Leaf_It's customs.
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Welcome to my customs thread.
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Designs intended for the SoV
Spoiler Alert!
Maltis Tez (AQUILLA) Unique
Status: Passed by the SoV
Spoiler Alert!
Name: Maltis Tez
General: Aquilla
Species: Hybrid
Uniqueness: Unique Hero
Class: Scout
Personality: Fearless
Size: Medium 5
Life: 3
Move: 7
Range: 1
Attack: 2
Defense: 3
Points: 35
STRATEGIC REPOSITIONING
After attacking an opponent's figure with Maltis Tez, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher, or lower. Maltis Tez never takes leaving engagement attacks while using Combat Positioning.
FIRST ASSAULT 2
When attacking with Maltis Tez, if the defending figure was not adjacent to Maltis Tez at the start of this turn, roll 2 additional attack dice.
Synergy with: Teeth of the Makwa, Venac Worlord, Brave Arrow, Van Nessing, Seleena, Werewolf Lord.
The figure used is Angelfire #22 Longstrider Ranger, or Angelfire Longstrider Ranger (Promo # DDC24). Both figures are the same sculpt.
Specters of Aldorn (VYDAR) Common
Status: Passed by the SoV
Spoiler Alert!
NAME = SPECTERS OF ALDORN
GENERAL = VYDAR
PLANET = ARCTORUS
SPECIES = UNDEAD
UNIQUENESS = COMMON SQUAD
CLASS = SPECTERS
PERSONALITY = TERRIFYING
SIZE/HEIGHT = MEDIUM 4
1 LIFE (4 FIGURES)
6 MOVE
1 RANGE
2 ATTACK
3 DEFENSE
60 POINTS
Phantom Walk:
Specters of Aldorn can move through all figures and are never attacked when leaving an engagement.
Levitation:
Specters of Aldorn do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.
Deathly Touch:
When attacking with the Specters of Aldorn, any figures that a Specter of Aldorn moved through this turn, subtract 1 from their defense.
Theme/explanation: They don't have Stealth Flying because it wouldn't allow them to pass through other figures. They are Vydar because they are tricky. I also believe that some undead would relatively good people, or at least not evil, even in the afterlife, and Vydar already has undead in his army. Destructible object immunity has been removed from Deathly touch because they can't move through destructible objects.
The figures used for the Specters are from the Nolzur's Marvelous Unpainted Miniatures "Ghost & Banshee" and "Wraith & Specter" sets. Isamu is there for scale. Keep in mind that he is closer to the camera.
Dwarves
Dalmar Stonewall (AQUILLA) Unique
Status: On Hold Indefinately
Great Axes of Ironstone (AQUILLA) Common
Status: On Hold Indefinately
Spoiler Alert!
NAME = DALMAR STONEWALL
GENERAL = AQUILLA
PLANET = FAYLUND
SPECIES = DWARF
UNIQUENESS = UNIQUE
CLASS = WARRIOR
PERSONALITY = STEADFAST
SIZE/HEIGHT = SMALL 3
3 LIFE
5 MOVE
1 RANGE
3 ATTACK
5 DEFENSE
60 POINTS
Protector of Ironstone:
An opponent's figure that is engaged with Dalmar Stonewall, rolls 1 less attack dice when attacking small and medium friendly Common figures, with a normal attack.
Climb X2:
When moving up or down levels of terrain, Dalmar Stonewall may double his height.
Theme/explanation: The idea is just to get Dalmar engaged with the big bad of the opponent's team, so that your common dwarves are able to engage more safely.
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NAME = GREAT AXES OF IRONSTONE
GENERAL = AQUILLA
PLANET = FAYLUND
SPECIES = DWARVES
UNIQUENESS = UNIQUE
CLASS = WARRIORS
PERSONALITY = FEARLESS
SIZE/HEIGHT = SMALL 3
LIFE: 1 (4 FIGURES)
MOVE: 4
RANGE: 1
ATTACK: 3
DEFENSE: 3
80 POINTS
Seasoned Veterans:
When rolling Attack dice, if at least 2 skulls were rolled, add 1 skull to what ever was rolled. When rolling Defense dice, if at least 2 shields were rolled, add 1 shield to what ever was rolled.
Adrenaline Rush 2:
Before moving a Great Axe of Ironstone, if a friendly figure within 6 clear sight spaces is engaged, you may add 2 to that Great Axe of Ironstone's move.
Climb X2:
When moving up or down levels of terrain, Great Axes of Ironstone may double their height.
Theme/explanation: Tenacity is kind of like determination. These dwarves are so determined/tenacious that they are going to go against the odds, and somehow block a 4 skull attack with 3 shields sometimes, or break through that high defense hero with 6 defense, with only 2 or 3 skulls. Why? Because they're fearless, and won't back down from any challenge. Look out Hulk, a bunch of tiny dwarves that don't care how powerful you are, are coming to get you.
The figures used ... I can't remember the names, I'll look it up later. They all come in a set of 5 though. The picture is one that I took with my phone. It shows them next to all official dwarves. Look for their green bases. The one that is pointing is Dalmar.
Monk (Einar) Unique
Status: Submitted to the SoV. Currently in SoV review phase, awaiting Judgment.
Spoiler Alert!
NAME = Lee Jun
GENERAL = EINAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = STOIC
SIZE/HEIGHT = MEDIUM 5
1 LIFE
6 MOVE
1 RANGE
3 ATTACK
3 DEFENSE
60 POINTS
Bending Reed Stance:
If Lee Jun is attacked and at least 1 skull is rolled, if Lee Jun receives no wounds from the attack, place a Stance marker on this card, up to a maximum of 3. After attacking with Lee Jun, you may remove 1 Stance marker from this card, if you do, you may attack again.
Close Quarters Combat Expert:
Lee Jun rolls one additional defense die for each opponent's figure he is engaged to.
Stealth Leap 25:
Instead of his normal move, Lee Jun may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Lee Jun may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Lee Jun may not leap more than 25 levels up or down in a single leap. If Lee Jun is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks.
Drow Assassin (UTGAR) Common
Status: Submitted to the SoV. Currently in internal VC review.
Spoiler Alert!
NAME = DROW ASSASSIN
GENERAL = UTGAR
PLANET = TORIL
SPECIES = DROW
UNIQUENESS = COMMON HERO
CLASS = ASSASSSIN
PERSONALITY = TRICKY
SIZE/HEIGHT = MEDIUM 5
1 LIFE
6 MOVE
1 RANGE
4 ATTACK
2 DEFENSE
25 POINTS
Shadow Shift
Before or after moving a Drow Assassin, you may choose a small or medium friendly Drow figure within 4 spaces whose base is no more than 6 levels higher or lower than the base of the Drow Assassin. You may Switch the Drow Assassin with the chosen figure. Figures moved by Shadow Shift never take any leaving engagement attacks.
Assassinate
Once per round, after revealing an order marker on, and taking a turn with a common Drow Army Card that you control, you may take a turn with a Drow Assassin.
Hide in Darkness
If a Drow Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Assassin is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would have been inflicted by the attack.
The figure is called "Lolth's Sting - 53", and another of the same sculpt is called "Lolth's Sting 05 Promo"
I have a large quantity of these that I have stocked up on to ensure available quantities for my SoV submission.
I am selling them for $2.50 plus shipping. I live near a UPS store, FedEx store, and USPS Post Office, so you can choose your shipping company.
Send me a message if you are interested.
Ninjas
Hotaru (VALKRILL) Unique
Status: On Hold Indefinately.
Reina (AQUILLA) Unique
Status: On Hold (Ready for Playtesting)
Spoiler Alert!
NAME = HOTARU
GENERAL = VALKRILL
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = NINJA
PERSONALITY = MURDEROUS
SIZE/HEIGHT = MEDIUM 4
4 LIFE
6 MOVE
1 RANGE
3 ATTACK
2 DEFENSE
35 - 60 POINTS
Cursed Weapons:
When attacking with Hotaru, if he does not roll a skull on any attack die, place 1 wound marker on this card. If Hotaru rolls 3 or more skulls, add 1 automatic skull to whatever was rolled.
Blood Thirst:
If Hotaru attacks and successfully wounds a figure, you may remove a wound marker from this Army Card, and you may attack again with Hotaru. Hotaru may keep attacking until he does not successfully wound a figure. Hotaru may not use Blood Thirst when attacking destructible objects.
Phantom Walk:
Hotaru can move through all figures and is never attacked when leaving an engagement.
Theme/explanation: Hotaru Accepted a cursed set of weapons in exchange for power which has manipulated his mind, and caused him to become a blood thirsty monster in Human skin. The curse hurts him if he doesn't take the life of others, and will hurt him if it thinks he isn't trying, hence if he blanks his attack, he'll take damage. The upside of the curse is increased vitality when he does take a life, and increased reflexes and speed when he puts his whole self into trying to hurt something, hence why wounding a figure heals him, and why he can attack multiple times when he wounds.
Figure used is the Heroclix "Court of Owls Assassin #011", But I am looking to see if I can find another figure that looks more Valkrill-ish
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NAME = REINA
GENERAL = AQUILLA
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE
CLASS = NINJA
PERSONALITY = CONFIDENT
SIZE/HEIGHT = MEDIUM 4
3 LIFE
6 MOVE
1 RANGE
3 ATTACK
4 DEFENSE
45 - 70 POINTS
Arbalest Special Attack:
Range 7. Attack 3.
Reina may only use Arbalest Special Attack once per round.
Reposition:
If Reina is attacked and Reina successfully defends against that attack, Reina may immediately move up to 4 spaces.
Phantom Walk:
Reina can move through all figures and is never attacked when leaving an engagement.
Theme/explanation: The figure used for Reina has a crossbow on her back, and Crossbows can take a bit to reload. The once per round limit is for reload time, and to keep the point price down. Reina is smart, so she'll reposition herself in combat to try and make the most of any situation. I like the idea, and theme behind Vanish, and Disappearing ninja, but I also know how frustrating they can be, so "Reposition" felt like a good compromise, though I could probably think of a better name that sounds more ninja-y. I have the figure for her picked out, and might consider submitting her to the workshop soon.
The figure used is the Wizkids Wardlings Rogue, from the "Girl Rogue with Badger" set.
VULCANMECH STRIKER (VALKRILL) Uncommon
Status: Reworking
Spoiler Alert!
NAME = VULCANMECH STRIKER
GENERAL = VALKRILL
PLANET = ALPHA PRIME
SPECIES = SOULBORG
UNIQUENESS = UNCOMMON
CLASS = MARAUDER
PERSONALITY = SPORADIC
SIZE/HEIGHT = LARGE 7
4 LIFE
7 MOVE
5 RANGE
2 ATTACK
2 DEFENSE
70 - 100 POINTS
PRIORITY POWER SYSTEMS:
For each wound marker on this Vulcanmech Striker's card, add 1 to your defense roll. When attacking an adjacent figure, a Vulcanmech Striker adds 1 additional attack die for each remaining life point.
DOUBLE SHOT:
If you attack a non-adjacent figure, you may attack one additional time.
JUMP 15:
Instead of it's normal move, a Vulcanmech Striker may use Jump 15. Jump 15 has a move of 4. When counting spaces for Jump 15, ignore elevations. A Vulcanmech Striker may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. Vulcanmech Striker may not jump more than 15 levels up or down in a single jump. If a Vulcanmech Striker is engaged when he starts his Jump 15, he will take any leaving engagement attacks.
Theme/explanation: As the systems take damage, they reroute power to the shielding systems. While at full power with no damage, shielding is not a priority. As damage is sustained, shielding is more important, while fire power is less of a priority. The figure is a jumping mech from mech warrior. So I felt that a Jumping ability was necessary. It's melee damage comes from it's kick. It can jump quite high, and what would happen if it just kicked an opponent? Of course as it sustains damage, it's kick won't be as strong.
I have located 208 of the figure, and I haven't even checked Ebay yet.
Spiders of Lolth (UTGAR) Common
Status: On Hold Indefinately. (figure availability gone.)
Spoiler Alert!
NAME = SPIDERS OF LOLTH
GENERAL = UTGAR
PLANET = TORIL
SPECIES = ARACHNIDS
UNIQUENESS = COMMON SQUAD
CLASS = HUNTERS
PERSONALITY = WILD
SIZE/HEIGHT = SMALL 2
1 LIFE (4 figures)
7 MOVE
1 RANGE
2 ATTACK
1 DEFENSE
50 POINTS
Webbing:
All small medium or large figures adjacent to a Spider of Lolth may not leave engagement with a Spider of Lolth. Figures effected by Webbing cannot leave engagement with a Spider of Lolth due to any special power on any army card, or glyph.
Arachnid Movement Bonding:
After revealing an Order Marker on, and taking a turn with the Spiders of Lolth, if at least 2 Spiders of Lolth are engaged you may immediately move one Arachnomancer hero, or one Arachnid hero, that you control up to 5 spaces.
Climb x3:
When moving up or down levels of terrain, Spiders of Lolth may triple their height.
Theme/explanation: Ever since seeing Estivara's design, I always felt that they were going to design a squad of spiders to bond with her. It just made a lot of sense to me, and it's supported if you look into the lore surrounding the goddess Lolth in D&D, which is the goddess that most of the Drow worship. I wanted to design them to be unique from the Fyorlag, but still somewhat intimidating, while still feeling like relatively weak, and small, arachnids. They are vaguely reminiscent of the Gladiatrons, but nowhere near as annoying, as you can still move around the spider to are engaged with, and they die much easier. The figures are made of the same rubbery stuff the Xualtiaca Ants are made of, and are roughly the same size.
These use Good luck minis Spiders from Safari Ltd. Amazon link
Hellhounds (VYDAR) Common
Status: Playtesting before submission.
Spoiler Alert!
NAME = HOUNDS OF PERDITION
GENERAL = VYDAR
PLANET = ARCTORUS
SPECIES = HELLHOUNDS
UNIQUENESS = COMMON SQUAD
CLASS = HUNTERS
PERSONALITY = RELENTLESS
SIZE/HEIGHT = SMALL 3
1 LIFE (2 figures)
7 MOVE
1 RANGE
3 ATTACK
4 DEFENSE
40 - 65 POINTS
Veil of Moribund:
Hounds of Perdition that are unengaged do not have any visible hit zones when targeted by a figure that does not have any wound markers on its card.
DRAG:
If a Hound of Perdition starts its turn engaged to a Small, or Medium opponent's figure, you may choose to Drag that figure. When a Hound of Perdition uses Drag, it subtracts 3 from its move. After moving, place the chosen figure on an empty adjacent space that Hound of Perdition moved through this turn. The chosen figure cannot make any leaving engagement attacks, and will not take any leaving engagement attacks.
Climb x2:
When moving up or down levels of terrain, Hounds of Perdition may double their height.
Theme/Explanation: TBA
Here's a few pictures. They're just bit bigger than the Badru.
And potentially more to come...
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Designs for Fun:
Last edited by Leaf_It; April 7th, 2022 at 08:10 PM.
Reason: Updated various things...
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