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


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  #13  
Old June 22nd, 2010, 12:36 AM
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Re: Old Rough and Ready's Custom Army Cards

Higher price? That can be done.

All (or at least, most) customs will be play-tested tomorrow afternoon. I will post the results and any changes afterwards.

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  #14  
Old June 23rd, 2010, 09:31 PM
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Re: Old Rough and Ready's Custom Army Cards

Well, with the play testing, my opponent went with a classic army (Charos, Jotun, Mimring, and the Lizardfolk Warriors) against my hybrid army (Obi-Wan, Count Dooku, Clone Spec Ops, Gladitrons & Blastatrons) So it wasn't a "fair" play test.

However, Dooku, Kenobi and the Clones have been voted OK for play.

I will still change Kirk (raise points, kill Famous Captain, make a Captain, not officer) and Spock (remove lasting effect of Nerve Pinch, but make it reduce defense(they could still defend full strength, which makes no sense if they're knocked out)) and will be moved to Vydar.

Also, just made but hardly practical, I present the USS Enterprise!

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  #15  
Old June 24th, 2010, 04:44 PM
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Re: Old Rough and Ready's Custom Army Cards

Kirk and Spock are now edited.

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Star Trek Scape (personal figures) (Going Where No Heroscaper Has Gone Before...)
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  #16  
Old July 7th, 2010, 10:51 PM
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Re: ORnR's Customs - Dozens of great cards (Comments please!

A lot of new cards added, added in General Stories, reorganized page.

New Pirates, Outlaws, and Legends!

My Customs (Check Em' Out!)
Star Trek Scape (personal figures) (Going Where No Heroscaper Has Gone Before...)
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  #17  
Old July 9th, 2010, 01:44 AM
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Re: ORnR's Customs - Dozens of great cards (Comments please!

New Cards Added!

A Martian Tripod, the IRA, Jarmen Kell, a GDI Commando, the Ghostbusters and Johnny 5!

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  #18  
Old July 9th, 2010, 04:37 AM
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Re: ORnR's Customs - Dozens of great cards (Comments please!

Added an alternative Martian Tripod. I'm having difficulty over which one is better for play. I'm leaning on the second, lighter one, what do you all think?

My Customs (Check Em' Out!)
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  #19  
Old July 9th, 2010, 10:08 PM
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flameslayer93 flameslayer93 is offline
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flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun flameslayer93 is a penguin with a machine gun
Re: ORnR's Customs- Pirates, Outlaws, Sci-Fi, Real-life, mov

The ShortCircuit robot seems interesting and fun-filled but I see a few problems that could make the poor robot a pain to beat.

Treads has a nice restriction, but since his range is 6, he would be a fast threat on a map with lots of road. 6move+2 for treads+3 for road=11. Then add in another 6 for his range and this guy becomes fast. Combined with No Disassemble, this guy can potentially strike anything across the map and still be unkillable.

For Reprogram, I would suggest making the ability along the lines of a temporary mindshackle, but only for that single figure. It just seems more thematic with the movie.

It's a small thing, but I would make him mischevious. Again, it's only out of theme.

I'll go over the others a little later...and I like that shade of green for the cards!

My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
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  #20  
Old July 9th, 2010, 11:20 PM
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Re: ORnR's Customs- Pirates, Outlaws, Sci-Fi, Real-life, mov

Thank you, Johnny 5 is a problem figure.

I like the idea of a temporary mind-shackle, it would work.

Also, one edit I'm planning on doing is lowering the chance of No Disassemble and his attack value.

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  #21  
Old July 10th, 2010, 08:56 PM
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Re: ORnR's Customs- Pirates, Outlaws, Sci-Fi, Real-life, mov

For Jarmen, I'd just flat out kill the bonus he gets from a shadow space. He doesn't need it as he is already a sniper and shouldn't worry about extra armor. I do think his within 4 spaces to attack clause will help him be worth his points.

For Business is Business, I would greatly lower the die roll for 1 wound. A 14 is pretty hard to get unless he has some sort of booster. If you want to give him a boost, make it add 3 to your die roll if you can see the entire hit zone of the targeted figure.

A point drop could be in order too. For a figure that takes 2 turns to even try to inflict an auto-wound, 170 seems kinda expensive. May I suggest 140 as a starting line?

My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
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  #22  
Old July 10th, 2010, 09:40 PM
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Re: ORnR's Customs- Pirates, Outlaws, Sci-Fi, Real-life, mov

140? That could be done. I'll go ahead and edit it later tonight.

I agree, the shadow bonus is a little much.

Thanks again.

My Customs (Check Em' Out!)
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  #23  
Old July 10th, 2010, 10:04 PM
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Re: ORnR's Customs- Pirates, Outlaws, Sci-Fi, Real-life, mov

V is awesome. I like rolling with only 1 die on his special, keeps him affordable but gives you the chance to get lucky witht he dice. King Arthur is kinda awesome as well. Imagine the Knights, Concan, Sir Gilbert and Raelin! You could have knights giving Arthur a free turn, then attacking with 4-5 dice and defending with 6-7 dice depending on who you could keep adjacent. I guess you'd need 600 points for the heroes and 2 squads of knights.
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  #24  
Old July 11th, 2010, 12:16 AM
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Old Rough and Ready Old Rough and Ready is offline
 
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Re: ORnR's Customs- Pirates, Outlaws, Sci-Fi, Real-life, mov

Quote:
Originally Posted by MagJam View Post
V is awesome. I like rolling with only 1 die on his special, keeps him affordable but gives you the chance to get lucky witht he dice. King Arthur is kinda awesome as well. Imagine the Knights, Concan, Sir Gilbert and Raelin! You could have knights giving Arthur a free turn, then attacking with 4-5 dice and defending with 6-7 dice depending on who you could keep adjacent. I guess you'd need 600 points for the heroes and 2 squads of knights.
Why thank you, V has been a favorite of mine.

Your army idea sounds awesome, but has one flaw, they're all beat-sticks! Some ranged dudes (Like my Jarmen Kell, Robin Longstride, NAVY SEALs) would beat them up!

But for a melee heavy battle, that would be awesome!

My Customs (Check Em' Out!)
Star Trek Scape (personal figures) (Going Where No Heroscaper Has Gone Before...)
Chief Engineer (Self-proclaimed) at TrekScape
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