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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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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
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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 Card (made by Fedex worker)
Spoiler Alert!
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
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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
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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? Last edited by ELDOI123; June 5th, 2012 at 12:51 PM. Reason: Addition of new figures |
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