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#1
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Bring Eldar to Heroscape?
I’ve got a bunch of old Games Workshop miniatures sitting in a box, collecting dust. About ten years ago, I used to play Warhammer 40k, and I had a collection of Eldar. After buying a ton of official Heroscape miniatures which I love, I’m wondering if maybe I might still get some use out of these old figures. I decided to convert some of the models into squads and heroes that I think would fit in well with Heroscape.
My big question is what to do with the points costs. I’ve also contemplated changing all mentions of Eldar to ‘Elves,’ since Eldar are essentially Elves in space. Their points cost would probably rise a little bit; and the Farseer’s type would likely change to Wizard or Archmage, and maybe the Exarchs to Champions. I’m trying to keep their pattern from the old game of being very quick and deadly on offense, yet pretty squishy on the defensive. The Farseer Eldar Unique Hero Farseer Disciplined Life 5 Movement 6 Range 1 Attack 2 Defense 3 140 Points Eldar Leadership All Eldar you control gain one additional movement. The Farseer is not affected by Eldar Leadership. Psionic Storm Special Attack Attack 4, Range 4 Instead of taking a normal attack, the Farseer may elect to use the Psionic Storm Special Attack. It affects the target and any adjacent units. Roll the attack dice once for all affected figures. Affected figures each roll defense separately. The Psionic Storm Special Attack does not affect Undead, Marro, or Wulsinu. Witch Blade When using a normal attack, The Farseer gains an additional attack die for each life he has remaining. Fire Dragon Aspect Warriors (3) Eldar Common Squad Warriors Disciplined Medium 5 Life 1 Movement 4 Range 5 Attack 4 Defense 2 100 Points Exarch Bonding Before taking a turn with Fire Dragon Aspect Warriors, you may first take a turn with any Exarch that you control. Metal Melting When attacking Soulborgs, Fire Dragon Aspect Warriors may roll one additional attack die. Destructible objects are not allowed to roll defense dice against Fire Dragon Aspect Warriors. Striking Scorpion Aspect Warriors (3) Eldar Common Squad Warriors Tricky Medium 5 Life 1 Range 4 Attack 2 Defense 3 105 Points Mandiblaster Special After moving and before attacking, roll the twenty-sided die once for each of your opponent’s small or medium figures adjacent to a Striking Scorpion Aspect Warrior that you control. On a 16 or higher, that figure receives a wound. Chainsword 2 When attacking an adjacent figure with a normal attack, a Striking Scorpion Aspect Warrior gains 2 additional attack dice. Exarch Bonding Before taking a turn with Striking Scorpion Aspect Warriors, you may take a turn with any Exarch that you control. Warp Spider Aspect Warriors (3) Eldar Common Squad Warriors Tricky Medium 5 Life 1 Move 1 Range 1 Attack 3 Defense 2 90 Points Warp Jump Movement Before moving, roll the 20-sided die. If you roll a 1-3, add 8 to the movement value of this card and choose a Warp Spider Aspect Warrior you control and destroy it. If you roll a 4-16, add 4 to the movement value of this card. If you roll a 17-20, add 6 to the movement value of this card. When counting spaces for their movement, ignore elevations. Warp Spider Aspect Warriors may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When they start to move, if they are engaged they will not take any leaving engagement attacks. Spider’s Kiss Special Attack Attack 3 Range 4 If a skull is rolled on every die, destroy that figure. The defending figure cannot roll any defense dice and is immediately destroyed. Spider’s Kiss Special Attack cannot be used against Soulborgs or any Large or Huge figures. Exarch Bonding Before taking a turn with Warp Spider Aspect Warriors, you may take a turn with any Exarch that you control. Eldar Rangers (2) Eldar Common Squad Snipers Tricky Medium 4 Life 1 Move 4 Range 9 Attack 1 Defense 2 65 Points Deadly Shot When attacking with Eldar Rangers, all skulls rolled count for one additional hit. Wait then Fire If none of the Eldar Rangers move this turn, add 1 die to their attack. Infiltration Eldar Rangers do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll an 11 or higher you may place any 2 of your Eldar Rangers on any empty spaces. You may not place them on any glyphs or within line of sight or adjacent to any enemy figures. Eldar Guardians (3) Eldar Common Squad Protectors Loyal Medium 5 Life 1 Move 5 Range 5 Attack 2 Defense 2 90 Points Double Attack When each member of Eldar Guardians attacks, he may attack one additional time. Fire Dragon Exarch Eldar Unique Hero Exarch Disciplined Medium 5 Life 2 Move 4 Range 7 Attack 4 Defense 3 70 points Warrior Range Enhancement 1 Any Warriors adjacent to Fire Dragon Exarch with a range of 4 or more may increase their range by 1. Metal Melting When attacking Soulborgs, Fire Dragon Exarch may roll one additional attack die. Destructible objects are not allowed to roll defense dice against Fire Dragon Exarch. Striking Scorpion Exarch Eldar Unique Hero Exarch Tricky Medium 5 Life 2 Move 4 Range 4 Attack 3 Defense 4 65 Points Enhanced Mandiblaster Special After moving and before attacking, roll the twenty-sided die once for each of your opponent’s small, medium or large figures adjacent to Striking Scorpion Exarch. On a 13 or higher, that figure receives a wound. Chainsword 2 When attacking an adjacent figure with a normal attack, Striking Scorpion Exarch gains 2 additional attack dice. Warrior Defense Enhancement 1 Any Warriors adjacent to Striking Scorpion Exarch may roll one additional defense die. Warp Spider Exarch Eldar Unique Hero Exarch Tricky Medium 5 Life 2 Move 1 Range 1 Attack 3 Defense 3 50 Points Warp Jump Movement Before moving, roll the 20-sided die. If you roll a 1, Destroy Warp Spider Exarch. If you roll a 2-16, add 4 to the movement value of this card. If you roll a 17-20, add 6 to the movement value of this card. When counting spaces for their movement, ignore elevations. Warp Spider Exarch may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When WSE starts to move, if he is engaged he will not take any leaving engagement attacks. Spider’s Kiss Special Attack Attack 3 Range 4 When attacking with Spider’s Kiss special attack, if a skull is rolled on every die, destroy that figure. The defending figure cannot roll any defense dice and is immediately destroyed. Spider’s Kiss Special Attack cannot be used against Soulborgs or any Large or Huge figures. Double Attack When Warp Spider Exarch attacks, he may attack one additional time. (Note that he can use the Spider’s Kiss or his normal attack twice in a turn [or one of each]. If you saw the sculpt, you’d know why For those who have played WH40K, have I captured the essence of these units? For everyone else, are these cards undercosted? Overcosted? Too fracking deadly? Look fun to play? Acknowledgements: Thanks to Fallen Templar for the 'Metal Melting' idea. Thanks to DarkSpade for helping me get the post off the ground. |
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#2
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Don't ever type PSY. That combo of letters get's blocked on PHP boards like this one.
"Y'know, I sort of assumed this hero of destiny thing would involve a lot less devastation in our wake." Links to terrain making guides http://www.heroscapers.com/community...c.php?p=280715 |
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#3
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#4
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The Fire Dragons, aren't they the Eldar with the flamethower cannon? Maybe they could gain a bonus against warmachines, destructible objects, or Soulborgs.
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#5
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#6
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If I remember, someone did a pretty good 40K special abilities conversion list for a lot of the 40k races. I'll do some digging around tonight on google and see if I can't find it.
smallboxgames.com |
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| Custom Units & Army Cards: Fan-created HS army cards for units, glyphs, and equipment | |||||||