Re: Heroscaper 101's customs
Name = Goblin Rangers
General = Utgar Planet = Eberron Species = Goblin Common Squad Class = Archers Personality = Wild Size/Height = Small 4(single spaced) Master stats Life = 1 Move = 5 Range = 6 Attack = 1 Defense = 0 Points = 40 Basic stats Move = 6 Range = 5 Attack = 0 Defense = 1 Goblin Fortitude If there is any goblin figure adjacent to any goblin ranger, add additional dice to your defense for every adjacent goblin. Quick Escape Goblin Rangers can leave any attack from any hero figure army card. You may leave the attack and move up to 6 spaces. This special power comes into affect after defense is rolled. Number of Figures = 4
Synergy Benefits Received Torin: Evil Eye ProtectionSynergy Benefits Offered Horned Skull Brutes: Expendable Rabblehttps://d1rw89lz12ur5s.cloudfront.ne...lin Archer.jpghttps://d1rw89lz12ur5s.cloudfront.ne...lin Archer.jpghttps://d1rw89lz12ur5s.cloudfront.ne...lin Archer.jpghttps://d1rw89lz12ur5s.cloudfront.ne...lin Archer.jpghttps://scontent-sjc3-1.xx.fbcdn.net...d9&oe=5B380952 |
Re: Heroscaper 101's customs
Name = Thunder Blight Rhino
General = Aquilla Planet = Toril Species = Rhino Uncommon Hero Class = Beast Personality = Ferocious Size/Height = Large 8(Double Spaced) Life = 3 Move = 6 Range = 1 Attack = 5 Defense = 5 Points = 110 Ram After a Thunder Blight Rhino does a normal attack on any small or medium figure they may be be affected by knock back. If the small or medium figure is received a wound, they are knocked back by 3 spaces. Thunder Charge If an opponent's figure is within 2 spaces of a Thunder Blight Rhino, and its base is no more than 3 levels above that Thunder Blight Rhino's height or 3 levels below that Thunder Blight Rhino's base, that Thunder Blight Rhino may add 1 to its Range when attacking that figure. Thunder Horn Resolve When rolling defense dice against a Special Attack, any Thunder Blight Rhino always adds 2 automatic shields to whatever is rolled. Number of Figures = 1
https://crystal-cdn2.crystalcommerce...tormlizard.jpghttps://scontent-sjc3-1.xx.fbcdn.net...81&oe=5B427116 |
Re: Heroscaper 101's customs
The figures used for this squad are Ogres from the D&D Pathfinder Set. The model is Ogre Brute Rise of the Runelords, Ogre Hero & Monsters, and Ogre Rise of the Runelords.
https://crystal-cdn2.crystalcommerce...edium/ogre.jpghttps://crystal-cdn3.crystalcommerce...edium/ogre.jpghttps://crystal-cdn2.crystalcommerce.../ogrebrute.jpghttps://scontent-sjc3-1.xx.fbcdn.net...bc&oe=5B289ECA |
Re: Heroscaper 101's customs
Name = Ogre Champion
General = Einar Planet = Toril Species = Ogre Uniquity = Unique Type = Hero Class = Gladiator Personality = Rebellious Size = Large Height = 8 Master Stats Life = 5 Move = 4 Range = 1 Attack = 5 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 6 Defense = 4 Points = 225 (Double Spaced) Ogre Fortitude When a Ogre Champion is attacked from a non-adjacent figure, you may add additional die to your defense for every Ogre figure you control. Ogre Triple Attack If a Ogre Champion is attacking any hero figure, you may attack 2 additional times but after the first hit the attacks are 1 die less. Ogre and Sand When starting a turn on sand you will get 3 additional movement. If you attack any figure that is on a sand tile, add 3 to your attack roll. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...um/ogrekin.jpghttps://scontent-sjc3-1.xx.fbcdn.net...d8&oe=5B3D234A |
Re: Heroscaper 101's customs
Name = Skalmad
General = Utgar Planet = Toril Species = Troll Uniquity = Unique Type = Hero Class = King Personality = Ferocious Size = Huge Height = 8 Master Stats Life = 7 Move = 5 Range = 1 Attack = 4 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 120 (Double Spaced) Battle Frenzy After attacking with Skalmad, roll the 20-sided die. If you roll a 16 or higher, you may attack again with Skalmad. Great Axe If Skalmad is attacking a small, medium or large figure, add 2 dice to Skalmad's attack. Regenerate After taking a turn with Skalmad, remove 1 wound marker from Skalmad's army card. Number of Figures = 1
-Rulings and Clarifications- -N/A _________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received Ornak: Red Flag of Fury:Synergy Benefits Offered - N/A C3V and SoV Custom Synergies
Spoiler Alert!
The figure used for this unit is a Troll from the D&D set. The name and model number is Skalmad, the Troll King Dangerous Delve #34. https://crystal-cdn4.crystalcommerce...Troll_King.jpghttps://scontent-sjc3-1.xx.fbcdn.net...7d&oe=5C39A456https://scontent-sjc3-1.xx.fbcdn.net...e1&oe=5B28BE0C |
Re: Idea for Custom Units
Awesome looking model dude, I like the abilities that go along with it the potential for a second attack is always good to have on a monster, and the bonding just makes him that much more deadly.
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Re: Idea for Custom Units
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Not sure these aren't too powerful though...3 attacks of 6 doubled plus another ogre attacking seems to be way overpowered especially for 100 points. From what I can see on this, the point cost would have to be well over 200 (possibly over 300). If you want to keep them to about 100 (which IMHO would be best) you may want to consider only keeping the "Bigger Than You" ability. One of the more effective ideas I've seen in a long time. Keep going with the customs, these are good but watch out for making them too powerful. Quick question...would these be double based figures or large single based? |
Re: Heroscaper 101's customs
Name = Lost Tactician
General = Valkrill Planet = Toril Species = Demon Uniquity = Uncommon Type = Hero Class = Scholar Personality = Tactical Size = Medium Height = 5 Master Stats Life = 4 Move = 7 Range = 1 Attack = 2 Defense = 3 Basic Stats Move = 6 Range = 1 Attack = 3 Defense = 4 Points = 60 (Single Spaced) Zoology Expert Lost Tactician rolls an additional die when attacking or defending against beast and/or predator figures. Tactical Advantage When rolling defense dice against a normal or special attack from any large or huge figure, Lost Tactician always adds 1 automatic shield to whatever is rolled. Disengage Lost Tactician is never attacked when leaving an engagement. Number of Figures = 1
-Rulings and Clarifications- Q. TACTICAL ADVANTAGE with a Zero Defense? If the Lost Tactician Defense is lowered to Zero by any Power such as, do they still add 1 automatic shield for WARFORGED RESOLVE? A. Yes. Unless a figure is expressly denied a Defense roll by an ability like Me-Burq-Sa's PARALYZING STARE 16, a Defense of Zero still triggers any ability that activates "when rolling Defense." _________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received
https://crystal-cdn3.crystalcommerce...brikandilu.jpghttps://scontent-sjc3-1.xx.fbcdn.net...8a&oe=5BFC5153https://scontent-sjc3-1.xx.fbcdn.net...29&oe=5B4A6919 |
Re: Heroscaper 101's customs
Name = Elite Emerald Archers
General = Ullar Planet = Feylund Uniquity = Common Type = Squad Class = Archers Personality = Precise Size = Medium Height = 5 Master Stats Life = 1 Move = 6 Range = 5 Attack = 4 Defense = 3 Basic Stats Move = 4 Range = 6 Attack = 5 Defense = 2 Points = 100 (Single Spaced) Poison Arrow Attack Range 12. Attack 1. You may target a hero figure with this special power for some extra damage. If you cause a wound, you may inflict poison. Every poisoned figure rolls 2 less shields against non-adjacent attacks and 1 less shield against adjacent attacks. The only cure for this poison is water. Elven Bonding Before taking a turn with Elite Emerald Archers, you may first take a turn with any elf hero you control. Number of Figures = 3
https://crystal-cdn4.crystalcommerce...lf_Warrior.jpghttps://crystal-cdn4.crystalcommerce...alk_Archer.jpghttps://crystal-cdn2.crystalcommerce...60_Bralani.jpghttps://scontent-sjc3-1.xx.fbcdn.net...11&oe=5B32C87F |
Re: Idea for Custom Units
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For a card that bonds with everything Utgar and Valkrill, 25 points is extremely low, you should probably bump those up a fair amount. 60 at the least just for the bonding, and 3 lives. Tactical retreat suffers from a problem I like to call the Isamu Problem. Isamu is great unit, but his "Vanish" ability which functions similarly to your Tactician here can keep him alive forever if luck is on your side. Vanish requires a 9 or higher, and there have been games where it has never rolled less than that. A roll of 5 or higher is much much easier to roll, because of this if your opponent only has large or huge figures left on their team, the tactician will be an almost immortal demigod, that will almost never take damage from anything. I would increase the roll to at least a 9, which is what Vanish sits at. Unfair Tactics is the most powerful aura I have seen. A range of 12, and a +2, to not just defense like Realin, but also to Attack. A figure with just 1 life, and this ability alone, could easily be priced at 100 points, or even more. I would lower it to just +1 attack and Defense. Even with that debuff, giving every small and medium unit with a range of 12 is very good, and the points should go up to reflect that. The idea isn't bad, but you need to price it a lot higher than 25. |
Re: Heroscaper 101's customs
Name = Dread Liche
General = Utgar Planet = Toril Species = Undead Uniquity = Unique Type = Hero Class = Warlock Personality = Terrifying Size = Medium Height = 5 Master Stats Life = 6 Move = 8 Range = 3 Attack = 4 Defense = 2 Basic Stats Move = 6 Range = 4 Attack = 2 Defense = 5 Points = 185 (Single Spaced) Ray of Death Range 8. Attack 3. You may target any figure in clear sight of Dread Liche, you can cast a sphere of death at the target for damage. The chosen figure roll 3 less defense dice against Ray of Death Special Attack. When you cause any damage with this special power the target takes 1 wound damage because the target is living. Ray of Death special never affects Constructs, Undead, Soulborgs, and Destructible Objects. Flames of the Undying Range 14 Special Instead of attacking, you may choose up to 5 different figures within 14 clear sight spaces of Dread Liche. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 9 or higher, deal 1 wound and 1 wound for any figure adjacent to the main target. If the chosen figure is a Hero figure and you roll a 18 or higher, deal 1 wound and 1 wound for any figure adjacent to the main target. (since this is not an attack, engagement rules do not apply.) Magician Cloak When the Dread Liche rolls defense dice against a special attack, one shield will block all damage. Number of Figures = 1
https://crystal-cdn2.crystalcommerce...rge/azaven.jpghttps://scontent-sjc3-1.xx.fbcdn.net...83&oe=5B4BBB24 |
Re: Idea for Custom Units
I’m sorry, but you’re current rendition of the Liche is frankly ridiculous. This is the God Mode version and should be worth about 600pts. You need to water it down to a normal, every day liche that has some cool powers.
EDIT: he should be worth 1000pts |
Re: Idea for Custom Units
The Dread Liche is a really cool idea, and I think that it's perfectly fine if you want to make him that powerful (it's always fun to have a good boss fight in a game, after all). However, I'd agree with Sir Heroscape that the unit would need to be priced accordingly. You're looking at more than 600 points with powers this strong, which is far more than the normal tournament game that the community commonly uses. That's not to say that you can't design anything like this (frankly, I wish more of us would design units for the larger point games sometimes), but make sure to keep the relative stats and powers of other characters at that price level in mind.
Something that might be helpful when considering balance is that an automatic shield is on average equivalent to three defense dice (since you can usually expect one shield out of every three defense dice). It's one of the most powerful tools for keeping a unit alive, especially since it prevents you from whiffing, and it is almost always only used as one extra shield. Using a full three, even just against Special Attacks, makes the Dread Liche almost invincible against them (many Special Attacks just have three attack dice in the first place!). It does give the Liche an interesting niche of being weak to melee attacks, but I honestly think that he's too effective in this regard, especially since his Deathless Bolt Special Attack and Flames of the Undying ability will stop practically anything from ever getting close to him. If you up the points and make him Unique, you could increase the base defense a little and just add 1 automatic shield against all non-adjacent attacks. If you wanted to make him a very expensive but powerful boss character, I've found that using a higher life (but average defense) makes for more exciting battles, as it lets the other team still use any unit to try and take down the boss. This is definitely a unique concept, though, and I'd be interested in seeing how you choose to develop it further! |
Re: Heroscaper 101's customs
Name = Onyx
General = Valkrill Planet = Toril Species = Cyclops Uniquity = Unique Type = Hero Class = Hewer Personality = Fierce Size = Large Height = 7 Master Stats Life = 6 Move = 6 Range = 1 Attack = 5 Defense = 5 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 150 (Double Spaced) Cyclops Power All Cyclops you control within 4 clear sight spaces of Onyx add 1 to their Attack dice. Onyx's Cyclops Power does not affect Onyx. Battle Spear If Onyx is attacking a small or medium figure, add 2 dice to Onyx's attack. Evil Eye Protection When Onyx, or any friendly small or medium Utgar or Valkrill figure adjacent to Onyx, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. Number of Figures = 1
-Combinations and Synergies- Synergy Benefits Received
https://crystal-cdn1.crystalcommerce...40_Cyclops.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6c&oe=5B453099 |
Re: Heroscaper 101's customs
Name = Thraine
General = Jandar Planet = Toril Species = Cyclops Uniquity = Unique Type = Hero Class = Hewer Personality = Loyal Size = Large Height = 6 Master Stats Life = 4 Move = 4 Range = 1 Attack = 2 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 3 Defense = 4 Points = 175 (Double Spaced) Traitorous Cyclops When you attack a large or huge figure that follows Utgar or Valkrill, add 3 die to your attack. Battle Club If Thraine is attacking a small or medium figure, add 2 dice to Thraine's attack. Cyclops Eye Protection When Thraine, or any friendly small or medium that doesn't follow Utgar or Valkrill figure adjacent to Thraine, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...ps_Crusher.jpghttps://scontent-sjc3-1.xx.fbcdn.net...da&oe=5B2FF82B |
Re: Heroscaper 101's customs
Name = Hounds of Death
General = Utgar Planet = Eberron Species = Bulette Uniquity = Unique Type = Squad Class = Guards Personality = Fierce Size = Small Height = 3 Master Stats Life = 1 Move = 6 Range = 1 Attack = 1 Defense = 2 Basic Stats Move = 4 Range = 1 Attack = 2 Defense = 3 Points = 75 (Single Spaced) Cyclops Bonding Before taking a turn with Hounds of Death, you may first take a turn with any Cyclops Hero you control. Flame Spit Range 2. Attack 2. When attacking, if your second Hound of Death uses the special attack on the same figure as the first Hound of Death, add one attack die to the second Hound of Death's attack. Scale When moving up or down levels of terrain, Hound of Death may add 3 to their height. Number of Figures = 2
https://crystal-cdn4.crystalcommerce...53_Bulette.jpghttps://crystal-cdn3.crystalcommerce...67_Bulette.jpghttps://scontent-sjc3-1.xx.fbcdn.net...51&oe=5B43A5F7 |
Re: Idea for Custom Units
You've made a lot of interesting troops but I would suggest play testing them. I think quite a few of your ideas are really good but some of the point values are way out of whack.
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Re: Heroscaper 101's customs
Name = Goblin King
General = Utgar Planet = Eberron Species = Goblin Uniquity = Unique Type = Hero Class = Warlord Personality = Fierce Size = Small Height = 5 Master Stats Life = 4 Move = 4 Range = 1 Attack = 2 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 3 Defense = 3 Points = 90 (Single Spaced) King of the goblins You may attack again, only if any goblin is engaged. Scurry of the King When a Goblin you control is destroyed by a attack from an opponent's figure and they were 6 clear sight spaces of Goblin King, you may move any 3 Goblin figures you control up to 6 spaces each, and all Goblin figures you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin figures will never take any leaving engagement attacks when using Scurry of the King. Smaller than You If attacking any medium, large or huge figure, add 3 dice to your attack. When being attacked by any medium, large or huge figure, add 2 dice to your defense. When moving up or down levels of terrain, Goblin King may add 4 to his height. Number of Figures = 1
Q: How can the special power King of the Goblins be of any use? A: You may attack additional time for every goblin figure that is engaged. Q: Is Scurry of the King special the same as the Goblin Cutters Scurry special? A: It is different from the Goblin Cutters Scurry special power, you move 3 figure and move them up to 6 spaces. Q: How is the Smaller than You special power useful in combat? A: The Smaller than You special power give you extra dice for attack & defense and you can scale up the Goblin Kings' Height when moving up or down levels of terrain. The figure used for this unit is a Goblin from the Dungeon Command Game D&D Set. The name and model number is Goblin Champion Tyranny of Goblins #4/12. https://d1rw89lz12ur5s.cloudfront.ne...n Champion.jpghttps://scontent-sjc3-1.xx.fbcdn.net...fe&oe=5B3E186F |
Re: Heroscaper 101's customs
Name = Heavy Bow Gruts
General = Utgar Planet = Grut Species = Orc Uniquity = Common Type = Squad Class = Archers Personality = Relentless Size = Medium Height = 5 Master Stats Life = 1 Move = 5 Range = 5 Attack = 2 Defense = 2 Basic Stats Move = 4 Range = 3 Attack = 5 Defense = 1 Points = 60 (Single Spaced) Beast Bonding Before taking a turn with Heavy Bow Gruts, you may first take a turn with any Beast you control. Orc Fury At the start of the game, choose a Beast you control to bond with. While that beast is in play, Heavy Bow Gruts roll one additional attack die for each wound marker on the chosen hero. There can be only one Bonded Beast for all the Heavy Bow Gruts you control. Heavy Bow Gruts cannot attack their Bonded Beast. Number of Figures = 3
-Rulings and Clarifications- - BEAST BONDING : How Many Beasts How does Beast Bonding work? Can I take a turn with all the Beasts I control first? No, you can take a free (move & attack) turn with any one Beast you control before taking a turn with the Heavy Bow Gruts. _________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received - SWOG RIDER : Orc Archer EnhancementSynergy Benefits Offered - Beast Bonding : Beast Units * Krug * Mimring * Swog Rider * Ice Troll Berserker The figures used for this squad unit is from the Noble Knights Games the Miniature & Games set. The name of the figures are Orc Archers. https://scontent-sjc3-1.xx.fbcdn.net...7f&oe=5B7C36AEhttps://resources.nobleknight.com/Ca...0/RPR20008.jpg https://scontent-sjc3-1.xx.fbcdn.net...c1&oe=5B8F5AEE |
Re: Heroscaper 101's customs
Name = Kaine Goldenspine
General = Aquilla Planet = Toril Species = Dwarf Uniquity = Common Type = Hero Class = Mercenary Personality = Loyal Size = Medium Height = 5 Master Stats Life = 1 Move = 5 Range = 1 Attack = 3 Defense = 4 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 3 Points = 25 (Single Spaced) Two Handed When attacking any large or huge figure, add 2 dice to your attack. Dwarven Resolve If you are under attack by any large or hug figure, add 2 dice to your defense. Dwarven Disengage Kaine Goldenspine is never attacked when leaving an engagement with any large or huge figure, he can cause 1 wound when leaving engagement with any large or huge figure. Number of Figures = 1
Q: What is the point of the Two Handed special power? A: It gives extra dice to your attack when facing any large or huge figure, which may be all the time. Q: How does the Dwarven Resolve special power help? A: You get extra dice to your defense when large or huge figures attack, the large and huge figure may have more skulls to roll. Q: What is the of the Dwarven Disengage special power? A: You can disengage any large or huge figure, also you wound large or huge figures. The figures used for this unit is a Dwarf from the Wizards of the Coast D&D Set. The name and model number is Gold Dwarf Fighter Archfinds #003. https://crystal-cdn1.crystalcommerce...rf_Fighter.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6a&oe=5B48A7A8 |
Re: Idea for Custom Units
Have you tried making any cards that aren't completely broken? I don't even know where to start. :?
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Re: Idea for Custom Units
Quote:
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Re: Idea for Custom Units
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Your Squad:
And all that seems to you like it should only cost 40 points more? Let's add this piece by piece to the Arrow Gruts and see where we end up...
So, yeah, completely broken at 80. |
Re: Heroscaper 101's customs
Name = Stitches
General = Utgar Planet = Feylund Species = Undead Uniquity = Unique Type = Hero Class = Savage Personality = Terrifying Size = Medium Height = 5 Master Stats Life = 4 Move = 4 Range = 1 Attack = 2 Defense = 4 Basic Stats Move = 5 Range = 1 Attack = 5 Defense = 5 Points = 60 (Single Spaced) Poison Skin If you attack with Stitches, the defending figure with take a poison ailment regardless of any defense rolls. After attacking, you must roll the 20-sided die once for each figure adjacent to Stitches. If you roll a 10 or higher, that figure receives one corpse marker. Corpse Explosion Special Attack Range 1. Attack Special. Start the game with 4 corpse markers, Stitches can activate Corpse Explosion Special Attack if he or any friendly figures does a attack of kind. Any or all corpse tokens will explode, dealing 1 wound of damage that is unblockable. After taking a turn with Stitches, you may place a Corpse Marker on this card, up to a maximum of 4 Corpse Markers. Undead Rising If a Undead Savage that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Horde Zombie. Newly placed Horde Zombie's cannot attack this turn. Undead are not affected by Undead Rising. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...lin_Zombie.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6e&oe=5BD2603A |
Re: Heroscaper 101's customs
Name = Horde Zombie
General = Utgar Planet = Feylund Species = Undead Uniquity = Common Type = Hero Class = Savage Personality = Terrifying Size = Medium Height = 5 Master Stats Life = 1 Move = 4 Range = 1 Attack = 2 Defense = 1 Basic Stats Move = 4 Range = 1 Attack = 5 Defense = 5 Points = 25 (Single Spaced) Dead Skin 3 A Horde Zombie rolls 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent. Stench of Death When attacking with Horde Zombie, the defending figure rolls 1 less defense dice and the Horde Zombie get an additional attack dice for each Undead Savage adjacent to the defending figure. Undead Rising If a Undead Savage that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Horde Zombie. Newly placed Horde Zombie's cannot attack this turn. Undead are not affected by Undead Rising. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...rde_Zombie.jpghttps://scontent-sjc3-1.xx.fbcdn.net...04&oe=5BCC90C3 |
Re: Heroscaper 101's customs
Name = Blackroot
General = Utgar Planet = Feylund Species = Treant Uniquity = Unique Type = Hero Class = Guardian Personality = Relentless Size = Huge Height = 10 Master Stats Life = 6 Move = 6 Range = 1 Attack = 3 Defense = 6 Basic Stats Move = 6 Range = 1 Attack = 4 Defense = 4 Points = 100 (Single Spaced) Poisonous Roots Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Blackroot. One at a time, roll the 20-sided die for each chosen figure. If roll 1-7, the figure is rooted and oiled. If you roll 8-16, the figure is poisoned and rooted. If you roll a 17 or higher, the figure is poisoned, rooted and oiled. Oily Reach If an opponent's figure is within 2 spaces of this Blackroot, and its base is no more than 3 levels above this Blackroot's height or 3 levels below this Blackroot's base, this Blackroot may add 1 to its Range when attacking that figure. Apply oil if you use this ability to reach. Poison Resistant Blackroot is immune to any or all types of poisons. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...oot_Treant.jpghttps://scontent-sjc3-1.xx.fbcdn.net...8f&oe=5BDDB348 |
Re: Heroscaper 101's customs
Name = Bahamut
General = Aquilla Planet = Icaria Species = Dragon Uniquity = Unique Type = Hero Class = King Personality = Ferocious Size = Huge Height = 12 Master Stats Life = 7 Move = 5 Range = 1 Attack = 6 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 7 Defense = 7 Points = 185 (Single Spaced) Lightning Shard Breath Special Attack Range 5. Attack 4. When Bahamut attacks with his Lighting Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. Figures that survive the special attack will be afflicted with paralysis and the affected figure cannot roll any defense on the next attack. Flying When counting spaces for Bahamut's movement, ignore elevations. Bahamut may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Bahamut starts to fly, if he is engaged he will take any leaving engagement attacks. Number of Figures = 1
https://crystal-cdn1.crystalcommerce...of_Bahamut.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6b&oe=5BD2F015 |
Re: Heroscaper 101's customs
Name = Green Wyrmling
General = Ullar Planet = Eberron Species = Dragon Uniquity = Common Type = Hero Class = Wyrmling Personality = Valiant Size = Small Height = 3 Master Stats Life = 1 Move = 5 Range = 1 Attack = 3 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 30 (Single Spaced) Fledgling Toxic Breath Special Attack Range 5 Attack 3 Hero figures are afflicted with poison when attacked by Fledgling Toxic Breath Special Attack. Wyrmling Bonding After revealing an order marker on a Green Wyrmling Army Card, before taking that Green Wyrmling's turn, you may take a turn with one other Wyrmling you control. Flying When counting spaces for the Green Wyrmling's movement, ignore elevations. The Green Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Green Wyrmling starts to fly, if it is engaged it will take any leaving engagement attacks. Number of Figures = 1
https://crystal-cdn2.crystalcommerce...e_Wyrmling.jpghttps://scontent-sjc3-1.xx.fbcdn.net...ac&oe=5BCE8717 |
Re: Heroscaper 101's customs
Name = Kharos
General = Ullar Planet = Icaria Species = Dragon Uniquity = Unique Type = Hero Class = King Personality = Valiant Size = Huge Height = 9 Master Stats Life = 6 Move = 5 Range = 1 Attack = 4 Defense = 4 Basic Stats Move = 5 Range = 1 Attack = 5 Defense = 5 Points = 185 (Double Spaced) Toxic Breath Special Attack Range 5 Attack 2 Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Toxic Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Kharos cannot be affected by his own Toxic Breath Special Attack. Figures that are afflicted by poison will take double damage. Flying When counting spaces for Kharos' movement, ignore elevation. Kharos may fly over water without stopping. Kharos may pass over figures without becoming engaged. Kharos may fly over obstacles such as ruins. When Kharos starts to fly, if he is engaged he will take any leaving engagement attacks. Number of Figures = 1
https://crystal-cdn2.crystalcommerce.../medium/15.jpghttps://scontent-sjc3-1.xx.fbcdn.net...66&oe=5BDCE395 |
Re: Heroscaper 101's customs
Name = Electrician
General = Aquilla Planet = Toril Species = Dwarf Uniquity = Unique Type = Hero Class = Wizard Personality = Tricky Size = Medium Height = 4 Master Stats Life = 2 Move = 7 Range = 1 Attack = 0 Defense = 0 Basic Stats Move = 7 Range = 1 Attack = 6 Defense = 6 Points = 40 (Single Spaced) Shock Therapy After taking a turn with Electrician, you may place a Shock Therapy Marker on this card, up to a maximum of 4 Shock Therapy Markers. Shock Nova Special Attack Range Special. Attack 0. Shock Nova Special Attack affects all figures and Electrician does not need clear line of sight to attack with Shock Nova Special Attack. Range is increased by 1 for every Shock Therapy Marker. Shock Nova Special Attack does not affect Electrician. and the opponent's figure hit by Shock Nova Special Attack are afflicted with paralysis and those figures cannot roll shields against the next attack on them. After attacking with Shock Therapy Special Attack, remove all Shock Therapy Markers from this Army card. Energy Shield Electrician always adds 2 automatic shields against any Special Attacks. Any or all Normal Attacks against Electrician will be negated. Number of Figures = 1
https://crystal-cdn2.crystalcommerce...arf_Wizard.jpghttps://scontent-sjc3-1.xx.fbcdn.net...04&oe=5BD30CEB |
Re: Heroscaper 101's customs
Name = Zephyr
General = Valkrill Planet = Icaria Species = Dragon Uniquity = Unique Type = Hero Class = King Personality = Ferocious Size = Huge Height = 12 Master Stats Life = 6 Move = 6 Range = 1 Attack = 6 Defense = 4 Basic Stats Move = 6 Range = 1 Attack = 5 Defense = 5 Points = 185 (Double Spaced) Majestic Crystal Shard Breath Special Attack Range 5. Attack 3. When Zephyr attacks with his Majestic Crystal Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. Common figures roll 2 less defense dice against Majestic Crystal Shard Breath Special Attack. Flying When counting spaces for Zephyr's movement, ignore elevations. Zephyr may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Zephyr starts to fly, if he is engaged he will take any leaving engagement attacks. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...36/large/2.jpghttps://scontent-sjc3-1.xx.fbcdn.net...e1&oe=5C143D0B |
Re: Heroscaper 101's customs
Name = Smaug
General = Vydar Planet = Icaria Species = Dragon Uniquity = Unique Type = Hero Class = King Personality = Ruthless Size = Huge Height = 13 Master Stats Life = 8 Move = 6 Range = 1 Attack = 2 Defense = 4 Basic Stats Move = 6 Range = 1 Attack = 4 Defense = 4 Points = 210 (Double Spaced) Dark Fire Breath Instead of attacking, you may choose up to 3 figures within 4 clear sight spaces of Smaug. One at a time, roll the 20-sided die for each chosen figure. If you roll an 8 or higher, the figure is blinded. If you roll a 14 or higher, the figure takes 1 wound and that figure is blinded. Dark Claws If Smaug attacks any figure that is blinded, each skull rolled counts as an additional hit. Flying When counting spaces for Smaug' movement, ignore elevations. Smaug may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Smaug starts to fly, if he is engaged he will take any leaving engagement attacks. Number of Figures = 1
https://crystal-cdn2.crystalcommerce...5/medium/1.jpghttps://scontent-sjc3-1.xx.fbcdn.net...0d&oe=5BD4ADA3 |
Re: Heroscaper 101's customs
Name = Muradin
General = Aquilla Planet = Toril Species = Dwarf Uniquity = Unique Type = Hero Class = King Personality = Resolute Size = Medium Height = 4 Master Stats Life = 4 Move = 5 Range = 1 Attack = 4 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 225 (Single Spaced) Dwarven Fortitude / Thunder Hammer After taking a turn with Muradin, remove 1 Wound Marker from this Muradin's army card. Thunder Hammer is for Avatar form only, each normal attack in Avatar form does lighting damage and lose Dwarven Fortitude when in Avatar form. One Shield Defense / Lighting Armor When rolling defense dice, if Muradin rolls at least one shield, the most wounds Muradin can take for this attack is one. Muradin will One Shield Defense while in Avatar form, Muradin is immune to all status ailments & Muradin gets 1 auto-shield to whatever is rolled against Normal and Special Attacks. Avatar of Storms Start the game with a maximum of 4 Avatar Markers. When Muradin is about to be destroyed, enter this Avatar form. Avatar form has 9 life, 8 attack, 3 defense & Muradin size is Huge 12. At the end of Muradin's turn place a wound marker for Avatar form to persist. You will return to full-health when Avatar form ends and remove 1 Avatar Marker. Number of Figures = 1
https://crystal-cdn2.crystalcommerce...of_Moradin.jpghttps://scontent-sjc3-1.xx.fbcdn.net...33&oe=5BD6172A |
Re: Heroscaper 101's customs
Name = Vilheim
General = Jandar Planet = Icaria Species = Dragon Uniquity = Unique Type = Hero Class = King Personality = Ferocious Size = Huge Height = 12 Master Stats Life = 6 Move = 5 Range = 1 Attack = 5 Defense = 5 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 185 (Single Spaced) Frost Breath Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Vilheim. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, the target figure is frozen. If the chosen figure is a Hero figure and you roll a 17 or higher, the Hero figure is frozen. When frozen the figure cannot perform any action on their turn. Frozen status ends if, the frozen is attacked or the round ends. Flying When counting spaces for Vilheim' movement, ignore elevations. Vilheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Vilheim starts to fly, if he is engaged he will take any leaving engagement attacks. Number of Figures = 1
https://crystal-cdn4.crystalcommerce...ver_Dragon.jpghttps://scontent-sjc3-1.xx.fbcdn.net...d6&oe=5BFF477E |
Re: Heroscaper 101's customs
Name =
General = Planet = Species = Uniquity = Type = Class = Personality = Size = Height = Master Stats Life = Move = Range = Attack = Defense = Basic Stats Move = Range = Attack = Defense = Points = (Single Spaced) |
Re: Idea for Custom Units
Quote:
Either/or Bonding is still pretty strong, but I don't think there's anything inherently wrong with it, it's just (obviously) better than only having one option. I like the idea behind Orc Fortitude, but it could probably still use a little tweaking (and I even forgot to calculate in Orc Precision in my last post!). Say you have 2 Orc Champions in your army, you can leave them behind and bond with Beasts instead but still have 4 Defense with your Orcs on the front lines. Powers like this are usually expressed best as "auras", or they only get the Defense bonus for Champions "within X clear sight spaces". Of the three powers, Hit & Disengage actually concerns me the most. Disengage on its own is fine and cool, but getting free damage when you do it is very, very powerful. Leaving engagement with an enemy Squad figure automatically kills it, and that's on top of Bonding and their 4 attacks! And they can each disengage from multiple figures per turn! Here's a similar idea: DISENGAGING STRIKE If a Heavy Bow Grut is attacked with a leaving engagement attack and does not receive a wound, the attacking figure receives one wound. It's effectively disengage if your opponent doesn't want to risk the same odds of hurting themselves, but still leaves the possibility of wounding them if they do roll the die. Eyeballing a comparison to the Arrow Gruts again with your new powers, I'd say they're still 100+ points. Some tweaks in the directions I suggested and they'll be 90 at most. You've got a lot of creative ideas in this thread, I encourage you to try to compare them to official figures and assign values to each and every advantage they have to figure out where points need to be increased and/or stats or abilities reduced. |
Re: Idea for Custom Units
Technically, you could draft 8 copies of the Swog Rider, get 8 cards for them, and then get +8 defense for the Bow Gruts... I would recommend changing the power to something along the lines of Necroblade’s suggestions. And then playtesting the frak out of them.
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Re: Heroscaper 101's customs
Name = Fafnir Samurai
General = Aquilla Planet = Toril Species = Dwarf Uniquity = Uncommon Type = Hero Class = Samurai Personality = Honorable Size = Medium Height = 5 Master Stats Life = 4 Move = 6 Range = 1 Attack = 3 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 3 Points = 90 (Single Spaced) Samurai Loyalty You may add 1 additional die to your defense for every samurai army you control. Other Fafnir Samurai army cards never affects this special power. Dwarven Pride If there is a Dwarf figure adjacent to Fafnir Samurai at the start of the turn, add 2 to Fafnir Samurai for every adjacent Dwarf figure. Other Fafnir Samurai army cards never affects this special power. Last Stand After moving any Fafnir Samurai and no dwarven figures are adjacent, you may add 3 die to you attack. Before taking a turn with a Fafnir Samurai and there is any dwarf figure adjacent to Fafnir Samurai destroy the dwarf figure to heal a wound. When destroying any dwarven hero figure, take all wound markers off the Fafnir Samurai Army Card. Number of Figures = 1
Q: What does the Samurai Loyalty special power do? A: It gives 1 additional dice to your defense for every other samurai army card you control. Q: How does the Dwarven Pride special power help? A: You get 2 added to your move for every dwarven figure adjacent at the start of the turn. Q: What is the of the Last Stand special power? A: It helps any Fafnir Samurai when they fight alone. The figures used for this unit is a Dwarf from the Wizards of the Coast D&D Set. The name and model number is Dwarf Samurai Deathknell #006. https://crystal-cdn4.crystalcommerce...rf_Samurai.jpghttps://scontent-sjc3-1.xx.fbcdn.net...86&oe=5B715F7B |
Re: Heroscaper 101's customs
Name = Battleborn Defenders
General = Aquilla Planet = Toril Species = Dwarf Uniquity = Common Type = Squad Class = Warriors Personality = Disciplined Size = Medium Height = 5 Master Stats Life = 1 Move = 4 Range = 1 Attack = 4 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 3 Defense = 4 Points = 75 (Single Spaced) Reach If an opponent's figure is within 2 spaces of a Battleborn Defender, and its base is no more than 3 levels above that Battleborn Defender's height or 3 levels below that Steel Battleborn Defender's base, that Battleborn Defender may add 1 to its Range when attacking that figure. Extensive Reach When you attack using the Reach special, you may attack 1 additional time using Reach. Battle Plate If you are being attacked from an opponent's figure, and you didn't roll enough shields to block all damage or cannot defend roll the 20-sided die. If you roll a 15 or higher, ignore all wounds instead transfer damage to any dwarf figure. You may destroy any common dwarf figure or put the same amount of skulls that weren't blocked and place them as wound markers on any dwarf hero army card. Number of Figures = 4
Q: What is the point of the Reach special power? A: You can attack by increasing your range to 2. Q: How does the Extensive Reach special power help? A: If you used the Reach special power, you can attack one additional time with Reach. Q: What is the point of the Battle Plate special power? A: You can use that special power to block any fatal damage. The figures used for this squad unit is a Dwarf from the Wizards of the Coast D&D Set. The name and model number Battle Plate Marshal Undark #001. https://crystal-cdn3.crystalcommerce...te_Marshal.jpghttps://crystal-cdn3.crystalcommerce...te_Marshal.jpghttps://crystal-cdn3.crystalcommerce...te_Marshal.jpghttps://crystal-cdn3.crystalcommerce...te_Marshal.jpghttps://scontent-sjc3-1.xx.fbcdn.net...1d&oe=5B27A57D |
Re: Heroscaper 101's customs
Name = Dread Wood
General = Ullar Planet = Feylund Species = Ent Uniquity = Unique Type = Hero Class = Treant Personality = Rotting Size = Huge Height = 10 Master Stats Life = 5 Move = 4 Range = 1 Attack = 2 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 2 Points = 135 (Double Spaced) Regrowth You may take off a wound on Dread Wood's Army Card, only if he is 2 clear sight spaces of any tree. The more trees there are, the more wounds markers you can take off Dread Wood's Army Card. Evil Rot When Dread Wood attacks add 1 die to your attack, for every tree in 3 clear sight spaces. When Dread Wood is at full health add 4 dice to your defense. You can attack additional times for every wound marker taken off of Dread Wood's Army Card. Rotted Swipe Special Attack Range 1. Attack 4. If Dread Wood inflicts at least 1 wound with Rotted Swipe Special Attack, roll the 20-sided die for Rotting Damage. If you roll 1-14, the defending figure receives no additional wounds for Rotting Damage. If you roll 15-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Rotting Damage. If you roll a 20, destroy the defending figure. Number of Figures = 1
Q: What is the point of the Regrowth special power? A: You can heal yourself for every tree near you. Q: How does the Evil Rot special power help? A: Every tree that is in 3 clear sight spaces of Dread Wood, you may add additional dice to your attack. If you have no wound marker on Dread Wood's Army Card. You may attack additional times for every wound marker off Dread Wood's Army Card. Q: What is the point of the Rotted Swipe Special Attack? A: You can deal a extra wound of damage if you land a wound with the Rotted Swipe Special Attack. https://images-na.ssl-images-amazon....sL._SX355_.jpghttps://scontent-sjc3-1.xx.fbcdn.net...3e&oe=5B2C5B7D |
Re: Heroscaper 101's customs
Name = Val Goldenbark
General = Ullar Planet = Feylund Species = Ent Uniquity = Unique Type = Hero Class = Treant Personality = Protective Size = Huge Height = 10 Master Stats Life = 6 Move = 5 Range = 1 Attack = 2 Defense = 4 Basic Stats Move = 4 Range = 1 Attack = 2 Defense = 3 Points = 145 (Double Spaced) Taunt Any or all small or medium figures can only attack Val Goldenbark, they are taunted if they are in 2 clear sight spaces of Val Goldenbark. Golden Brambles If any small or figure attacks Val Goldenbark, add 2 auto-shields to your defense roll. When being attacked by any large or huge figure, you may add 4 dice to your defense. Walking Tall Val Goldenbark can move through all small or medium figures. Val Goldenbark can disengage from any small or medium figure and takes no leaving engagement damage. He does become engage if the figure is large or huge. Val Goldenbark does take leaving engagement damage from large or huge figures. Number of Figures = 1
Q: How can the Taunt special power be used for combat? A: It will force all small or medium to attack Val Goldbark. Q: Why is the Gold Brambles special power good? A: You do get a special defense when being attacked. Q: What is the point of the Walking Tall special power? A: You can ignore all small or medium figures when moving Val Goldenbark. http://the-lost-and-the-damned.66461...ant1green2.jpg https://scontent-sjc3-1.xx.fbcdn.net...0c&oe=5B732D95 |
Re: Heroscaper 101's customs
Name = Wise Oak
General = Ullar Planet = Feylund Species = Ent Uniquity = Unique Type = Hero Class = Legend Personality = Merciful Size = Huge Height = 12 Master Stats Life = 7 Move = 5 Range = 1 Attack = 6 Defense = 6 Basic Stats Move = 4 Range = 1 Attack = 7 Defense = 3 Points = 245 (Double Spaced) Wisdom of Oak If all Order Markers for a round are placed on Treant Army Cards, and at least one Order Marker is placed on Wise Oak, then all Treants you control (except Wise Oak) become inspired. Inspired Treants add two to their Move number and add 2 extra defense die for the rest of the round. Iron Bark When rolling defense dice against a normal attack, Wise Oak always add one automatic shield to whatever is rolled. Summon the Defenders of Oak After taking a turn with Wise Oak, you may attempt to summon the Defenders of Oak if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 13 or higher, you must place all 3 Defenders of Oak on empty spaces within 4 clear sight spaces of Wise Oak. Any Defenders of Oak that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Defenders of Oak are summoned, you may immediately take a turn with them. Number of Figures = 1
- SUMMON THE DEFENDERS OF OAK : Using with a Mindshackled Wise Oak If I manage to Mindshackle my opponent's Wise Oak, can I use him to summon my opponent's unsummoned Defenders of Oak? No. Summon the Defenders of Oak states that you can attempt to summon the Defenders of Oak"....if they are in your army..." since the Defenders of Oak are in your opponent's army, you would not be allowed to summon them. _________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received
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Re: Heroscaper 101's customs
Name = Defenders of Oak
General = Ullar Planet = Feylund Species = Construct Uniquity = Unique Type = Squad Class = Treant Personality = Disciplined Size = Medium Height = 6 Master Stats Life = 1 Move = 7 Range = 1 Attack = 1 Defense = 4 Basic Stats Move = 2 Range = 1 Attack = 2 Defense = 3 Points = 40 (Single Spaced) Wise Oak's Summoning Defenders of Oak do not start the game on the battlefield. They must be summoned onto the battlefield by Wisdom Oak. Heart of Oak If any Defenders of Oak gets attacked from range, 1 shield will block all attack damage. Ironbark Taunt Any or all figures can only use range attacks against the Defenders of Oak. Every figure that attacks any ent, treant, or construct that follows Ullar are taunted to attack the Defender of Oak if they are within 12 clear sight spaces, but the opponent's figures can only attack the Defenders of Oak before attacking any hero figure. Number of Figures = 3
-Combinations and Synergies- Synergy Benefits Recieved
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Re: Idea for Custom Units
Cool figures. Where are they from?
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Re: Heroscaper 101's customs
Name = Ironbark Protector
General = Ullar Planet = Feylund Species = Ent Uniquity = Uncommon Type = Hero Class = Treant Personality = Protective Size = Huge Height = 10 Master Stats Life = 3 Move = 5 Range = 1 Attack = 3 Defense = 4 Basic Stats Move = 4 Range = 1 Attack = 4 Defense = 3 Points = 95 (Double Spaced) Rock Sweep Special Attack Range 1 Attack 6. Choose a figure to attack. Any figures adjacent to both Ironbark Protector and the chosen figure are also affected by Rock Sweep Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Knockback 15 When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from Ironbark Protector, immediately roll the 20-sided die. If you roll a 15 or higher, you may Knockback that figure by placing it on any empty space within 5 clear sight spaces of Ironbark Protector. 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 attack. A non-flying figure moved lower by Knockback can recieve any falling damage that may apply. Number of Figures = 1
Rock Sweep Special Attack: Who is affected? |
Re: Heroscaper 101's customs
Name = Ancient Forest Golem
General = Ullar Planet = Feylund Species = Golem Uniquity = Unique Type = Hero Class = Construct Personality = Protective Size = Huge Height = 10 Master Stats Life = 5 Move = 5 Range = 1 Attack = 6 Defense = 5 Basic Stats Move = 4 Range = 1 Attack = 5 Defense = 6 Points = 110 (Double Spaced) Throw 15 After moving and before attacking, choose one small or medium non-flying figure adjacent to Ancient Forest Golem. Roll the 20-sided die. If you roll a 15 or higher, you may throw the figure by placing it on any empty space within 6 spaces of Ancient Forest Golem. The figure must land within clear sight of Ancient Forest Golem. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 12 or higher, the thrown figure receives 3 wounds. If the figure is thrown onto a level higher than the height of Ancient Forest Golem or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks. Nature Protection When rolling defense dice against a Special Attack, this Ancient Forest Golem always adds 2 automatic shields to whatever is rolled. Number of Figures = 1
Synergy Benefits Received
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Re: Heroscaper 101's customs
Name = Forest Golem
General = Ullar Planet = Feylund Species = Golem Uniquity = Uncommon Type = Hero Class = Construct Personality = Valiant Size = Huge Height = 10 Master Stats Life = 4 Move = 4 Range = 1 Attack = 5 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 3 Defense = 4 Points = 100 (Double Spaced) Thorns If any figure attacks the Forest Golem from range, you may add 3 dice to your defense and all excess shields count as unblockable hits on the attacking figure. This power does not work on other Constructs and Treants that follow Ullar. Oak Shield When being attacked by any small or medium figure, you may add 1 auto-shield to your defense roll. Green Thumb If this Forest Golem begins its turn on a grass space & unengaged, remove 1 wound marker from this Forest Golem's Army Card. If it attacks any figure on a grass space, you may add 2 dice to your attack roll. Number of Figures = 1
-Rulings and Clarifications- - THORNS : Who is affected by thorns_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received - ACOLARH : Ullar's AmuletSynergy Benefits Offered - 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus Having a Valiant personality, Forest Golem may aid the 4th Massachusetts Line with their VALIANT ARMY DEFENSE BONUS http://www.miniscollector.com/sites/...317e89b0739ab8https://scontent-sjc3-1.xx.fbcdn.net...21&oe=5B3C447E |
Re: Idea for Custom Units
These look sweet! You have certainly made the most units from the contest minis of anybody. If you wouldn't mind erasing the post of the custom you are actually submitting to the contest I would certainly appreciate it. :thumbsup:
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