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-   -   Talyn's Custom Units - Feedback appreciated! (https://www.heroscapers.com/community/showthread.php?t=13921)

Talyn November 10th, 2007 04:40 PM

Talyn's Custom Units - Feedback appreciated!
 
UPDATED to general customs thread:
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Mizuchi Serpent:


Ungoli Spinners:


Srillu Bog Vermin:


Govuru Scorpion:
Spoiler Alert!


Captain Horvath:
Spoiler Alert!


Older Customs

Mooseman November 10th, 2007 05:22 PM

7 move flying and 7 attack at long range for only 120 points? :shock:

Talyn November 10th, 2007 05:38 PM

what do you think it should be then? Im only good at doing the graphics and the figure, not the math :p

STAROCEAN980 November 10th, 2007 05:47 PM

I'd say 160-195 points for him. He has low life but those stats and specials waaayyyy more than make up for it.

Talyn November 10th, 2007 05:56 PM

what about making it so he cant attack if he uses Thruster Jump? Or making it so he cant use the special attack if he does..

ThrasherDarkrai November 10th, 2007 05:58 PM

Arm Cannon IS completely overpowered. He can basically run and gun forever and ever. Reduce the attack to 5.

STAROCEAN980 November 10th, 2007 06:02 PM

Quote:

Originally Posted by Bloody the Marro Stinger
Arm Cannon IS completely overpowered. He can basically run and gun forever and ever. Reduce the attack to 5.

And thruster movement to 6.
After this he could be priced at about 135.

ThrasherDarkrai November 10th, 2007 06:08 PM

Quote:

Originally Posted by STAROCEAN980
Quote:

Originally Posted by Bloody the Marro Stinger
Arm Cannon IS completely overpowered. He can basically run and gun forever and ever. Reduce the attack to 5.

And thruster movement to 6.
After this he could be priced at about 135.

Not really. With those, he could be about 160. Reduce Arm Cannon to 5, Thruster Jump to 6, and Defense to 5 to make him worth 130-150.

Talyn November 10th, 2007 06:41 PM

Updated, also added an attack limitation to the Thruster Jump.

Mooseman November 10th, 2007 06:47 PM

Quote:

Originally Posted by Talyn
Updated, also added an attack limitation to the Thruster Jump.

Move 6. Attack 3.

That doesn't really make any sense. Word it like Hulk's super leap: Hulk rolls 3 less attack die on any turn he chooses to Super Leap."

"Horvath rolls 2 less attack dice on any turn he chooses to Thruster Jump"

Talyn November 10th, 2007 07:38 PM

Do you think that theres needs to be a condition that the thruster jump doesnt get used with arm cannon? I can just see how it may get confusing since thruster jump is an ability, not a special attack....maybe the attack rules should be taken out of it.

Mooseman November 10th, 2007 08:09 PM

Thruster Jump

Instead of normal movement, Captain Horvath may Thruster Jump. Thruster Jump has a move of 6. When counting spaces for Thruster Jump, ignore elevations. Captain Horvath may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. Captain Horvath may not Thruster Jump more than 40 levels up or down in a single jump. If Captain Horvath is engaged when he starts to Thruster Jump, he will take any leaving engagement attacks.

The "Captain Horvath may not attack with Arm Cannon Special Attack the same turn he Thruster Jumped." should be added to the end of Arm Cannon SA.


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