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
Pack 2: Dolphins and Crabs
Pack 3: Gods and Smugglers
Pack 4: Heroes of Ticalla
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
Pack 3: Marines and Chimps
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
Card (made by Fedex worker)
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
Wave 4: The Great Defense
The Forgotten Champion: Aquilla's Flagbearer
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?
Last edited by ELDOI123; June 5th, 2012 at 12:51 PM.
Reason: Addition of new figures
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