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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment

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  #1  
Old February 27th, 2007, 10:33 PM
killercactus's Avatar
killercactus killercactus is offline
The Guy That Thinks Runa is Good (and has actually won games with her)
 
Join Date: February 19, 2007
Location: OH - Austintown
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killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death!
More Custom Star Wars Units

Here are some more Star Wars units, one for each faction:


Lando Calrissian
Fights For: Rebellion OR Empire
Life: 5
Move: 5
Range: 6
Attack: 3
Defense: 3
Points: 80
I Had No Choice - Choose at the beginning of the game whether Lando fights for the Rebellion or the Empire
Old Smoothie - All female figures friendly to Lando roll one additional attack and defense die.

Grand Moff Tarkin
Fights For: Empire
Life: 5
Move: 5
Range: 6
Attack: 3
Defense: 4
Points: 100
Darth Vader Bonding - Before taking a turn with Tarkin, you may take a turn with Darth Vader.
Imperial Trooper Enhancement - All friendly Troopers that fight for the Empire may move one additional space.



Padme Amidala
Fights For: Old Republic
Life: 4
Move: 5
Range: 6
Attack: 2
Defense: 3
Points: 70
Secret Marraige - If Anakin Skywalker is on the board, you may add or subtract 3 from his Turn to the Dark Side D20 roll. Also, if Anakin is attacking a figure engaged with Padme, he rolls 4 additional attack dice.
Decoys - Begin the game with a decoy marker on Padme. When Padme is destroyed, if you have a decoy marker on Padme, roll the D20. If roll >=7, the destroyed figure was a decoy; place Padme's figure anywhere in your Starting Area and remove the decoy marker and all wound markers from her Army card.

General Greivous
Fights For: Seperatists
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 8
Points: 150
Your Lightsabers Will Make a Fine Addition to My Collection - When General Greivous attacks, he may attack 3 additional times.

The following units are for space battle. In the Star Wars game, there would be seperate tiles that would represent an outer space battle. There would be Star Systems (sort of like castles or trees stand on the board in Heroscape) that the ships could land on or shuttle to, so you could have a land and space battle going on at the same time. Most of the units I've already made are pilots (it would say so on their army card) like Luke, Han, etc, and could be used in the space battles to fly ships and also use their special powers. As a general rule, each starfigher may add 1 pilot and one astro droid, and each capital starship may add 3 of each. If either a pilot or droid is not added, they may still be used, just without any bonuses. In a game with a space and a land battle, their ship could land and let them out to fight with their army on that system. Each player would have 2 sets of order markers - one for land and one for space. The starships would have no effect on land except to pick up a pilot and take off into space. You will notice the starships points are much higher - that is so you can draft land units as pilots and not take too many points away from your space army, since they dont get to attack or roll defense dice on their own in space.

X-Wing Squadron
Common Squad
Fights For: Rebellion - 3 Starfighters
Life: 1
Move: 6
Range: 3
Attack: 3
Defense: 4
Points: 350
Lock S-Foils in Attack Position - If no ships in the X-Wing Squadron moved this turn, each figure rolls one additional dice when attacking.

Red 5
Unique X-Wing
Fights For: Rebellion
Life: 5
Move: 6
Range: 3
Attack: 3
Defense: 5
Points: 400
Lock S-Foils in Attack Position - If Red 5 did not move this turn, you may roll one additional attack die.
Luke's Fighter at Yavin - If Luke Skywalker is piloting, roll one additional attack and defense die. If R2-D2 is aboard, add 2 to Move and Range.

Star Destroyer Fleet
Common Squad - 3 Capital Ships
Fights For: Empire
Life: 1
Move: 3
Range: 6
Attack: 4
Defense: 7
Points: 650
Tractor Beam - After moving and before attacking, you may target one starfighter and roll the D20. If roll = 20, take control of the starfighter figure and its Army card. You now control that figure. If the figure was part of a squad, the opponent still controls the other figures (multiple
Army cards are needed).

Executor
Unique Capital Starship
Fights For: Empire
Life: 3
Move: 2
Range: 6
Attack: 5
Defense: 8
Points: 900
Tractor Beam - After moving and before attacking, you may target one starfighter and roll the D20. If roll = 20, take control of the starfighter figure and its Army card. You now control that figure. If the figure was part of a squad, the opponent still controls the other figures (multiple
Army cards are needed).
Imperial Flagship - You may add up to 10 pilots and 10 Astromech droids to the Executor.

Death Star
Unique Planet - Space Station
Fights For: Empire
Life: 1
Move: 1
Range: 8
Attack: 7
Defense: 12
Points: 1000
Battle Station Armor - The Death Star may only be attacked by adjacent Starfighters. Roll 1 less defense die for every starfighter adjacent to the Death Star.
Superlaser - The Death Star may only attack capital starships.
Commence Primary Ignition - This special power may not be used if the Death Star moved or attacked in this round. Target one star system adjacent to the Death Star. When this power is used, immediately end your turn and remove all Order Markers from all of your Space units. During the next round, you may not place any order markers. At the end of the next round, the targeted star system is blown away. All land hex tiles and figures on them are considered destroyed.

Hoth
Unique Planet - Star System
Inhabited by: Rebellion
Ice Planet - Land tiles related to the Hoth system may only be Heavy Snow or ice tiles. All units that fight for the Rebellion may ignore snow and ice movement restrictions.

Echo Base
Unique Land Station
Inhabited by: Rebellion
Life: 1
Move: 0
Range: 0
Attack: 0
Defense: 10
Energy Shield - Opponent's forces may not start, land in or take off from within 30 spaces of the Echo Base. All Rebels within 8 clear LOS spaces of Echo Base roll one additional defense die.
Ion Cannon Special Attack - Target one Starship adjacent to the Hoth System. Roll the D20. If the ship is a starfighter and roll >=18, target may not roll attack or defense dice this round. If the ship is a capital starship and roll >=8, target may not roll attack or defense dice this round.

These are some of my ideas - I will post more later.

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  #2  
Old February 27th, 2007, 10:53 PM
justjohn's Avatar
justjohn justjohn is offline
Master Custom Creator
 
Join Date: May 9, 2006
Location: GA - Atlanta
Posts: 1,520
Images: 5
justjohn knows what's in an order marker justjohn knows what's in an order marker
http://heroscapers.com/community/showthread.php?t=6713

http://heroscapers.com/community/showthread.php?t=6699

Please keep all of your custom work in a single thread. Use the edit button to change the title and the first post in the thread as you add to your work. This is why your 2nd custom thread was locked by GB, and why this one is being locked.

smallboxgames.com
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