice separately. Inferno is not affected by his own Fire Blast Special Attack. Flying
(Self-explanatory)
200 Points
Wave 1: Discovery of the Chosen
Spoiler Alert!
Okay so I've got my Wave 1 ready. But I'm going to go through a quick backstory first. The six heroes I posted yesterday (Syvarris, Niera, Sho'ahl, Major B12, Pohacoatl, and Achilles) are all part of the Chosen. The prophecy says that the only way Utgar can be defeated is if those six and one other hero who was not released in the Master Set team up and defeat him. So three gods of Valhalla, Alios, Ciria, and Zanafor (who was probably a Kyrie when mentioned in Zanafor's Discovery, but who knows what could've happened) carefully selected the six heroes, but they kind of had trouble finding the last one, which is why he/she is not in the Master Set. So that's it for the backstory.
Pack 1: Indians
Spoiler Alert!
Aztec Jaguar Warriors
World: Earth
Aquilla
Human
Common Squad (of 4)
Jaguars
Wild
Medium 4
Life: 1
Move: 6
Range: 1
Attack: 2
Defense: 2 Human Jaguar Bonding
Before taking a turn with the Aztec Jaguar Warriors, you may first take a turn with any Human Jaguar Hero you control.
40 Points
Aztec Archers
World: Earth
Aquilla
Human
Common Squad (of 3)
Archers
Wild
Medium 4
Life: 1
Move: 6
Range: 6
Attack: 2
Defense: 2 Frenzy
After taking a turn with the Aztec Archers, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with the Aztec Archers.
70 points
I just realized that the Aztec Archers are pretty much the same as the Aubrien Archers. Anyone have any ideas that might make them more unique?
Pack 2: Dolphins and Crabs
Spoiler Alert!
Am'chi
World: Aquona
Jandar
Delphona
Common Squad (of 3)
Warriors
Wild
Medium 6
Life: 1
Move: 4
Range: 1
Attack: 3
Defense: 4 Slither
An Am'chi may pass through water without stopping. Instinctive Assault
An Am'chi adds one to its attack if it is attacking a hunter.
70 points
Crouston Hunters
World: Aquona
Aquilla
Crouston (They're just big crab things)
Common Squad (of 3)
Hunters
Relentless
Small 3
Life: 1
Move: 6
Range: 1
Attack: 2
Defense: 3 Hunter Hero Bonding
Before taking a turn with the Crouston Hunters, you may first take a turn with any Hunter Hero you control. Disengage
Drouston Hunters are never attacked when leaving an engagement. Slither
A Crouston Hunter may pass over water without stopping.
55 Points
Pack 3: Gods and Smugglers
Spoiler Alert!
Alios
World: Valhalla
Ullar
Immortal
Unique Hero
King
Disciplined
Medium 6
Life: 2
Move: 6
Range: 1
Attack: 3
Defense: 7 Stealth Flying
(Flying without taking leaving engagement attacks.) Aura of the Chosen
All heroes you control within 6 clear sight spaces of Alios add 1 to their attack and defense.
140 Points
Ciria
World: Valhalla
Einar
Immortal
Unique Hero
Queen
Disciplined
Medium 5
Life: 2
Move: 6
Range: 1
Attack: 3
Defense: 6 Stealth Flying
(Flying without taking leaving engagement attacks.) Range Defense 4
When attacked by a figure that is not adjacent, Ciria adds 4 to her defense. Counter Strike
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the opponent's figure.
130 Points
Zanafor
World: Valhalla
Vydar
Immortal
Unique Hero
King
Merciful
Medium 6
Life: 2
Move: 6
Range: 1
Attack: 4
Defense: 7 Stealth Flying
(Flying without taking leaving engagement attacks.) Mystical Sphere of Destruction Special Attack
Range 5. Attack 2.
When Zanafor uses his Mystical Sphere of Destruction Special Attack, he may attack up to three additional times. Zanafor may not attack the same figure more than once.
125 Points
Now these guys probably have the strangest and most confusing power so far, and could probably use some editing, but I can't figure out how to reword it.
Pirates of the Eastern Sea
World: Earth
Einar
Human
Unique Squad (of 3)
Thieves
Tricky
Medium 4
Life: 1
Move: 5
Range: 6
Attack: 2
Defense: 2 Disengage
The Pirates of the Eastern Sea are never attacked when leaving an engagement. Thievery
The Pirates of the Eastern Sea begin the game with three yellow Thievery Markers on their card. Before moving a Pirate of the Eastern Sea, you may chose any small or medium Unique Hero with a normal or special attack with a range of 4 or more adjacent to the Pirate of the Eastern Sea. Roll the 20-sided die. If you roll a 12 or higher, place a yellow thievery marker on the chosen Unique Hero's card. for the remainder of the game, that figure's range is reduced to one and cannot use any Special Attacks with a range of 4 or more. Soulborgs are not affected by theivery.
70 Points
Pack 4: Heroes of Ticalla
Spoiler Alert!
Deathwalker 6000
World: Alpha Prime
Utgar
Soulborg
Unique Hero
Deathwalker
Tricky
Medium 4
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 5 Double Attack
When Deathwalker 6000 attacks, it may attack one additional time.
30 Points
Ki'am
World: Aquona
Jandar
Delphona
Unique Hero
Warrior
Wild
Medium 5
Life: 4
Move: 4
Range: 1
Attack: 3
Defense: 5 Slither
Ki'am may move through water without stopping. Defensive Leader
All figures you control who follow Jandar adjacent to Ki'am add one to their defense.
75 Points
Dreiaugonah
World: Aquona
Aquilla
Crouston
Unique Hero
Hunter
Relentless
Large 6
Life: 3
Move: 9
Range: 1
Attack: 3
Defense: 4 Disengage
Dreiaugonah is never attacked when leaving an engagement. Poison Swipe
After moving and instead of attacking, choose a Unique Hero adjacent to Dreiaugonah and roll the 20-sided die. If you roll a 19 or higher, destroy the chosen hero. Slither
Dreiaugonah may move over water without stopping.
90 Points
Roena the Kyrie Warrior
World: Valhalla
Vydar
Kyrie
Unique Hero
Warrior
Tricky
Medium 5
Life: 5
Move: 6
Range: 7
Attack: 3
Defense: 3 Stealth Flying
(Flying without taking leaving engagement attacks.) Double Attack
When Roena the Kyrie Warrior attacks, she may attack one additional time. Range Aura 1
All friendly figures with a range of 4 or more adjacent to Roena may add 2 to their range.
130 Points
(*Note: In my storyline, Roena it the daughter of Vydar, and she hates Utgar because it was his fault that her mother died while Roena was just a baby.)
Wave 2: Vydar's Betrayal
Spoiler Alert!
Okay, it's backstory time again! Really it's just a short explanation of the title of Wave 2: Vydar's Betrayal. In this wave, Vydar betrays Jandar, Einar, Ullar, and Aquilla and joins Utgar. Only a few of Vydar's soldiers, like Major Q10, Major B12, and Roena the Kyrie Warrior (Vydar's own daughter) didn't really go along with the changing sides. So Vydar's army pretty much gets split in half: Soulborgs minus Q9 and Roena versus everyone else. No one except Vydar and Utgar knows why the two decide to team up. When I post new customs that follow Vydar, I'll say which side they're on (Allies = with Jandar and the others, Traitors = With Vydar and Utgar) until that alliance breaks apart (if it ever does).
Pack 1: Ancients and Riders
Spoiler Alert!
Here's the first pack of Vydar's Betrayal. I'm introducing another new species, just like I promised after wave 1. They're called the Ankalia. If the Kyrie were Homo Sapiens, then the Ankalia would be the Neanderthals, but a lot smarter. They were the predecessors to the Kyrie. Long ago, the Ankalia and the Kyrie shared Valhalla peacefully, but as the Kyrie became smarter, they realized that the Ankalia posed too much of a threat to them. A war broke out and lasted for sentures before the two sides suddenly agreed to stop the war. The Ankalia were almost completely eliminated, and the ones that survived were bannished to the Thaelenk Tundra. Although the Ankalia lack the wings and advanced weapons the Kyrie had, the Ankalia are able to adapt to a new environment almost instantly, and are therefore usually stronger when on their 'home turf.'
Kianara the Ankalia Warrior
Kianara's father was the leader of the small Ankalia Tribe of northern Thaelenk. When he died, Kianara inherited her father's place as leader. As the leader, Kianara possesses the Staff of the Ancestors, which grants her remarkable healing abilities.
World: Valhalla
Jandar
Ankalia
Unique Hero
Warrior
Merciful
Medium 5
Life: 5
Move: 6
Range: 1
Attack: 3
Defense: 4 Snow Strength
If Kianara the Ankalia Warrior is on a Snow Space, add 1 to her attack and defense. If Kianara the Ankalia Warrior's entire movement is on Snow or ice spaces, add 3 to her movement. Kianara the Ankalia Warrior is not affected by heavy snow or slippery ice. Staff of the Ancestors
Before taking a turn with Kianara the Ankalia Warrior, roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13-19, remove 1 wound marker from her card. If you roll a 20, remove all wound markers from her card.
110 Points
Anuran
Anuran is a special case. He is one of the few Ankalia who does not live in Thaelenk. He hides on the island of Haukeland, far out into the sea, where he trains the ghost-like Darkriders to do his every will and destroy anyone that opposes him.
World: Valhalla
Utgar
Ankalia
Unique Hero
Rouge
Tricky
Medium 5
Life: 4
Move: 6
Range: 1
Attack: 4
Defense: 4 Summon the Darkriders of Haukelund
After revealing an Order Marker on Anuran's card, you may roll the 20-sided die to summon the Darkriders of Haukeland. If you roll a 13 or higher, you may place the Darkriders of Haukeland on the board and then immediately take a turn with them. The Darkriders of Haukeland must be placed within six clear sight spaces of Anuran after being summoned. Agile
Anuran may attack any time before, during, or after his move.
85 Points
Darkriders of Haukeland
The mysterious ghost-like horsemen follow Anuran, and Anuran alone. They strike fear in anyone who dares to take them on in a fight.
World: Valhalla
Utgar
Unique Squad (of 3)
Ventokor (Okay I lied. There are two new species)
Devourers
Terrifying
Medium 6
Life: 1
Move: 7
Renge: 1
Attack: 4
Defense: 3 Anuran's Summoning
The Darkriders of Haukeland do not start the game on the battlefield. They must be summoned onto the battlefield by Anuran. Phantom Walk
Darkriders of Haukeland may pass through all figures and are lever attacked when leaving an engagement. Frenzy
After taking a turn with the Darkriders of Haukeland, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with the Darkriders of Haukeland.
85 Points
Pack 2: Dogs and Ancients
Spoiler Alert!
K-9 Unit
World: Earth
Vydar (Traitor)
Canine
Common Squad (of 3)
Hunters
Disciplined
Small 3
Life: 1
Move: 7
Range: 1
Attack: 4
Defense: 3 Sniff Out
At the beginning of the game, choose an enemy Unique Hero. For the entire game, all K-9 Units you control add one to their attack when attacking that Unique Hero. Maul
When a member of the K-9 Unit attacks a small or medium figure and rolls all skulls, the defending figure recieves a wound for every skull, and the defending figure may not roll defense dice.
90 Points
Warriors of the Northern Tribe
World: Valhalla
Jandar
Ankalia
Common Squad (of 3)
Warriors
Tricky
Life: 1
Move: 5
Range: 5 (They throw spears)
Attack: 2
Defense: 3 Snow Strength
If a Warrior of the Northern Tribe is on a Snow Space, add 1 to his attack and defense. If his entire movement is on Snow or ice spaces, add 3 to his movement. A Warrior of the Northern Tribe is not affected by heavy snow or slippery ice.
65 Points
Pack 3: Marines and Chimps
Spoiler Alert!
United States Marine Corps
World: Earth
Jandar
Human
Common Squad (of 4)
Soldiers
Disciplined
Medium 5
Life: 1
Move: 5
Range: 8
Attack: 3
Defense: 3 Double Attack
When a member of the United States Marine Corps attacks, they may attack one additional time
130 Points
Vorax Hydron
World: Aquona
Ullar
Vorax (little green monkeys that live on the small jungle islands of Aquona)
Common Squad (of 3)
Warriors
Tricky
Small 3
Life: 1
Move: 5
Range: 6
Attack: 3
Defense: 1 Swing
Vorax Hydron may pass through evergreen trees or jungle pieces while moving as long as they do not end their turn on a space occupied by an evergreen tree or jungle piece. Disengage
Vorax Hydron are never attacked when leaving an engagement.
65 Points
Pack 4: Heroes of the Forgotten Realm
Spoiler Alert!
Asha Mendysk
World: Feylund
Ullar
Elf
Unique Hero
Wizard
Merciful
Medium 4
Life: 4
Move: 5
Range: 1
Attack: 2
Defense: 5 Elven Attack Aura 1
All Elves you control adjacent to Asha Mendysk add one die to their attack. Elf Warrior Movement Enhancement
All Elf Warriors you control add one to their move. Elven Swiftness
If Asha Mendysk begins her turn adjacent to an Elfr you control who follows Ullar, add 3 to her move.
80 Points
This one is the last of the Tarns. When I was making him, I thought about how the vikings boost stats. Finn boosts attack, Thorgrim boosts defense, and Eldgrim boosts move. Since Vikings aren't a range-oriented people, the only stat left to moduify was life. So here's Gregorr the Viking Champion.
Gregorr the Viking Champion
World: Earth
Jandar
Human
Unique Hero
Champion
Valiant
Medium 5
Life: 4
Move: 5
Range: 1
Attack: 3
Defense: 4 Heal 15
Before moving, choose any wounded hero you control adjacent to Gregorr the Viking Champion and roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from that figure's card. Warrior's Healing Spirit
If Gregorr the Viking Champion is destroyed, you may place his figure on any Unique Hero that you control's Army Card. For the remainder of the game, at the beginning of each round you may roll the 20-sided die. If you roll a 15 or higher, remove one wound marker from that hero's card.
100 Points
James "Black Jack" Johnson
World: Earth
Utgar
Human
Unique Hero
Outlaw
Tricky
Medium 4
Life: 4
Move: 5
Range: 6
Attack: 3
Defense: 3 Fastest Guns in the West
When an opponent's figure targets Black Jack Johnson for a normal attack, roll the 20-sided die. If you roll a 14 or higher, before the targeting figure attacks, you may first attack that figure with Black Jack Johnson. If Black Jack Johnson inflicts at least one wound, then the opponent's figure may not attack Black Jack Johnson and its turn automatically ends. If Black Jack Johnson does not inflict any wounds, the attacking figure may continue their turn normally. Gambler
After revealing an Order Marker on Black Jack Johnson's card, you may roll the 20-sided die. If you roll a 1-10, you must immediately place a Wound Marker on Black Jack Johnson's card and his turn automatically ends. If you roll an 11 or higher, add two to Black Jack Johnson's move and attack for the remainder of his turn.
75 Points
And as promised, the last of the Chosen: Ashleigh Carter. She was a British high school student in Chicago for a long field trip to study American Art and Sciences when it was attacked. Only her and four other girls survived the attack (and yes they will come out later). The girls and a group of thieves known as the Malahiji (who also survived the attack) banded together and pretty much faught to survive as the world became a war-torn wasteland. The war was so violent and so deadly that the govenment was unable to get help to the affected cities around the world such as Chicago, New York, London, Vancouver, and more. Ashleigh ended up being one of the two leaders of their group of eleven, the other being the mysterious Nigerian leader of the Malahiji who called himself Typhoon.
Ashleigh Carter
World: Earth
Vydar (Allies)
Human
Unique Hero
Adventurer
Reckless
Medium 4
Life: 5
Move: 6
Range: 6
Attack: 3
Defense: 3 Quadrouple Attack
Ashleigh Carter may attack up to four times in one turn. Natural-Born Leader
Instead of taking a turn with Ashleigh Carter, you may take a turn with any two Adventurer Heroes you control. Vengeful Attack
When Ashleigh Carter attacks a figure who follows Utgar, Ashleigh Carter recieves one additional attack die.
120 Points
(If you're wondering about her high attack potential, just picture how good you'd need to get with a gun with no law inforcement and desperate people who are running around trying to find supplies and willing to kill to get them.)
And here's Rosie Thomas, Ashleigh's best friend and one of the four other surviving girls.
Rosie Thomas
World: Earth
Vydar (Allies)
Human
Unique Hero
Adventurer
Intelligent
Medium 4
Life: 5
Move: 6
Range: 6
Attack: 3
Defense: 4 Adventurer Defensive Enhancement
All Adventurers you control within three clear sight spaces of Rosie Thomas add one die to their defense. Adventurer Strategic Movement
After revealing an Order Marker on this card, you may move any two Adventurer Heroes you control up to 5 spaces each. If Rosie Thomas uses Adventurer Strategic Movement, she cannot attack this turn.
90 Points
Wave 3: Utgar's Invasion
Spoiler Alert!
Backstory time once again. This is where it starts to get a little crazy. I remember one time I read that one of the Valkyrie had a vision of Utgar using a human to open a portal to Earth, and that he then sent his Marro army through the portal to take over. So I figured, why not make it happen? So Utgar sends his armies to Earth (and Alpha Prime, but I'm not going to focus to much on that). His first attack is on Chicago, Illinois. Then his armies attack about twenty other major cities in the world, from New York to D.C. to London, Tokyo, and Sydney. I'm thinking This wave will mainly be for the warriors going to Earth, and the next wave will mainly be the Humans and Mariedians fighting for Earth and Alpha Prime.
Pack 1: Centaurs
Spoiler Alert!
Centaur Warriors
World: Feylund
Ullar
Centaur
Common Squad (of 3)
Warriors
Valiant
Large 7
Life: 1
Move: 7
Range: 1
Attack: 3
Defense: 3 Wild Kick
A Centaur Warrior adds one to its attack whan attacking a figure that was no more than 2 spaces away from that Centaur Warrior prior to moving.
90 Points
Pack 2: Ninjas and Gunners
Spoiler Alert!
Omega Squadron I always picture these guys looking kinda like the guys from Halo.
World: Earth
Vydar (Traitor)
Human
Common Squad (of 2)
Soldiers
Precise
Medium 5
Life: 1
Move: 5
Range: 7
Attack: 2
Defense: 1 Team Movement
Before moving, roll the 20-sided die. If you roll a 1-9, you may move and attack with any 2 Omega Squadron members you control. If you roll a 10-16, you may move and attack with any 4 Omega Squadron members you control. If you roll a 17 or higher, you may move and attack with any 6 Omega Squadron members you control. Watch Each Other's Back
A member of the Omega Squadron adds one to its defense for each member of the Omega Squadron that you control adjacent to them, for a maximum of +3 defense.
50 Points
Twilight Clan (Isamu's Ninja Buddies)
World: Earth
Utgar
Human
Common Squad (of 2)
Ninja
Disciplined
Medium 5
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 1 Disappearing Ninja
If a member of the Twilight Clan is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1-11, roll defense dice normally. If you roll a 12 or higher, that member of the Twilight Clan takes no damage and may immediately move up to 4 spaces. Members of the Twilight Clan can disappear only if they end their disappearing move not adjacent to any enemy figures. Phantom Walk
Members of the Twilight clan can move through all figures and are never attacked when leaving an engagement. Isamu's Orders
Members of the Twilight Clan add 1 to their attack when attacking an agent.
30 Points
Pack 3: Guards and Pests
Spoiler Alert!
Royal Guardians of Runa
World: Valhalla
Utgar
Kyrie
Unique Squad (of 3)
Guards
Tricky
Medium 5
Life: 1
Move: 5
Range: 1
Attack: 2
Defense: 7 Helm of Mitonsoul Enhancement
If you control Runa and she rolls the 20-sided die for her Helm of Mitonsoul special power, add 1 to her roll. Flying
120 Points
Marro Pestilence
World: Marr
Utgar
Marro
Unique Squad (of 3)
Pests
Wild
Small 2
Life: 1
Move: 5
Range: 1
Attack: 2
Defense: 3 Pestilence 8
Instead of moving and attacking normally, you may choose an opponent's Unique hero adjacent to any Marro Pestilence you control. Roll the 20-sided die. If you roll an 8 or higher, place that Marro Pestilence on the Chosen Unique Hero's card. Each time an opponent reveals an Order Marker on that Unique Hero's card, they must roll the 20-sided die for each Marro Pestilence on that figure's card. If they roll a 1-7, remove the Marro Pestilence from the Unique Hero's card and it is automatically destroyed. If you roll an 8 or higher, the Unique Hero recieves one wound. If the Unique Hero dies at any point in the game with Marro Pestilence still on its card, those Marro Pestilence are also destroyed. Soulborgs and Undead figures are not affected by Pestilence 8. Disengage
Marro Pestilence are never attacked when leaving an engagement.
80 Points
Pack 4: Heroes of Stechavan
Spoiler Alert!
Vorax Alpholon
World: Aquona
Ullar
Vorax (little green monkeys that live on the small jungle islands of Aquona)
Unique Hero
Warrior
Tricky
Small 3
Life: 3
Move: 6
Range: 7
Attack: 3
Defense: 4 Swing
Vorax Alpholon may pass through evergreen trees or jungle pieces while moving as long as he do not end his turn on a space occupied by an evergreen tree or jungle piece. Disengage
Vorax Alpholon are never attacked when leaving an engagement. Vorax Defense Enhancement
All Vorax you control within 8 clear sight spaces of Vorax Alpholon add 1 to their defense.
70 Points
Tori Mitchell (The third of the five British girls that lived in post-apocalyptic Chicago with the Malahiji)
World: Earth
Vydar (Allies)
Human
Unique Hero
Adventurer
Intelligent
Medium 4
Life: 4
Move: 5
Range: 8
Attack: 2
Defense: 4 Precision Shot
Figures roll one less defense die when defending against Tori Mitchell Second Chance
If Tori Mitchell fails to inflict a wound on her first attack, she may attack one additional time.
80 Points
Cronoq the Kyrie Warrior
World: Valhalla
Aquilla
Kyrie
Unique Hero
Warrior
Tormented
Medium 5
Life: 3
Move: 5
Range: 5
Attack: 3
Defense: 3 Tormenting Visions
After revealing an Order Marker on Cronoq the Kyrie Warrior's card, you must roll the 20-sided die. If you roll a 1-4, Cronoq's turn automatically ends. If you roll a 5 or higher, take a turn normally with Cronoq and add one to his move. Flying
65 Points
This one is definitely one of my favorites along with the Skeletons, Roena, and Black Jack
Elaina Darkheart
World: Earth
Utgar
Human
Unique Hero
Darklord (Yeah. Don't worry, she's not a wolf.)
Ruthless
Medium 5
Life: 5
Move: 5
Range: 1
Attack: 2
Defense: 5 Dark Energy Blast Special Attack
Range 4. Attack 2 + Special
All figures within 4 clear sight spaces of Elaina Darkheart are affected by Dark Energy Blast Special Attack. Roll attack dice once for all affected figures, adding 1 die to your roll for each affected figure with a valiant personality for a maximum of +3 attack. Affected Figures roll defense dice separately. Figures who follow Utgar are not affected by this special attack. This special attack can only be used once per round. Dark Energy Shield
When rolling defense dice for Elaina Darkheart and all friendly figures adjacent to Elaina Darkheart, andd one to their defense. This power cannot be used if you used Dark Energy Blast Special Attack this round. Phantom Walk
Elaina Darkheart may pass through all figures and is never attacked when leaving an engagement.
140 points.
Greyhunt
World: Feylund
Ullar
Elf
Unique Hero
Warrior
Valiant
Medium 5
Life: 5
Move: 5
Range: 5
Attack: 3
Defense: 3 Sword of Astrid
Add one to Greyhunt's attack when attacking an adjacent figure. Aura of Astrid
All figures you control adjacent to Greyhunt add one to their attack.
90 Points
Wave 4: The Great Defense
Spoiler Alert!
This wave is really just an extension of Wave 3, except it's the other side of the coin. This wave is mainly made up of the people defending their home planet from Utgar's forces.
Pack 1: Cops and Kyrie
Spoiler Alert!
Policemen World: Earth
Vydar (Allies)
Human
Common Squad (of 3)
Lawmen
Disciplined
Medium 4
Life: 1
Move: 5
Range: 6
Attack: 2
Defense: 2 Protective Duties If a figure you control would receive one or more wounds from a normal attack from a non-adjacent figure, instead of that figure receiving the wounds, you may destroy any Policeman you control adjacent to the figure and that figure receives no damage. K-9 Unit Movement Bonding After revealing an Order Marker on this card and before taking a turn with the Policemen, you may move up to 3 K-9 Unit figures you control up to 5 spaces each.
60 Points
Kyrie of the Moon Tribes World: Valhalla
Aquilla
Kyrie
Common Squad (of 3)
Warriors
Wild
Medium 5
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 3 Spear Volley Special Attack Range 4. Attack 6.
Instead of attacking normally, if all 3 Kyrie of the Moon Tribes that you moved this turn ended their turn unengaged, you may choose to use the Spear Volley Special Attack. Choose one figure that is within 4 clear sight spaces of all 3 Kyrie of the Moon Tribes that you moved this turn to attack with all 3 figures at once. Roll 6 attack dice once. The defending figure determines height advantage according to the height of the highest figure. Flying (Self Explanatory)
70 Points
The Forgotten Champion: Aquilla's Flagbearer
Spoiler Alert!
Cragvar (a Granite Guardian)
World: Valhalla
Aquilla
Elementar
Unique Hero
Champion
Dauntless
Medium 5
Life: 5
Move: 4
Range: 1
Attack: 3
Defense: 5 Rock Strength
If Cragvar has height advantage one an opponent's figure, add 2 to it's range when attacking that figure. If Cragvar has height advantage on an adjacent opponent's figure, he rolls one additional attack die. Staff of Ticalla
When any figure you control that follows Aquilla that is within 6 clear sight spaces of Cragvar rolls for an attack, instead of rolling normal combat dice, you may roll Aquilla Valkyrie Dice. Each Aquilla symbol rolled counts as one additional skull. If a figure you control that follows Aquilla within 6 clear sight spaces of Cragvar, instead of rolling normal combat dice, you may roll Aquilla Valkyrie dice. All Aquilla Symbols rolled count as an additional shield. If a figure you control who follows Aquilla within 6 clear sight spaces of Cragvar rolls the 20-sided die for any special power on their card, you may roll 12 Aquilla Valkyrie dice. Add one to the 20-sided die roll for each Aquilla Symbol rolled. Gain High Ground
After taking a turn with Cragvar, you may move him up to 1 space. This space can be up to 4 levels higher.
150 Points.
Champions of Valhalla Collection
Spoiler Alert!
These are the customs that I made that don't really fit in anywhere else. Warning: They may be a bit more unbalanced.
#1: Indiana Jones
World: Earth
Einar
Human
Unique Hero
Adventurer
Tricky
Medium 5
Life: 4
Move: 5
Range: 1
Attack: 3
Defense: 3 Heroic Whip 13
After moving and instead of attacking, you may choose a small or medium figure within 2 clear sight spaces of Indiana Jones whose base is no more than 4 levels higher than Indiana Jones' hight or 4 levels lower than Indiana Jones' base. Roll the 20-sided die. If you roll a 13 or higher, you may do one of the following: Place that figure on an empty space adjacent to Indiana Jones, or remove one unrevealed Order Marker from that figure's card. If a figure is moved by Heroic Whip 13, they will not take any leaving engagement attacks. Revolver Special Attack
Range 6. Attack 2.
When Indiana Jones uses his Revolver Special Attack, he may attack one additional time.
100 Points
#2: Darth Vader World: Tatooine
Utgar
Human
Unique Hero
Sith
Conflicted
Medium 5
Life: 5
Move: 5
Range: 1
Attack: 5
Defense: 5 Force Choke 11 Instead of attacking normally with Darth Vader, choose a small or medium figure within 5 clear sight spaces of Darth Vader and roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11-19, the figure receives one wound. If you roll a 20 or higher, the chosen figure is destroyed. Ruthless Assault If Darth Vader inflicts one or more wounds on a figure who does not follow Utgar, he may attack one additional time. Force Counter Strike
When rolling defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
210 Points
#3 Optimus Prime World: Cybertron
Jandar
Transformer
Unique Hero
Autobot
Valiant
Huge 11
Life: 7
Move: 6
Range: 6
Attack: 4
Defense: 5 Transform Instead of moving normally, Optimus may choose to move by transforming. When Optimus transforms, you may add 3 to his move. Optimus subtracts two from his attack number if he moved by transforming this turn. Sword of Valor When Optimus Prime attacks a figure adjacent to him, add 4 dice to his attack Last Stand If Optimus Prime has 6 Wound Markers on his card, add one to his move, range, attack, and defense numbers. Autobot Leader Before taking a turn with Optimus Prime, you may take a turn with any Autobot Hero you control. (Don't worry, Bumblebee will be made soon)
245 Points
So those are my customs so far. I'm currently working on my wave 4 and will be adding them hopefully every other day. Any comments, criticism, or suggestions?
sixthflagbearer
May 6th, 2012 06:11 PM
Re: My Customs
My one comment on Achilles is: Rats. They would destroy him. They have a 1/2 chance of destroying him if he fails his d20 roll, an he will almost definitely fail it at least once in 4 tries.
'Scaper94
May 6th, 2012 06:39 PM
Re: My Customs
Quote:
Originally Posted by sixthflagbearer
(Post 1603697)
My one comment on Achilles is: Rats. They would destroy him. They have a 1/2 chance of destroying him if he fails his d20 roll, an he will almost definitely fail it at least once in 4 tries.
To add to this comment, I'd change the power to "...if Achilles doesn't roll any shields..." It'd make the power a little more balanced.
Other than that, I like your ideas!:)
ELDOI123
May 6th, 2012 06:42 PM
Re: My Customs
His Achilles Heel power is if he rolls all skulls on his defense, not if the attacker rolls all skulls.
sixthflagbearer
May 6th, 2012 06:51 PM
Re: My Customs
Ahhh, okay. That makes a lot more sense, especially when it says when Achilles roll defense dice...
Bloody Bogle
May 6th, 2012 07:45 PM
Re: My Customs
Quote:
Originally Posted by ELDOI123
(Post 1603711)
His Achilles Heel power is if he rolls all skulls on his defense, not if the attacker rolls all skulls.
So you use the blue dice, and you're fine
ELDOI123
May 7th, 2012 09:48 AM
Re: My Customs
Okay so I've got my Wave 1 ready. But I'm going to go through a quick backstory first. The six heroes I posted yesterday (Syvarris, Niera, Sho'ahl, Major B12, Pohacoatl, and Achilles) are all part of the Chosen. The prophecy says that the only way Utgar can be defeated is if those six and one other hero who was not released in the Master Set team up and defeat him. So three gods of Valhalla, Alios, Ciria, and Zanafor (who was probably a Kyrie when mentioned in Zanafor's Discovery, but who knows what could've happened) carefully selected the six heroes, but they kind of had trouble finding the last one, which is why he/she is not in the Master Set. So that's it for the backstory. I think I'll actually post the figures by pack instead of all at once, because these posts seem a little long and I don't know if I can use one of those spoiler alert things to make it more condensed if one needed it to be. If someone knows how to do the spoiler alert things, please let me know.
ELDOI123
May 7th, 2012 09:57 AM
Re: My Customs
Wave 1: Discovery of the Chosen Pack 1: Indians
Aztec Jaguar Warriors
World: Earth
Aquilla
Human
Common Squad (of 4)
Jaguars
Wild
Medium 4
Life: 1
Move: 6
Range: 1
Attack: 2
Defense: 2 Human Jaguar Bonding
Before taking a turn with the Aztec Jaguar Warriors, you may first take a turn with any Human Jaguar Hero you control.
40 Points
Aztec Archers
World: Earth
Aquilla
Human
Common Squad (of 3)
Archers
Wild
Medium 4
Life: 1
Move: 6
Range: 6
Attack: 2
Defense: 2 Frenzy
After taking a turn with the Aztec Archers, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with the Aztec Archers.
70 points
I just realized that the Aztec Archers are pretty much the same as the Aubrien Archers. Anyone have any ideas that might make them more unique?
ELDOI123
May 7th, 2012 11:25 AM
Re: ELDOI123's Custom Figures (Adding New Wave 1)
Here's Pack #2, which is made up of the Delphona (Dolphins walking on two legs) and Croustons (Weird giant crabs):
Wave 1: Discovery of the Chosen
Pack 2: Dolphins and Crabs
Am'chi
World: Aquona
Jandar
Delphona
Common Squad (of 3)
Warriors
Wild
Medium 6
Life: 1
Move: 4
Range: 1
Attack: 3
Defense: 4 Slither An Am'chi may pass through water without stopping. Instinctive Assault An Am'chi adds one to its attack if it is attacking a hunter.
70 points
Crouston Hunters
World: Aquona
Aquilla
Crouston (They're just big crab things)
Common Squad (of 3)
Hunters
Relentless
Small 3 Hunter Hero Bonding
Before taking a turn with the Crouston Hunters, you may first take a turn with any Hunter Hero you control. Disengage Drouston Hunters are never attacked when leaving an engagement. Slither A Crouston Hunter may pass over water without stopping.
55 Points
marrowick
May 7th, 2012 01:57 PM
Re: My Customs
Quote:
Originally Posted by sixthflagbearer
(Post 1603716)
Ahhh, okay. That makes a lot more sense, especially when it says when Achilles roll defense dice...
Yeah sixth you've got to read these things more carefully these are great ideas by the way.
ELDOI123
May 7th, 2012 05:43 PM
Re: ELDOI123's Custom Figures (Adding New Wave 1)
Here's Pack #3 of wave one:
Wave 1: Discovery of the Chosen Pack 3: Gods and Smugglers
Alios
World: Valhalla
Ullar
Immortal
Unique Hero
King
Disciplined
Medium 6
Life: 2
Move: 6
Range: 1
Attack: 3
Defense: 7 Stealth Flying
(Flying without taking leaving engagement attacks.) Aura of the Chosen
All heroes you control within 6 clear sight spaces of Alios add 1 to their attack and defense.
140 Points
Ciria
World: Valhalla
Einar
Immortal
Unique Hero
Queen
Disciplined
Medium 5
Life: 2
Move: 6
Range: 1
Attack: 3
Defense: 6 Stealth Flying
(Flying without taking leaving engagement attacks.) Range Defense 4
When attacked by a figure that is not adjacent, Ciria adds 4 to her defense. Counter Strike
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the opponent's figure.
130 Points
Zanafor
World: Valhalla
Vydar
Immortal
Unique Hero
King
Merciful
Medium 6
Life: 2
Move: 6
Range: 1
Attack: 4
Defense: 7 Stealth Flying
(Flying without taking leaving engagement attacks.) Mystical Sphere of Destruction Special Attack
Range 5. Attack 2.
When Zanafor uses his Mystical Sphere of Destruction Special Attack, he may attack up to three additional times. Zanafor may not attack the same figure more than once.
125 Points
Now these guys probably have the strangest and most confusing power so far, and could probably use some editing, but I can't figure out how to reword it.
Pirates of the Eastern Sea
World: Earth
Einar
Human
Unique Squad (of 3)
Thieves
Tricky
Medium 4
Life: 1
Move: 5
Range: 6
Attack: 2
Defense: 2 Disengage
The Pirates of the Eastern Sea are never attacked when leaving an engagement. Thievery
The Pirates of the Eastern Sea begin the game with three yellow Thievery Markers on their card. Before moving a Pirate of the Eastern Sea, you may chose any small or medium Unique Hero with a normal or special attack with a range of 4 or more adjacent to the Pirate of the Eastern Sea. Roll the 20-sided die. If you roll a 12 or higher, place a yellow thievery marker on the chosen Unique Hero's card. for the remainder of the game, that figure's range is reduced to one and cannot use any Special Attacks with a range of 4 or more. Soulborgs are not affected by theivery.
70 Points
ELDOI123
May 8th, 2012 10:25 AM
Re: ELDOI123's Custom Figures (Adding New Wave 1)
And now for the Hero Pack of my Wave 1 which includes a Vydar Kyrie:
Wave 1: Discovery of the Chosen Pack 4: Heroes of Ticalla
Deathwalker 6000
World: Alpha Prime
Utgar
Soulborg
Unique Hero
Deathwalker
Tricky
Medium 4
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 5 Double Attack
When Deathwalker 6000 attacks, it may attack one additional time.
30 Points
Ki'am
World: Aquona
Jandar
Delphona
Unique Hero
Warrior
Wild
Medium 5
Life: 4
Move: 4
Range: 1
Attack: 3
Defense: 5 Slither
Ki'am may move through water without stopping. Defensive Leader
All figures you control who follow Jandar adjacent to Ki'am add one to their defense.
75 Points
Dreiaugonah
World: Aquona
Aquilla
Crouston
Unique Hero
Hunter
Relentless
Large 6
Life: 3
Move: 9
Range: 1
Attack: 3
Defense: 4 Disengage
Dreiaugonah is never attacked when leaving an engagement. Poison Swipe
After moving and instead of attacking, choose a Unique Hero adjacent to Dreiaugonah and roll the 20-sided die. If you roll a 19 or higher, destroy the chosen hero. Slither
Dreiaugonah may move over water without stopping.
90 Points
Roena the Kyrie Warrior
World: Valhalla
Vydar
Kyrie
Unique Hero
Warrior
Tricky
Medium 5
Life: 5
Move: 6
Range: 7
Attack: 3
Defense: 3 Stealth Flying
(Flying without taking leaving engagement attacks.) Double Attack
When Roena the Kyrie Warrior attacks, she may attack one additional time. Range Aura 1
All friendly figures with a range of 4 or more adjacent to Roena may add 2 to their range.
130 Points
(*Note: In my storyline, Roena it the daughter of Vydar, and she hates Utgar because it was his fault that her mother died while Roena was just a baby.)
Well, that does it for Wave 1! I plan on introducing another species in the next wave as well as an Utgar Cowboy and the last member of The Chosen in the next wave. Any suggestions to make these better or more fair?