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-   -   Heroscaper 101's bestiary (https://www.heroscapers.com/community/showthread.php?t=54638)

Heroscaper 101 March 16th, 2018 03:05 PM

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
  • Targeting Point = Head
  • Grey Area = Bows
-Combinations and Synergies-

Synergy Benefits Received
Torin: Evil Eye Protection
As Small Utgar figures, the Goblin Rangers may benefit from Torin's EVIL EYE PROTECTION Defensive Ability.
Synergy Benefits Offered
Horned Skull Brutes: Expendable Rabble
Because the Goblin Rangers are small Goblin figures, a Horned Skull Brute may use EXPENDABLE RABBLE to sacrifice a Goblin Ranger in order to ignore a wound.
https://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

Heroscaper 101 March 16th, 2018 07:19 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is a Bluespawn Stormlizard Blood War from the D&D set. Its model number and name Bluespawn Stormlizard Blood War #30.
https://crystal-cdn2.crystalcommerce...tormlizard.jpghttps://scontent-sjc3-1.xx.fbcdn.net...81&oe=5B427116

Heroscaper 101 March 17th, 2018 01:33 AM

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

Heroscaper 101 March 17th, 2018 03:01 AM

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
  • Targeting Point = Head
  • Grey Area = Weapon
The figure used for this unit is a Ogrekin from the D&D Pathfinder Set. The model is Ogrekin Rise of the Runelords.
https://crystal-cdn4.crystalcommerce...um/ogrekin.jpghttps://scontent-sjc3-1.xx.fbcdn.net...d8&oe=5B3D234A

Heroscaper 101 March 19th, 2018 01:35 AM

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
  • Targeting Point = Head
  • Grey Area = Weapon
_________________________________________________________________

-Rulings and Clarifications-

-N/A
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
Ornak: Red Flag of Fury:
As a unique hero that follows Utgar,
Skalmad may benefit from Ornak’s RED FLAG OF FURY activation synergy.
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

Whiskey McGreggor March 19th, 2018 09:32 AM

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.

AMIS March 19th, 2018 01:29 PM

Re: Idea for Custom Units
 
Quote:

Originally Posted by Heroscaper 101 (Post 2185090)
Name = Ogre Brutes
General = Utgar
Planet = Toril
Species = Ogre
Uniquity = Common
Type = Squad
Class = Brute
Personality = Wild
Size = Large
Height = 7

Master Stats
Life = 1
Move = 5
Range = 1
Attack = 4
Defense = 3

Basic Stats
Move = 6
Range = 1
Attack = 5
Defense = 4

Points = 100
(Single Spaced)

Double Attack
When the Ogre Brutes attack, they may attack one additional time.

Bigger than You
When any Ogre Brute attacks a small or medium figure, you may add 2 die to your attack.

Ogre bonding
Before taking a turn with Ogre Brutes, you may first take a turn with any Ogre hero you control.

Number of Figures = 3
  • Targeting Point = Head
  • Grey Area = Weapons
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-atl3-1.xx.fbcdn.net...6f&oe=5B3188A9

Love the entire idea behind an Ogre squad.
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?

Heroscaper 101 March 19th, 2018 05:50 PM

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
  • Targeting Point = Head
  • Grey Area = Book
_________________________________________________________________
-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
  • Skull Demon: VALKRILL ATTACK AURA 1
    As a Valkrill follower with a Range of 1, Lost Tactician may benefit from the Skull Demon's VALKRILL ATTACK AURA 1 ability.
The figure used for this unit is a Abrikandilu Demon from the D&D Pathfinder Set. The name is Abrikandilu Demon Wrath of the Righteous.

https://crystal-cdn3.crystalcommerce...brikandilu.jpghttps://scontent-sjc3-1.xx.fbcdn.net...8a&oe=5BFC5153https://scontent-sjc3-1.xx.fbcdn.net...29&oe=5B4A6919

Heroscaper 101 March 20th, 2018 03:39 AM

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
  • Targeting Point = Head
  • Grey Area = Bows
The figures used for this squad are Elves from the D&D Set. The model is Bralani Dungeons of Dread #060, Cliffwalk Archer Desert of Desolation # 015, and Elf Warrior Aberations #016.

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

Leaf_It March 20th, 2018 05:40 AM

Re: Idea for Custom Units
 
Quote:

Originally Posted by Heroscaper 101 (Post 2185508)
The figure used for this unit is a Abrikandilu Demon from the D&D Pathfinder Set. The name is Abrikandilu Demon Wrath of the Righteous.

https://crystal-cdn3.crystalcommerce...brikandilu.jpghttps://scontent-sjc3-1.xx.fbcdn.net...57&oe=5B485E29

A few notes. Common Heros, since you can have multiple of them, but are not required to have multiple cards, can't have more than 1 life. You could fix this by making them Uncommon.

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.

Heroscaper 101 March 21st, 2018 12:56 AM

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
  • Targeting Point = Head
  • Grey Area = Crown & Staff
The figure used for this unit is Azaven Rise of the Runelords from the D&D Pathfinder Set.
https://crystal-cdn2.crystalcommerce...rge/azaven.jpghttps://scontent-sjc3-1.xx.fbcdn.net...83&oe=5B4BBB24

Sir Heroscape March 21st, 2018 01:35 AM

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

Astroking112 March 21st, 2018 02:34 AM

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!

Heroscaper 101 March 21st, 2018 01:58 PM

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
  • Targeting Point
  • Grey Area = Spear
-Rulings and Clarifications-
  • EVIL EYE PROTECTION & Stealth Dodge:
    Q. If Deathwalker 7000 is adjacent to Onyx and is targeted with a normal attack by a non-adjacent figure, do all shields rolled after the first count as unblockable wounds on the attacking figure?
    A. Yes.
_________________________________________________________________

-Combinations and Synergies-


Synergy Benefits Received
  • ORNAK : Red Flag of Fury
    As a Unique Hero that follows Utgar, Onyx may benefit from Ornak’s RED FLAG OF FURY activation synergy.
Synergy Benefits Offered
  • EVIL EYE PROTECTION : Small and Medium Utgar Units
    Any small or medium figure that follows Utgar and is adjacent to Onyx may benefit from his EVIL EYE PROTECTION.
The figure used for this unit is a Cyclops from the D&D Set. The name and model number is Cyclops Desert of Desolation #040.

https://crystal-cdn1.crystalcommerce...40_Cyclops.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6c&oe=5B453099

Heroscaper 101 March 21st, 2018 04:46 PM

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
  • Targeting Point = Head
  • Grey Area = Club
The figure used for this unit is a Cyclops from the D&D Set. The name and model number is Cyclops Crusher Dangerous Delves #013.
https://crystal-cdn4.crystalcommerce...ps_Crusher.jpghttps://scontent-sjc3-1.xx.fbcdn.net...da&oe=5B2FF82B

Heroscaper 101 March 21st, 2018 05:36 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figures used for this squad unit are Bulettes from the D&D Set. The name and model number are Bulette Dungeons of Dread #053, and Bulette Giants of Legend #067.
https://crystal-cdn4.crystalcommerce...53_Bulette.jpghttps://crystal-cdn3.crystalcommerce...67_Bulette.jpghttps://scontent-sjc3-1.xx.fbcdn.net...51&oe=5B43A5F7

Ericth74 March 21st, 2018 06:05 PM

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.

Heroscaper 101 March 23rd, 2018 02:37 AM

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
  • Targeting Point = Head
  • Grey Area = Weapon
-Rulings and Clarifications-

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

Heroscaper 101 March 23rd, 2018 04:39 AM

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
  • Targeting Point = Head
  • Grey Area = Bow
Bio: Heavy Bow Gruts, the archers of the Orc army, have always attended the Orc cavalry. Trained from a young age in the art of archery, Heavy Bow Gruts are fiercely loyal to their cavalry leaders and show little concern for their own safety. While Heavy Bow Gruts are not particularly good fighters or defenders, their sheer numbers and their ferocity are intimidating to the enemy, and are often very effective in protecting and preserving their cavalry commanders.


-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 Enhancement
As Orc Archers, Heavy Bow Gruts may benefit from Swog Rider’s ORC ARCHER ENHANCEMENT attack and defense bonus.

- NERAK THE GLACIAN SWOG RIDER : Orc Defensive Aura 1
As Orcs, Heavy Bow Gruts may benefit from Nerak the Glacian Swog Rider’s ORC DEFENSIVE AURA 1.
Synergy 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

Heroscaper 101 March 23rd, 2018 02:12 PM

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
  • Targeting Point = Head
  • Grey Area = Axe
-Rulings and Clarifications-

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

NecroBlade March 23rd, 2018 05:54 PM

Re: Idea for Custom Units
 
Have you tried making any cards that aren't completely broken? I don't even know where to start. :?

Heroscaper 101 March 23rd, 2018 06:12 PM

Re: Idea for Custom Units
 
Quote:

Originally Posted by NecroBlade (Post 2186336)
Have you tried making any cards that aren't completely broken? I don't even know where to start. :?

I do not have the resources to make and what army cards are broken.

NecroBlade March 23rd, 2018 06:31 PM

Re: Idea for Custom Units
 
Quote:

Originally Posted by Heroscaper 101 (Post 2186215)

Let's compare these to Arrow Gruts, the official Orc Squad that has Range and bonds with Beasts, and is already reasonably competitive.

Your Squad:
  • has 4 members instead of 3
  • bonds with Champions too
  • can bond with both a Beast and a Champion at the same time with the current wording
  • has 1 more Move
  • has 1 more Range
  • has 3 more Attack
  • has 3 more Defense

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...
  • A 4th figure is worth at least 33% more, taking us from 40 points to 55.
  • Bonding with Champions in addition to beasts is worth a few as well, call it 65 (at the very least they can tote Nerak around for +1 Defense).
  • Bonding with both Beasts and Champions at the same time is pretty hard to put a value on, but it would be A LOT. I'm going to bring them up to 115 based on this unprecedented value.
  • Another Move probably puts us at 120.
  • Another Range maybe 135 (there's a lot of stuff at 6, so out-ranging them is valuable).
  • 3 Attack is at least 60 points, especially on a ranged squad. Up to 165.
  • 3 Defense at least 40. 205.

So, yeah, completely broken at 80.

Heroscaper 101 March 23rd, 2018 08:35 PM

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
  • Targeting Point = Head
  • Grey Area = Body
The figure used for this unit is Spellstiched Hobgoblin Zombie from the Wizards of the Coast D&D Set. The name and model number is Spellstiched Hobgoblin Zombie Deathknell #043.

https://crystal-cdn4.crystalcommerce...lin_Zombie.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6e&oe=5BD2603A

Heroscaper 101 March 23rd, 2018 09:48 PM

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
  • Targeting Point = Head
  • Grey Area = Body
The figure used for this unit is Horde Zombie from the Wizards of the Coast D&D Set. The name and model number is Horde Zombie War Drums #051.
https://crystal-cdn4.crystalcommerce...rde_Zombie.jpghttps://scontent-sjc3-1.xx.fbcdn.net...04&oe=5BCC90C3

Heroscaper 101 March 23rd, 2018 09:53 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Blackroot Treant from the Wizards of the Coast D&D Set. The name and model number is Blackroot Treant Against the Giants #053.

https://crystal-cdn4.crystalcommerce...oot_Treant.jpghttps://scontent-sjc3-1.xx.fbcdn.net...8f&oe=5BDDB348

Heroscaper 101 March 23rd, 2018 10:04 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Aspect of Bahamut from the Wizards of the Coast D&D Set. The name and model number is Aspect of Bahamut War of the Dragon Queen #002.
https://crystal-cdn1.crystalcommerce...of_Bahamut.jpghttps://scontent-sjc3-1.xx.fbcdn.net...6b&oe=5BD2F015

Heroscaper 101 March 23rd, 2018 10:11 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Bronze Wyrmling from the Wizards of the Coast D&D Set. The name and model number is Bronze Wyrmling Giants of Legend #001.

https://crystal-cdn2.crystalcommerce...e_Wyrmling.jpghttps://scontent-sjc3-1.xx.fbcdn.net...ac&oe=5BCE8717

Heroscaper 101 March 23rd, 2018 10:14 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Elder Green Dragon from the Wizards of the Coast D&D Set. The name and model number is Elder Green Dragon Legendary Evils #015.

https://crystal-cdn2.crystalcommerce.../medium/15.jpghttps://scontent-sjc3-1.xx.fbcdn.net...66&oe=5BDCE395

Heroscaper 101 March 23rd, 2018 10:18 PM

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
  • Targeting Point = Head
  • Grey Area = Staff
The figure used for this unit is Dwarf Wizard from the Wizards of the Coast D&D Set. The name and model number is Dwarf Wizard Angelfire #004.
https://crystal-cdn2.crystalcommerce...arf_Wizard.jpghttps://scontent-sjc3-1.xx.fbcdn.net...04&oe=5BD30CEB

Heroscaper 101 March 23rd, 2018 10:23 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Adult Purple Dragon from the Wizards of the Coast D&D Set. The name and model number is Adult Purple Dragon Savage Encounters #02.

https://crystal-cdn4.crystalcommerce...36/large/2.jpghttps://scontent-sjc3-1.xx.fbcdn.net...e1&oe=5C143D0B

Heroscaper 101 March 23rd, 2018 10:27 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Adult Gray Dragon from the Wizards of the Coast D&D Set. The name and model number is Adult Gray Dragon Savage Encounters #01.
https://crystal-cdn2.crystalcommerce...5/medium/1.jpghttps://scontent-sjc3-1.xx.fbcdn.net...0d&oe=5BD4ADA3

Heroscaper 101 March 23rd, 2018 10:30 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Aspect of Moradin from the Wizards of the Coast D&D Set. The name and model number is Aspect of Moradin War Drums #003.

https://crystal-cdn2.crystalcommerce...of_Moradin.jpghttps://scontent-sjc3-1.xx.fbcdn.net...33&oe=5BD6172A

Heroscaper 101 March 23rd, 2018 10:34 PM

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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Large Silver Dragon from the Wizards of the Coast D&D Set. The name and model number is Large Silver Dragon Archfiends #005.
https://crystal-cdn4.crystalcommerce...ver_Dragon.jpghttps://scontent-sjc3-1.xx.fbcdn.net...d6&oe=5BFF477E

Heroscaper 101 March 23rd, 2018 10:44 PM

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)

NecroBlade March 24th, 2018 08:26 AM

Re: Idea for Custom Units
 
Quote:

Originally Posted by Heroscaper 101 (Post 2186215)

Now this is a lot more like it! Great job. In fact, given what the Heavy Gruts are to the Blade Gruts, I (and many others) have either wanted to see a unit like this in the game and/or made similar customs.

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.

flameslayer93 March 24th, 2018 08:38 AM

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.

Heroscaper 101 March 25th, 2018 04:19 PM

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
  • Targeting Point = Head
  • Grey Area = Sword
-Rulings and Clarifications-

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

Heroscaper 101 March 25th, 2018 10:06 PM

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
  • Targeting Point = Head
  • Grey Area = Axe
-Rulings and Clarifications-

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

Heroscaper 101 March 26th, 2018 03:05 AM

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
  • Targeting Point = Head
  • Grey Area = None
-Rulings and Clarifications-

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

Heroscaper 101 March 26th, 2018 12:19 PM

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
  • Targeting Point = Head
  • Grey Area = None
-Rulings and Clarifications-

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

Heroscaper 101 March 27th, 2018 12:24 AM

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
  • Targeting Point = Head
  • Grey Area = None
-Rulings and Clarifications-

- 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
  • - ACOLARH : Ullar's Amulet
    As a unit that follows Ullar, Wise Oak may benefit from Acolarh's ULLAR'S AMULET movement bonus.
  • Synergy Benefits Offered- SUMMON THE DEFENDERS OF OAK : Defenders of Oak
    The Defenders of Oak must benifit from Wise Oak's SUMMON THE DEFENDERS OF OAK placement and activation synergy.
http://otherworldminiatures.co.uk/fi...ant1paint1.jpghttps://scontent-ort2-2.xx.fbcdn.net...1d&oe=5BD26722https://scontent-sjc3-1.xx.fbcdn.net...db&oe=5B6D9886

Heroscaper 101 March 27th, 2018 01:46 AM

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
  • Targeting Point = Head
  • Grey Area = None
-Rulings and Clarifications-
  • - BEFORE "SUMMONING THE DEFENDERS OF OAK" : Placing Enhancements on the Army Card BEFORE the Defenders of Oak are Summoned
    Can I place Eldgrim's "Warrior's Swiftness Spirit," (or any other viking spirit), on the Defenders of Oak's Army Card even
    though the Defenders of Oak have not yet been Summoned?

    Yes, you can place it on any unique army card, yours or your opponents, on the battlefield, or not. This includes the
    Airborne Elite before they drop as well as the Defenders of Oak.

    - BEFORE "SUMMONING THE DEFENDERS OF OAK" : Placing Order Markers on the Army Card BEFORE the Defenders of Oak are Summoned
    Can an order marker be placed onto a card that has not been activated?
    By activated you mean placed on the board right? The answer is yes, you can place an order marker on a figure that is not
    on the board, either because they are destroyed, or not called yet. HOWEVER. You do not get to use any of the special
    powers on that Army Card if the order marker is turned over and they are not on the board.
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Recieved
  • - Wise Oak : Summoning of the Defenders of Oak The Defenders of Oak must be summoned by Wise Oak before they can be used.
  • - ACOLARH : Ullar’s Amulet As a unit that follows Ullar, Defenders of Oak may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
https://encrypted-tbn0.gstatic.com/i...Ef4Ohev1fz4DeQhttps://encrypted-tbn0.gstatic.com/i...Ef4Ohev1fz4DeQhttps://encrypted-tbn0.gstatic.com/i...Ef4Ohev1fz4DeQhttps://scontent-lax3-2.xx.fbcdn.net...2f&oe=5B5E361B

AMIS March 28th, 2018 07:37 AM

Re: Idea for Custom Units
 
Cool figures. Where are they from?

Heroscaper 101 March 29th, 2018 03:24 PM

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
  • Targeting Point = Head
  • Grey Area = None
-Rulings and Clarifications-
Rock Sweep Special Attack: Who is affected?
Q: Which figures are affected by Ironbark Protector’s Rock Sweep Special Attack?
A: Besides the figure chosen for the attack, only figures that are adjacent to both Ironbark Protector and that chosen figure are also affected and have to roll defense dice. Figures that are adjacent to only Ironbark Protector or only the chosen figure are not affected.

Knockback 15: Clear path
Q: If I roll successfully for Knockback 15, does there have to be a clear path to the space I want to put the defending figure?
A: Ironbark Protector only has to be able to see the figure (within 5 clear sight spaces) to place it there. Other figures or obstacles do not prevent placement, but remember that the chosen space cannot be a higher level than the defending figure's original space.were standing on the first level, he would need to toss someone up above level 11 (or on the top of level 11) in order to negate any throwing damage.

-Combinations and Synergies-

Synergy Benefits Received
  • - ACOLARH : Ullar's Amulet
    As a unit that follows Ullar, Wise Oak may benefit from Acolarh's ULLAR'S AMULET movement bonus.
https://wizkids.com/wp-content/uploads/2015/10/45.jpghttps://scontent-sjc3-1.xx.fbcdn.net...22&oe=5B2FE249

Heroscaper 101 March 29th, 2018 03:54 PM

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
  • Targeting Point = Head
  • Grey Area = None
-Rulings and Clarifications-

  • - THROW 15 : Throwing Damage vs. Falling Damage
    Are figures that are thrown subject to Falling damage?
    No, throwing damage includes falling damage. You do not have to roll for falling damage separately.

    - THROW 15 : Affects of Terrain
    Do Slippery Ice or Heavy Snow tiles limit the distance you can throw a figure?
    No. Just count each space as one space.

    - THROW 15 : Throwing Above “the Height of Ancient Forest Golem”
    What does “the height of Ancient Forest Golem” mean?
    The "height of Ancient Forest Golem" is the level Ancient Forest Golem is on, plus his height of 10. For example, if Ancient Forest Golem were standing on the first level, he would need to toss someone up above level 11 (or on the top of level 11) in order to negate any throwing damage.

    - THROW 15 : “Non-Flying” Figures
    Ancient Forest Golem can only throw “non-flying” figures. If the wind glyph is in play and activated, or if Morsbane has negated the figure’s special powers, and figure cannot fly, are they considered “non-flying” figures and can Ancient Forest Golem throw them?
    Yes on both counts. Flying figures are considered non-flying once the wind glyph is activated. When Morsbane negates a figure’s flying ability, they are also considered “non-flying.”
-Combinations and Synergies-

Synergy Benefits Received
  • - ACOLARH : Ullar's Amulet
    As a unit that follows Ullar, Wise Oak may benefit from Acolarh's ULLAR'S AMULET movement bonus.
http://www.shaintar.com/sites/defaul...1b-300x299.jpghttps://scontent-sjc3-1.xx.fbcdn.net...7c&oe=5B3BDB50

Heroscaper 101 March 31st, 2018 03:44 AM

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
  • Targeting Point = Head
  • Grey Area = None
_________________________________________________________________


-Rulings and Clarifications-
- THORNS : Who is affected by thorns
Does Thorns work against other characters that have Thorns?
Yes, the only time the Forest Golem's Thorns is negated is against other Constructs and Treants that follow Ullar. All other figures that have thorns
can still be affected by it unless otherwise stated on their card.
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
- ACOLARH : Ullar's Amulet
As a unit that follows Ullar, Forest Golem may benefit from Acolarh's ULLAR'S AMULET movement bonus.
Synergy 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

Dr.Goomonkey April 2nd, 2018 03:20 PM

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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