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Old February 6th, 2024, 06:42 PM
Mzsking Mzsking is offline
 
Join Date: November 21, 2023
Location: Australia Queensland leichhardt
Posts: 1
Mzsking is surprisingly tart
Custom lord of the rings units and heros (WIP)

Hello I'm currently working on a project to implement lord of the rings figures into heroscape its a pretty big project as I plan on going pretty in depth with effects and synergies with offical heroscape figures.

I have alot to work on and was wondering if anyone had any ideas of effects and such for some of the cards I'm currently working on.

Here's a list of everything I've got so far

Apologies for spelling errors or mistakes this I still really rough and I won't be doing any checks until I have all the effects done.

Knight ⚔️
Archer ��
General ��
Fellowship ⚓️
King ��
Sorceress ��*♀️
Wizard ��*♂️
Hunter ��
Warriors ��
Enforcers ��
Overlords ��
Beast ��
Champion ��

Unfinished ⭐️

Valkrill ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️

Valkrill

HEROS ⭐️⭐️

SARUMAN��*♂️

MAIAR
UNIQUE HERO
WIZARD
COMMANDING
MEDIUM 5

Move 5
Range 7
Attack 4
Defense 3

Life 7

Cost 220

KNOCKBACK 15
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from Sauron, immediately roll the 20-sided die. If you roll a 15 or higher, you may Knockback the figure by placing it on any empty space within 3 clear sight spaces of Sauron. the space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attacks. A non-flying figure moved lower by Knockback can receive any falling damage that may apply.

WHITE HAND OF SARUMAN
After moving and before attacking you may roll the 20-sided die. Add the number of Orcs destroyed adjacent to Saruman to your die roll.
• If you roll 1-15, nothing happens.
• if you roll 16-17,you may place 1 destroyed common orc you control adjacent to Saruman.
• if you roll 18-19, you may place up to 2 destroyed common Orcs you control adjacent to Saruman.
• if you roll 20, you may place up to 3 destroyed common Orcs you control adjacent to saruman.

Voice of Saruman

If Saruman is attacked and at least one skull is rolled, you may choose up to 3 Orc figures you control within clear sight of Saruman. For each chosen figure you destroy you may ignore one rolled skull when defending against the attack.
--------------
BERSERKER OF ISENGARD��

ORC
UNCOMMON HERO
HUNTER
WILD
MEDIUM 5

Move 6
Range 1
Attack 3
Defense 2

Life 3

Cost 80

BERSERKER BOMB
Attack 4. Range 2.
Berserker of Isengard is destroyed all figures within 2 range have to roll defense individually for Berserker Bomb.

BERSERKER RAGE 15
After attacking, roll the 20-sided dice. If you roll 15-20, you may attack one additional time with this Berserker of Isengard.
-----------
UGLÚK��

ORC
UNIQUE HERO
CHAMPION
COMMANDING
MEDIUM 5

Move 5
Range 1
Attack 3
Defence 4

Life 5

Cost 200

URUK-HAI CHARGE
Friendly Orc Warrior squads within 6 clear sight spaces of Ugluk add 1 to their Attack and Move. Uruk-Hai change does not affect Uglúk.

URUK-HAI COMMANDS
Before moving with Uglúk you may first move up to 6 orc warriors you control.
-----
LURTZ��

ORC
UNIQUE HERO
HUNTER
WILD
MEDIUM 5

Move 6
Range 5
Attack 2
Defense 3

Life 4

Cost 100

ORC HUNTER AURA
If any Orc Hunters or Orc Archers you control begin their turn within 3 clear sight spaces of Lurtz, they add 1 to their Move during that turn. Lurtz's Orc Hunter Aura does not affect Lurtz.

DEADLY SHOT
Range 1. Attack 4.
When attacking with Lurtz, all skulls rolled count for one additional hit.
-------
Azog ��

Mace bludgeoned
Range 1 attack 3

When mace bludgeoned is used each figure within 1 range of azog are attacked and must roll for defense individually

intimidating aura

Azog starts the game with 4 intimidation markers, once per round you may use intimidating aura special power, remove one marker and select 2 orc squads you control, both squads agin +2 movement +1 attack and lose -1 defense for the rest of this round.

Enragement

When in 5 clear sight of a an enemy common squad figure, that common squad cannot attack any figures you control except azog this turn.

Move 6
Range 1
Attack 5
Defense 3

Orc
Unique hero
King
Imposing
Medium 5

Life 6
-------
General of gundabad ⭐️��

Generals commands

Before moving with general of gundabad you may first move up to 6 common orc warriors you control
-----
Yazneg ⭐️��

Poison axe throw 15
Range 5 attack 3

Instead of attacking this turn you may use posion axe throw, roll the 20 sided dice if you roll 15 or higher place one wound marker on the defending figure

Leader of the hunt

All orc hunters within 4 clear sight if yazneg gain +1 attack +1 defense and +1 movment

Orc
Unique hero
Champion
Commanding
Medium 5

Move 5
Range 1
Attack 3
Defense 4

Life 4
----------
Yazneg (mounted) ⭐️��

Poison spear throw 16
Range 3 attack 4

Instead of attacking this turn you may use posion spear throw, roll the 20 sided dice if you roll 16 or higher place one wound marker on the defending figure

Warg bite
Range 1 attack 3

Instead of attacking this turn you may use warg bite special attack, each skull rolled counts as 1 additional hit

Leader of the hunt

All orc hunters within 4 clear sight if yazneg gain +1 attack +1 defense and +3 movment

Orc
Unique hero
Champion
Commanding
Medium 5

Move 7
Range 1
Attack 4
Defense 3

Life 5
-------
GENERAL OF RHÛN��

HUMAN
UNCOMMON HERO
CHAMPION
COMMANDING
MEDIUM 5

Move 5
Range 1
Attack 4
Defense 3

Life 5

Cost 80

ORCISH BONDING
If General of Rhûn is within 5 clear sight of a Orc unique hero, all tricky Human common squad figures within 5 clear sight of General of Rhûn gain 1+ attack and 1+ defense. Orcish Bonding also effects General of Rhûn.

RHÛN COMMANDS
Before moving with General of Rhûn you may first move up
------------------
Flag bearer of rhûn ��

Flag of the homeland
When any tricky human you control within 6 clear sight of flag bearer of rhûn is attacking, you may roll 10 valkrill Valkyrie dice, if you roll atleast 3 valkrill Valkyrie symbols you may add +1 attack to the attacking figure.

Rhûn trickery

All friendly tricky humans who start their turn adjacent to flag bearer of rhûn may move 2 additional spaces.

Move 5
Range 1
Attack 3
Defense 2

Human
Unique hero
Champion
Comanding

Life 4
------------
King of khand ��

Khand commander

Before taking a turn with king of khand you may move up to 3 human tricky units you control.

Khand aura

All common tricky humans within 5 clear sight of king of khand gain +1 attack and +1 movement

Chariot stampede
Attack 4 range 3

CHARIOT STAMPEDE SPECIAL ATTACK

Range Special. Attack 4.
Before attacking with Chariot Stampede Special Attack you must be able to move King of Khand 4 spaces in a straight line. During this movement King of Khand can move through all figures and is never attacked when leaving engagement. All figures King of Khand moved through with Chariot Stampede are affected by this attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice seperately.

Move 7
Range 5
Attack 5
Defense 4
Life 6

Human
Unique hero
King
Commanding
Large 5
-----------
General of khand ��

Heavy axe swing
Attack 4 range 1

All enemies within 1 range of general of khand are attacked and must roll defense individually.

Khand orders

Before moving with general of khand you may move up to 3 tricky humans.

Human
Uncommon hero
Champion
Commanding
Medium 5

Move 5
Range 1
Attack 5
Defense 3
Life 4
-----------------
cheif of haradrim ��

Mumak tusk swing 16
Attack 6 range 1

If the cheif of haradrim is mouted on a mumak he may roll the 20 sided dice, to use mumak tusk swing if you roll 16-20 mumak attacks all figures in 1 adjacent space of mumak, defending figures roll defense dice individually

Mumak bonding

As long as cheif of haradrim is on a mumak, the mumak is given +1 movement.

Human
Uncommon hero
Champion
Tricky
Medium 5

Move 5
Range 1
Attack 3
Defense 4

Life 6

Cost 100
------------------
Mumak of haradrim ��

Haradrim bonding

Tricky Archer's that are mounted on mumak of haradrim gain 1+ attack on first level, 2+ attack on second level, and 2+ attack on third level. Height advantages do not stack if mumak is on a higher elevation, all archers lose -1 defense while mounted on mumak of haradrim, all mounted units on mumak of haradrim cannot be dismounted.

Strap break 18

Mumak of haradrim can only be harmed by this effect.

When attacked by an enemy figure roll the 20-sided dice, if they roll 1-17 negate all attack damage, if they roll 18-20 a wound marker is placed on mumak.

Once all straps are broken all figures mounted on mumak are destroyed.

Move 1
Range 1
Attack 6
Defense 5

Mumak
Uncommon hero
Beast
Ferocious
Gigantic 18

Life 3

Cost 150
------------------
Dalamyr ⭐️��

Sea dog

Archers of umbar gain +2 when in 5 clear sight of water
-------------------
Mûmak Mahûd ⭐️��
-----------
mouth of sauron ⭐️��
---------

SQUADS ⭐️

Raiders of Isengard ��

The hunt

Before taking a turn with raiders of Isengard, you may first take a turn with any Orc Hunter Hero figure you control.

Raid Disengagement 13

Move 6
After attacking an enemy figure with Raiders of Isengard, you may roll the 20-sided die. If you roll 13-20, you may move 4 Raiders of Isengard up to 4 spaces. Raiders of Isengard take no leaving engagement attacks when moving with Raid Disengagement 13.

Move 6
Range 1
Attack 2
Defense 2

Orcs
Common squad
Hunters
Wild
Medium 5

Cost 50

------------------------

Infantry of Isengard ��

Uruk-hai Champion Bonding

Before taking a turn with infantry of Isengard, you may first take a turn with any Orc Champion Hero you control.

Uruk-Hai Heavy Strike 18
Attack 1 range 1

After attacking an Infantry of Isengard, roll the 20-sided die. If you roll 18-20, place 1 wound marker on the defending figure's Army Card.

Orcs
Common squad
Warriors
Wild
Medium 5

Move 4
Range 1
Attack 3
Defense 3

Cost 80
-------

Crossbows of Isengard ��

Sneak Shot

If none of the crossbows of Isengard have moved this turn add 1 die to their attack

Uruk-hai Hunter bonding

Hunter squads within 5 clear sight of crossbows of Isengard gain +1 movement.

Orcs
Archers
Wild
Medium 5

Move 5
Range 7
Attack 2
Defense 2

Life 1

Cost 75

--------------------------

Polearms of Isengard ��

Runthrough 17

Range 3
If an enemy is within three clear spaces of your polearms of Isengard roll the 20 sided die if you roll 17 or higher place one wound marker on the enemy card, after if possible place the polearms of isenguard that used Runthrough directly infront of the attacked enemy.

Uruk-Hai encirclement

Range 1. Attack 6.
If 3 polearms of Isengard you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest polearms of Isengard to determine any height advantage. If Uruk-Hai encirclement is used the 4th figure that moved this turn cannot attack

Orcs
Common squad
Warriors
Wild
Medium 5

Move 5
Range 1
Attack 2
Defense 2

Cost 60

Life 1
---------------------------------
Heavy spears of gundabad ⭐️��
--------------------------
Heavy infantry of gundabad ⭐️��

Azogs fear

Before taking a turn with infantry of gundabad you may first take a turn with any orc king you control
--------------------------
Hunters of gundabad ⭐️��

Spear throw 3

--------
Felled warg riders of gundabad ⭐️��
-----------
Archers of Rhûn��

Quickshot
Range 7. attack 6

Instead of attacking this turn with Archers of Rhûn you may attack one figure using a combined attack of 3 archers of Rhûn, the defending figure compares height of the lowest archer of Rhûn to determine height advantage, if quickshot is used the 4th figure that moved cannot attack.

Move 6
Range 6
Attack 2
Defense 1

Humans
Common squad
Archers
Tricky
Medium 5

Life 1

Cost 80

-------------
Infantry of Rhûn��

Rhûn rally

Before taking a turn with infantry of Rhûn you may first take a turn with any one unique tricky human hero you control.

Restrike 15

After attacking you may roll the 20 sided dice, if you roll 15-20 infantry of Rhûn may attack again.

Move 5
Range 1
Attack 2
Defense 2

Humans
Common squad
Warriors
Tricky
Medium 5
------------------
Spears of Rhûn��

Sheild bash 15

When defending against a normal attack spears of rhûn may roll the 20 sided dice, if you roll 15-20 the defending unit takes no damage.

Spear attack
Attack 3 range 2

Spears of rhûn may attack a figure within 2 clear sight, if the defending figure is destoryed with spear attack place the attacking unit on the destroyed units space.

Move 5
Range 1
Attack 2
Defense 2

Humans
Common squad
Warriors
Tricky
Medium 5
------------
Cavalry of Rhûn ��

Move 6
Range 1
Attack 2
Defense 3

Humans
Common squad
Warriors
Tricky
Large 6

War drums of Rhûn
Start the game with 2 War Drums Markers on this card. After revealing an Order Marker on this card you may use War Drums of Rhun by removing one War Drum Marker. For the rest of this turn all opponents figures roll one less defense dice and Tricky common humans you control within 4 clear sight spaces of a Cavalry of Rhun figure roll one additional attack die. Cavalry are affected by War Drums of Rhun. You may only use War Drums of Rhûn once per turn.

STAMPEDE OF RHUN SPECIAL ATTACK
Range special. Attack special.
If attacking with Stampede of Rhun Special Attack, no other attacks may be taken this turn. Choose the first figures up to 4 clear sight in a straight line from each attacking Cavalry of Rhun. The chosen figures must be in the same direction from each Cavalry figure. Roll 2 attack dice once for each attacking Cavalry of Rhun that is adjacent to another attacking Cavalry of Rhun. Each chosen figure rolls defense dice separately. After attacking with Stampede of Rhûn for each Cavalry figure that attacked this turn move that figure onto the space the defending figure previously occupied if it was destroyed. If the defending figure was not destroyed, place the Cavalry figure on the space immediately before the defending figure in a straight line from the Cavalry figure's position.
------------------
Infantry of khand��

Khand commands

Before taking a turn with infantry of khand you may first take a turn with any human king you control.

Runners of khand

When on grass infantry of khand gain +2 movement.

Axe smash 15

After attacking with infantry of khand roll the 20 sided dice, if you roll 15-20 place one wound marker on the enemy figure.

Move 5
Range 1
Attack 2
Defense 2

Humans
Common squad
Warriors
Tricky
Medium 5
------------------
Archers of khand��

Runners of khand

When on grass archers of khand gain +2 movement

Ground archers

If archers of khand are on the lowest elevation each skull rolled counts as an additional hit.

Move 6
Range 5
Attack 2
Defense 1

Humans
Common squad
Archers
Tricky
Medium 5
-----------------
Spears of haradrim��

Mumak bonding

As long as spears of haradrim are on a mumak, the mumak is given +1 movement per squad.

Spear throw
Attack 3 range 5

Every attack rolled counts as an additional hit, spear throw can only be used once per round.

Move 5
Range 1
Attack 2
Defense 1

Humans
Common squad
Warriors
Tricky
Medium 5
-----------------
Cavalry of haradrim ��
--------------
Archers of haradrim ��

Mumak bonding

As long as archers of haradrim are on a mumak, the mumak is given +1 movement per squad.

Move 5
Range 6
Attack 2
Defense 1

Humans
Common squad
Archers
Tricky
Medium 5

Life 1

Cost 50

------------------
blowpipes of mahûd ��

Posion darts 16

After attacking with blowpipes of mahûd you may roll the 20 sided dice, if you roll 16 or higher place one wound marker on the defending figure

Mumak bonding

As long as blowpipes of mahûd are on a mumak, the mumak is given +1 movement per squad.

Move 5
Range 6
Attack 3
Defense 2

Humans
Unique squad
archers
Tricky
Medium 5
-------------------
camel Cavalry of mahûd ⭐️��
------------------
Infantry of mahûd ��

Tricksters of mahûd

Before taking a turn with infantry of mahûd, you may first take a turn with one tricky hero you control.

Poisoned weapons 17

After attacking you may roll the 20sided dice, if you roll 17 or higher place 1 wound marker on the defending figure.

Move 6
Range 1
Attack 3
Defense 2

Humans
Unique squad
Warriors
Tricky
Medium 5
------------
Archers of umbar ⭐️��

Sea dogs

Archers of umbar gain +2 movement when in 5 clear sight of water
-------------------
Spears of umbar ⭐️��

Sea dogs

Spears of umbar gain +2 movement when in 5 clear sight of water
--------------------
Infantry of umbar ⭐️��

Sea dogs

Infantry of umbar gain +2 movement when in 5 clear sight of water
---------------------
black numenoreans ⭐️��
-------------
Utgar ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️

HEROS⭐️⭐️

witch king of angmar ��

Screech of the witch king

Witch king of angmar starts with 4 screech tokens, once per turn after moving you may discard one screech marker and activate screech of the witch king, all nazgul within 8 clear sight of the witch king gain +2 attack, all enemy figures within 6 clear sight lose -1 defence, effected enemy figures cannot move this round.

Enemy Defense and allied attack are restored to normal the following round.

Wraith swap

When the witch king of angmar is attacked by a normal attack you may swap the position of the witch king of angmar with any nazgul within 5 clear sight, the nazgul that replaced the witch king of angmar will roll for its own defense.

Orc punishment
Attack 2 range 2

You may select an orc within 6 clear sight of witch king of angmar, that orc is destroyed and explodes causing damage to all adjcent figures within a range of 2, all defending figures roll individually.

Nazgul
Unique hero
Overlord
Terrifying
Medium 6

Move 5
Range 1
Attack 5
Defense 3
-------------
Gothmog ��

Gothmog enforcers

Before taking a turn with gothmog you may move up to 3 orc enforcers.

Orc sheild

If gothmog is attacked by a normal attack you may swap gothmogs placement with any common orc within 5 clear sight of gothmog, that common orc is now destroyed.

Orc
Unique hero
Champion
Commanding
Medium 4

Move 5
Range 1
Attack 3
Defense 5
-------------------
Grishnak ⭐️��

Orc raider bonding

Orc hunters within 3 clear sight of grishnak gain +1 defense.

Orc
Unique hero
Champion
Wild
Medium 4

Move 6
Range 1
Attack 2
Defense 3

Cost 80

--------------
elite warg rider of mordor ��

Hunter Aura

Before taking a taking a turn with elite warg rider of mordor you may move up to 3 common hunter orcs.

Warg jump attack

Attack 3 range 3

You may attack an enemy unit within 3 clear sight of elite warg rider of mordor, if the defending figure is destroyed by warg jump attack place elite warg rider of mordor on the destroyed defending figures space, if the defending figure is not destroyed however place elite warg rider of mordor directly infront of the defending figure.

Orc
Uncommon hero
Hunter
Wild
Large 1

Move 7
Range 1
Attack 2
Defense 3

Life 4

------------------
Cave Troll of moria ��

Club swing
Range 2 attack 2

each attack rolled counts as an additional hit alll units within 2 adjacent spaces to troll of moria are attacked, all defending figures roll defence individually.

Rally of the depths

All orc hunters within 5 clear sight of troll of moria gain +1 movement and +1 defense

Move 5
Range 1
Attack 5
Defense 3

Cave troll
Uncommon hero
Beast
Ferocious
Large 7

Life 5
----------------------------
Goblin king of moria⭐️��
-------
RIng wraiths of angmar��

Cloak removal

Ring wraiths of angmar start with 2 cloak tokens, one per turn when attacked and a attack dice is rolled you may remove one cloak token the defending ring wraith of angmar takes no damage.

Nazgul screech

Once per turn you may use nazgul screech, decrease the defence of enemy common units within 5 clear sight of ring wraiths of angmar by -1, after the turn end the enemys figures defence is restored to normal.


Move 5
Range 1
Attack 3
Defense 2

Nazgul
Common squad
Overlords
Terrifying
Medium 6
----------------
Ring wraiths of angmar (mounted) ��

Ring wraiths of angmar start with 2 cloak tokens, one per turn when attacked and a attack dice is rolled you may remove one cloak token the defending ring wraith of angmar takes no damage.

Riders of the ring

Mounted ring wraiths of angmar recive 2 additional attack when attacking any figure that was at least 4 clear sight spaces away from mounted ring wraiths of angmar at the start of their turn.

Nazgul screech

Once per turn you may use nazgul screech, decrease the defence of enemy common units within 5 clear sight of ring wraiths of angmar by -1, after the turn end the enemys figures defence is restored to normal.

Move 8
Range 1
Attack 3
Defense 3

Nazgul
Common squad
Overlords
Terrifying

Large 6

SQUADS ⭐️⭐️

Cavalry of morgul⭐️
----------
Raiders of mordor��

Rage induced frenzy 16
After you take a turn with raiders of mordor roll the 20-sided die, if you roll 16 or higher you may take another turn with raiders of mordor.

Orcs
Common squad
Hunters
Wild
Medium 4

Move 7
Range 1
Attack 2
Defense 1

Life1
Cost 40

---------------------

Infantry of mordor��

Mordor orc champion bonding

Before taking a turn with Infantry of mordor you may first take a turn with any orc champion hero you control.

Scamper

Infantry of mordor are never attacked when leaving an engagement.

Move 6
Range 1
Attack 2
Defense 2

Orcs
Common squad
Warriors
Wild
Medium 4

Life 1
Cost 45

-----------------

Spears of mordor

Spear encirclement ��

Range 1. Attack 6
If 3 Spears of mordor you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Spears of mordor to determine any height advantage, if spear encirclement is used the 4th figure that moved cannot attack.

Orcs
Common squad
Warriors
Wild
Medium 4

Move 6
Range 1
Attack 2
Defense 1

Life 1

Cost 40

--------------------------‐

Archers of mordor��

Hunter bonding

Before taking a turn with archers of mordor you may first take a turn with any hunter Hero you control.

Orc sighting

When attacking a non adjacent figure if an archer of mordor has a height advantage he rolls one additional die when attacking that figure.

Move 6
Range 6
Attack 1
Defense 1

Orcs
Common squad
Archer
Wild
Medium 4

Life 1
Cost 50
-----------
Infantry of morannon��

Heavy armored defense

Defense 2

All defense rolled count as 1 additional defense

Move 4
Attack 2
Range 1
Defense 3

Orcs
Common squad
Enforcers
Wild
Medium 4

Cost 60
-----------
spears of morannon��

Heavy spear strike

Attack 2 range 2

Spears of morannon gain 1 additional attack per skull rolled.
When using heavy spear strike, the spears of morannon using it if the defending unit is destroyed with heavy spear strike move the attacking spears of morannon unit to the destoryed defending units space, however if the attacking spears of morannon didnt destory the defending unit place the attacking spears of morannon on the space directly infront of the defending figure.

Move 3
Attack 2
Range 1
Defense 3

Orcs
Common squad
Enforcers
Wild
Medium 4

Cost 50
---------------------
enforcers of morannon��

Orders from above

Before taking a turn with enforcers of morannon you may take a turn with any commanding hero you controll.

Enforcer aura

If enforcers of morannon are within 5 clear sight of a commanding hero all enforcer orcs within 6 clear sight of enforcers of morannon gain +1 attack, this also effects enforcers of morannon.

Move 5
Range 1
Attack 3
Defense 2

Orcs
Common squad
Enforcers
Wild
Medium 4

Cost 70
----------------------------
infantry of moria��

Moria wall climbers

Infantry of moria ignore all elevations when moving.

over encumbered numbers

When attacking an adjacent figure add 1 die for every orc hunter that is adjacent to the defending figure

Move 7
Range 1
Attack 1
Defense 0

Orcs
Common squad
Hunters
Wild
Small 3

Life 1

Cost 30
------------------------
archers of moria ��

Moria wall climbers

Archers of moria ignore all elevations when moving.

Moria aura

When attacking a non-djacent figure add 1 die for every orc hunter that is adjacent to the defending figure

Move 7
Range 5
Attack 1
Defense 0

Orcs
Common squad
Archers
Wild
Small 3

Life 1

Cost 25
-----------------------
spears of moria ��

Moria wall climbers

Spears of moria ignore all elevations when moving.

Spear throw
Attack 1 range 5
Every attack rolled counts as an additional hit, spear throw can only be used once per round.

over encumbered numbers

When attacking an adjacent figure add 1 die for every orc hunter that is adjacent to the defending figure

Move 7
Range 1
Attack 2
Defense 0

Orcs
Common squad
Hunters
Wild
Small 3

Life 1

Cost 40
-------------
Mercenaries of moria��

Goblin king servants

Before taking a turn with Mercenaries of moria you may first take a turn with any king orc you control

Swift goblins 15

After attacking with Mercenaries of moria you may roll the 20 sided dice, if you roll 15 or higher Mercenaries of moria may attack again

Moria wall climbers

Mercenaries of moria ignore all elevations when moving.

Move 6
Range 1
Attack 2
Defense 0

Orcs
Common squad
Hunters
Wild
Small 3
--------------
Infantry of the misty mountians ��

Snow walker

When on snow tiles infantry of the misty mountains gain +2 movement

Ambush

This squad starts with 3 ambush tokens you may use 1 token per round, after movment you may use 1 token, the infantry of the misty mountains cannot be attacked this turn after use.

Orcs
Common squad
Warriors
Wild
Medium 4

Move 5
Range 1
Attack 3
Defense 2
--------------
Raiders of the misty mountians��

Snow walker

When on snow raiders of the misty mountains gain +2 movement

Raider support

orc hunter heros and hunter common squads gain +2 movement on snow when in 5 clear sight of raiders of the misty mountains

Orcs
Common squad
Hunters
Wild
Medium 4

Move 6
Range 1
Attack 2
Defense 1
----------------
Archers of the misty mountains ��

Snow walker

When on snow archers of the misty mountains gain +2 movement.

Snow hunt

When on snow archers of the misty mountains gain +1 attack and +2 range.

Orcs
Common squad
Archers
Wild
Medium 4

Move 6
Range 5
Attack 2
Defense 2

ULLAR⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️

HEROS ⭐️⭐️⭐️

Elrond ⭐️⚔️
---------
Gil-galad ⭐️⚔️
---------
galadrial ⭐️��*♀️
---------
Legolas ⭐️��

FELLOWSHIP OF THE RING

Before taking a turn with Legolas, you may first move up to 2 other hero figures you control with the Fellowship Of The Ring special power that is within 4 clear sight spaces of Legolas.

Elf
Unique hero
Archer
Percise
Medium 5

Move 7
Range 7
Attck 5
Defense 3
----------
haldir ⭐️��

New alliance

Before taking a turn with haldir you may first move up to 3 human or elf archer or knight common units

Elf
Unique hero
Archer
Commanding
Medium 5

Move 6
Range 7
Attack 4
Defense 3
------
thranduil (mounted)⭐️⚔️
----------
Flag bearer of Lothlórien ⭐️⚔️
---------

SQUADS ⭐️⭐️


Archers of mirkwood ⭐️��
------
Spears of mirkwood ⭐️⚔️
--------
Infantry of mirkwood ⭐️⚔️
---------
rangers of mirkwood ⭐️��
-----
Archer's of Lothlórien ⭐️��
-------
Infantry of Lothlórien ⭐️⚔️
--------
Spears of Lothlórien ⭐️⚔️
-------
Cavalry of Lothlórien ⭐️⚔️
----------
Archers of rivendell��

Percise frenzy 18

After you take a turn with archers of rivendell, roll the 20 sided die if you roll 18 or over you may take another turn with 2 archers of rivendell.

Elves
Common squad
Archers
Percise
Medium 5

Move 5
Range 6
Attack 2
Defense 2

Life 1

Cost 70

-----------------

Infantry of rivendell⚔️

Elven line
Attack 6 range 1

If there is three infantry of rivendell surrounding a enemy figure they may combine their attacks into one single strike, the 4th infantry of rivendell that moved cannot attack this turn.

Elven metal

Infantry of rivendell roll one additional attack dice against orcs.

Move 4
Range 1
Attack 2
Defense 3

Elves
Common squad
Knights
Valiant
Medium 5

Life 1
80 points

---------

Spears of rivendell⚔️

Jandar ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️

HEROS⭐️⭐️

Éowyn ⭐️
-------
Èomer ⭐️
----------------
Theoden (mounted) ⭐️��

Kings march

Before taking a turn with theoden you may first move up to 6 common knights you control

Move 6
Range 1
Attack 5
Defense 4

Human
Unique hero
King
Comanding
Large 6
----------------

SQUADS ⭐️⭐️

Infantry of Rohan ⭐️⚔️

Humans
Common squad
Knights
Disciplined
Medium 5
---------
Archers of rohan ⭐️��

Humans
Common squad
Archers
Disciplined
Medium 5
--------------
Horse archers of rohan ⭐️��

Humans
Common squad
Archers
Disciplined
Large 6
-----------
Cavalry of rohan ⭐️⚔️

Humans
Common squad
Knights
Disciplined
Large 6
------------
Aquilla ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️

HEROS ⭐️⭐️

Gimli ⭐️��

FELLOWSHIP OF THE RING
Before taking a turn with gimli, you may first move up to 2 other hero figures you control with the Fellowship Of The Ring special power that is within 3 clear sight spaces of gimli.

Dwarf
Unique hero
General
Commanding
Small 3
---------
Gandalf ⭐️��*♂️

FELLOWSHIP OF THE RING
Before taking a turn with gandalf , you may first move up to 4 other hero figures you control with the Fellowship Of The Ring special power that is within 5 clear sight spaces of gandalf.

maiar
Unique hero
wizard
wise
Medium 5
--------
Frodo⚓️

The one ring

Frodo starts the game with 5 ring tokens, frodo may use a ring token once per turn when attacked, when used frodo takes no damage and cannot attack or be attacked for the rest of the turn the ring token is used.

Elven dagger

Frodo rolls +1 attack dice when attacking medium or small utgar or valkrill common squads

FELLOWSHIP OF THE RING
Before taking a turn with frodo, you may first move up to 1 other hero figures you control with the Fellowship Of The Ring special power that is within 3 clear sight spaces of frodo.

Move 5
Range 1
Attack 3
Defense 2

Hobbit
Unique hero
Ring bearer
Brave
Small 2
---------
Sam ⭐️⚓️

FELLOWSHIP OF THE RING
Before taking a turn with sam, you may first move up to 1 other hero figures you control with the Fellowship Of The Ring special power that is within 3 clear sight spaces of sam.

Hobbit
Unique hero
fellowship
Brave
Small 2

---------
Merry ⭐️ ⚓️

FELLOWSHIP OF THE RING
Before taking a turn with merry, you may first move up to 1 other hero figures you control with the Fellowship Of The Ring special power that is within 2 clear sight spaces of merry.

Hobbit
Unique hero
fellowship
Brave
Small 2
---------
Pippin ⭐️ ⚓️

FELLOWSHIP OF THE RING
Before taking a turn with pippin, you may first move up to 1 other hero figures you control with the Fellowship Of The Ring special power that is within 2 clear sight spaces of pippin.

Hobbit
Unique hero
fellowship
Brave
Small 2
----------
balin ⭐️��

Stone born

Before taking a turn with balin you may move up to 6 dwarf knights or Archers you control.

Natural sprinters

When moving on rock, road or dungeon tiles add +2 to movement

Move 4
Range 1
Attack 4
Defense 3

Dwarf
Unique hero
General
Commanding
Small 3

--------

SQAUDS ⭐️⭐️

Guards of khazad-dûm ⚔️

Heavy axe strike 18

After attacking guards of khazad-dûm may roll the dice, if they roll 18 or higher they may attack again.

Dwarven heavy armor

Guards of khazad-dûm roll +1 extra Defense when defending against medium or small utgar and valkril common squads

Natural sprinters

When moving on rock, road or dungeon tiles add +2 to movement

Move 4
Range 1
Attack 3
Defense 3

Dwarves
Common squad
Knights
Brutish
Small 3

-------
infantry of Khazad-dûm ⭐️⚔️

General commands

Before taking a turn with infantry of khazad-dûm you may first take a turn with any knight or general dwarf hero you control

Natural sprinters

When moving on rock, road or dungeon tiles add +2 to movement

Move 4
Range 1
Attack 2
Defense 3

Dwarves
Common squad
Knights
Brutish
Small 3
---------
Archers of khazad-dûm ⭐️��

When on rock, road or dungeon tiles eveey skull rolled counts as an additional hit

Natural sprinters

When moving on rock, road or dungeon tiles add +2 to movement

Move 4
Range 5
Attack 3
Defense 1

Dwarves
Common squad
Archers
Brutish
Small 3
------------------------


EINAR⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️

HEROS ⭐️⭐️

Aragorn ⚔️

The King of men

Opponents figures roll -1 attack dice when attacking aragorn

Sword of elendil 2
If aragorn is attacking an adjcent figure add 2 attack to his dice

FELLOWSHIP OF THE RING

Before taking a turn with Aragorn, you may first move up to 2 other hero figures you control with the Fellowship Of The Ring special power that is within 4 clear sight spaces of Aragorn .

Move 6
Range 1
Attack 4
Defense 5

Human
Unique hero
Knight
Valiant
Medium 5
--------
Boromier ⚔️

Horn of gondor

All Common knights 3 spaces adjacent to boromier gain +1 attack.

Sheild of gondor

If a friendly adjacent figure is attacked or a figure you control is attacked and is wounded you may use sheild of gondor to place all received wounds onto boromier insteas of the defending figure.

FELLOWSHIP OF THE RING
Before taking a turn with boromier, you may first move up to 2 other hero figures you control with the Fellowship Of The Ring special power that is within 4 clear sight spaces of boromier.

Human
Unique hero
Knight
Valiant
Medium 5
---------
Faramir ⚔️

Rangers of gondor

Before taking a turn with faramir you may first move up to 6 archers you control.

Heavy shot 16
Range 4
When attacking you may use heavy shot, if you roll 16 or higher you may add +2 attack dice.

Move 6
Range 6
Attack 4
Defense 3

Human
Unique hero
Knight
Valiant
Medium 5
-----------
flag bearer of gondor ⚔️

Knight defense aura

When defending against a nornal attack by an adjacent figure with any knight or disciplined figures you control within 8 clear sight spaces of flag bearer of gondor, you may roll the Einar dice, each Einar symbol rolled counts as an additional sheild, knight defense aura does not affect flag bearer of gondor.

Gondor brave 1

When rolling attack dice for flag bearer of gondor if flag bearer of gondor is adjacent to at least one figure you control thats a knight or disciplined, add one automatic attack to the attack roll

Move 5
Range 1
Attack 2
Defense 3

Human
Unique hero
Knight
Valiant
Medium 5
-----------
General of gondor ⚔️

Commands of gondor

Before taking a turn with general of gondor you may first move up to 6 knights you control

Move 5
Range 1
Attack 3
Defense 2

Human
Unique hero
Knight
Commanding
Medium 5
-----------

SQUADS ⭐️⭐️

Elite Cavalry of gondor ⚔️

Gondor rally

Instead of taking a turn with elite cavalry of gondor you may first take a turn with one of the following that you control
• 1 knight hero
Or
• 1 knight squad
Any figure that is taking a turn instead of elite cavalry of gondor must be within clear sight of atleast 1 elite cavalry of gondor.

Horseback defense

When an elite cavalry of gondor is attacked by a small or medium figure add + 1 defense to the dice roll.

Move 7
Range 1
Attack 4
Defense 3

Humans
Unique squad
Knights
Commanding
Large 6
--------
Cavalry of gondor ⚔️

Gondor charge

Range 3
Your Cavalry of gondor can launch an attack within up to 3 clear sight, if the enemy figure is huge or large add +1 attack if the enemy figure is Medium or small add +2 attack, if the defending figure is destoryed place Cavalry of gondor on the destoryed figures space, however if the defending figure isn't destoryed place the attacking Cavalry of gondor


Move 7
Range 1
Attack 3
Defense 3

Humans
Common squad
Knights
Disciplined
Large 6
----------
Infantry of gondor ⚔️

Humans
Common squad
Knights
Disciplined
Medium 5
--------
Spears of gondor ⚔️

Sheild bash

When attacking an adjacent figure add 1 attack dice per adjacent common knight, limit to 3 additional attack.

Move 5
Range 1
Attack 2
Defense 3

Humans
Common sqaud
Knights
Disciplined
Medium 5
---------
Archers of Gondor ��

Gondor born

Before taking a turn with archers of gondor you may first take a turn with 1 knight hero you control

Archer sighting

When attacking a non adjacent figure, if an archer of gondor has a height advantage he rolls 1 additional attack dice when attacking.

Move 5
Range 6
Attack 2
Defense 2

Humans
Common squad
Knight
Disciplined
Medium 5
--------
Cavalry of dol amroth ⚔️

Horn of dol amroth

Cavalry of dol amroth begin the game with 3 horn markers, you may use a horn marker once per turn, when used all enemy common figures within 4 clear sight of Cavalry of dol amroth lose -1 defense, and all allied knight figures within 5 clear sight of Cavalry of dol amroth gain +1 attack.

Cavalry charge of dol amroth

Range special Attack special
If attacking with Cavalry charge of dol amroth special attack no other attacks can be taken this turn, chose the first figures up to 4 clear sight in a straight line from each attacking Cavalry of dol amroth, the chosen figures must be in the same direction from each Cavalry figure, roll 2 attack dice once for each attacking Cavalry of dol amroth that is adjacent to another attacking Cavalry of dol amroth, each chosen figure rolls defense dice seperately. After attacking with Cavalry charge of dol amroth for each Cavalry figure that attacked this turn move that figure onto the space the defending figure previously occupied if it was destroyed, if the defending figure was not destroyed place Cavalry on the space immediately before the defending figure in a straight line from the Cavalry figures position.

Move 7
Range 1
Attack 3
Defense 3

Humans
Common squad
Knights
Disciplined
Large 6
--------
Heavy infantry of dol amroth ⚔️

Heavy armor 16

When defending roll the 20-sided if you roll 16 or higher add 1 automatic sheild to the defending dice roll.

Move 5
Range 1
Attack 2
Defense 4

Humans
Common squad
Knight
Disciplined
Medium 5

Knight ⚔️
Archer ��
General ��
Fellowship ⚓️
King ��
Sorceress ��*♀️
Wizard ��*♂️
Hunter ��
Warriors ��
Enforcers ��
Overlords ��
Beast ��
Champion ��

Last edited by Mzsking; February 27th, 2024 at 10:27 PM.
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  #2  
Old February 6th, 2024, 06:57 PM
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Re: Custom lord of the rings units and heros (WIP)

Hello & welcome to the site Mzsking. I will gladly have a look & provide feedback as I can.
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  #3  
Old February 6th, 2024, 07:31 PM
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Re: Custom lord of the rings units and heros (WIP)

First a bit of tidying:
Quote:
Originally Posted by Mzsking View Post
Valkrill
SARUMAN

MAIAR
UNIQUE HERO
WIZARD
TERRIFYING
MEDIUM 5


Move 5
Range 7
Attack 4
Defense 3

Life 5

Cost 220

WHITE HAND OF SARUMAN
After moving and before attacking you may roll the 20-sided die. Add the number of Orcs destroyed adjacent to Saruman to your die roll.
• If you roll 1-15, nothing happens.
• if you roll 16-17,you may place 1 destroyed common orc you control adjacent to Saruman.
• if you roll 18-19, you may place up to 2 destroyed common Orcs you control adjacent to Saruman.
• if you roll 20, you may place up to 3 destroyed common Orcs you control adjacent to Saruman.

ETHEREAL SHIELD
Enemy figures must be within 4 spaces of Saruman to attack him with a normal attack.
Or just adjacent figures.

VOICE OF SARUMAN
If Saruman is attacked with a normal attack by an adjacent figure and at least 1 skull is rolled, roll the 20-sided die. Add 5 to whatever is rolled if the attacking figure is a Common figure. If you roll 15-20, Saruman takes no wounds and that individual figure's turn ends.
Now, I am not sure of the personality Terrifying. It may be true but I don't think it really captures who he is. Something like Commanding I would think is a better fit.

Range 7 is a little on the far side. But without playtesting I can't say either way.

With White Hand of Saruman you may need to make it clear that you are referring to your destroyed Orcs and you probably don't mean adjacent. Unless I am missing your meaning & you are trying to say something else.
Quote:
WHITE HAND OF SARUMAN
After moving and before attacking you may roll the 20-sided die add X to your roll where X is the number of Orcs in your army that have been destroyed.
• If you roll 1-15, nothing happens.
• if you roll 16-17, you may place 1 destroyed common Orc you control adjacent to Saruman.
• if you roll 18-19, you may place up to 2 destroyed common Orcs you control adjacent to Saruman.
• if you roll 20, you may place up to 3 destroyed common Orcs you control adjacent to Saruman.
Ethereal Shield, you don't need the second sentence, "Or just adjacent figures.", as it is redundant.

Voice of Saruman is fine. However this makes 2 defensive powers. While there isn't anything wrong with that it's just sort weird to do.
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Old February 6th, 2024, 07:41 PM
Mythic Mythic is offline
 
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Mythic rolls all skulls baby! Mythic rolls all skulls baby! Mythic rolls all skulls baby! Mythic rolls all skulls baby! Mythic rolls all skulls baby!
Re: Custom lord of the rings units and heros (WIP)

Just so you know, a lot of work has been done for LotR customs both on these boards and elsewhere. You may want to not look so you aren't influenced, but it might also be useful to see what others have already done.

https://www.heroscapers.com/communit...play.php?f=172

https://heroscapewargame.blogspot.co...page_9153.html

I was EyeOfSauron back in the day.
Now I'm Mythic.
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Old February 6th, 2024, 07:55 PM
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Re: Custom lord of the rings units and heros (WIP)

Quote:
Originally Posted by Mzsking View Post
Valkrill
BERSERKER OF ISENGARD

ORC
UNCOMMON HERO
HUNTER
WILD
MEDIUM 5


Move 6
Range 1
Attack 3
Defense 2

Life 3

Cost 80

BERSERKER BOMB
Attack 4. Range 2.
Berserker of Isengard is destroyed all figures within 2 range have to roll defense individually for Berserker Bomb.

BERSERKER RAGE 15
After attacking roll the 20-sided die, if you roll 15-20 you may attack with Berserker of Isengard again
Love that you have included an Uncommon Hero.

I am looking at each design one at a time, so I don't know if you planned to do something with these guys by using the Hunter class. But if you aren't I'm not sure Hunter fits these guys. If they are suicide style bombers maybe something like Zealot or Berserker even.

Berserker Bomb, could be worded just as a special power. In which case you also have to specify when it needs to be used. Having it as a special attack is kind of weird as it's a one-time use power. Either way I would word it so the destroying of the figure is the last part of the power.

Berserker Rage 15, you will need to specify "this" figure. So...
Quote:
BERSERKER RAGE 15
After attacking, roll the 20-sided die. If you roll 15-20, you may attack one additional time with this Berserker of Isengard.

Last edited by A3n; February 8th, 2024 at 03:22 AM.
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Old February 8th, 2024, 03:15 AM
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Re: Custom lord of the rings units and heros (WIP)

Quote:
Originally Posted by Mzsking View Post
Valkrill
LURTZ

ORC
UNIQUE HERO
HUNTER
WILD
MEDIUM 5


Move 6
Range 5
Attack 2
Defense 3

Life 4

Cost 100

ORC HUNTER AURA
If any Orc Hunters or Orc Archers you control begin their turn within 3 clear sight spaces of Lurtz, they add 1 to their Move during that turn. Lurtz's Orc Hunter Aura does not affect Lurtz.

DEADLY SHOT
Range 1. Attack 4.
When attacking with Lurtz, all skulls rolled count for one additional hit.
No major issues here. In Orc Hunter Aura you had "raider" instead of hunter when you referenced the power's name.

Deadly Shot is an official special power so should be worded the same. Special Powers that are not Special Attacks do not have the Range & Attack values. However I see that you wanted a range of 1 so you will need a new name for the power and maybe reword like:

Quote:
POWER SHOT
When attacking an opponents adjacent figure with Lurtz, all skulls rolled count for one additional hit.
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  #7  
Old February 13th, 2024, 03:07 AM
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Re: Custom lord of the rings units and heros (WIP)

Quote:
Originally Posted by Mzsking View Post
Valkrill
UGLÚK

ORC
UNIQUE HERO
CHAMPION
COMMANDING
MEDIUM 5


Move 5
Range 1
Attack 3
Defence 4

Life 5

Cost 200

URUK-HAI CHARGE
Friendly Orc Warrior squads within 7 clear sight spaces of Ugluk add 1 to their Attack and Move. Uruk-Hai change does not affect Uglúk.

URUK-HAI COMMANDS
Before moving with Uglúk you may first move up to 6 orc warriors you control.
Ugluk looks fine. Only comment I would make is that you seem to like using a 7 space range for your powers. That is a large value for Heroscape. Most AOE powers are about the 4 space range & usually most other powers top out at 6.
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Old February 13th, 2024, 03:25 AM
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Re: Custom lord of the rings units and heros (WIP)

Quote:
Originally Posted by Mzsking View Post
Valkrill
GENERAL OF RHÛN

HUMAN
UNCOMMON HERO
CHAMPION
COMMANDING
MEDIUM 5


Move 5
Range 1
Attack 4
Defense 3

Life 5

Cost 80

ORCISH BONDING
If General of Rhûn is within 5 clear sight of a Orc unique hero, all tricky Human common squad figures within 10 clear sight of General of Rhûn gain 1+ attack and 1+ defense. Orcish Bonding also effects General of Rhûn.

RHÛN COMMANDS
Before moving with General of Rhûn you may first move up to 6 tricky Human common units you control.
So again the range of your powers seem very large. Otherwise this one is pretty straight forward. I added "figures" to the common squad in the Orcish Bonding to dispel any issues that may arise from if only one figure was within the aura range.
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Old February 23rd, 2024, 10:14 PM
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Re: Custom lord of the rings units and heros (WIP)

So you said you were struggling with the ones you have stars next. Let's look at them then.

Tell us about Azog. What is your feeling for him? (I do not know the LotR lore. I've read the books & watched the movies but that's it.)

When I google him, it tells me he is a self proclaimed king. So would King be a fitting class?

It also says he is the largest Orc. Also that his actions have enraged the Dwarfs. Maybe Imposing as his characteristic?

As for powers, he seems a feared by his own Orcs so maybe something like an aura power that gives other Orcs in range +1 attack, +1 move & -1 defense. Or after revealing on OM on him, instead of taking a turn with him you can take a turn with 2x Orc squads & they get +1 attack, +1 move & -1 defense for the remainder of the round.

Or for something completely different, maybe play off the rage he has envoked in the Dwarfs. When an opponent takes a turn with a dwarf figure within 5 clear sight spaces of Azog that cannot attack any other figure than Azog this turn. That dwarf figure rolls one additional attack die this turn. When rolling attack dice against this Dwarf figure, Azog ignores 2 hits. (So he has enraged them but they are wild uncontrolled swings ) I suppose to make him not as niche you could drop the Dwarf requirement & just make any opponents figure.

Cheers
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