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Old December 13th, 2011, 02:38 AM
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Dysole Dysole is offline
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Join Date: March 17, 2008
Location: Oregon Eugeneish area
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Advice

Okay first off you need to tighten up the wording and make it clear which power is activated when.

Rewordings I recommend:

Rebirth
When Phoenix would receive enough wounds to be destroyed do not remove the Phoenix figure from the board. Phoenix may no longer move or attack and rolls two fewer defense dice until the end of the round. If Phoenix receives at least one wound before the end of the round, destroy Phoenix. Otherwise remove all wound markers from Phoenix.

Animal War Training

When Knights of Lordaeron are attacked by a nonadjacent figure and at least one skull is rolled, roll the 20 sided die. On a roll of 14 or higher ignore all wound, ignore all damage.

Flame Strike Special Attack
Range 4 Attack 5
Choose a figure to be attacked. Choose any three figures adjacent to that figure to also be attacked. Roll attack dice once for all figures. Figures roll defense dice separately.

Banish
Instead of attacking choose any figure within 3 clear sight spaces of Kael'thas. The figure can not attack or be the target of an attack until you reveal your next order marker. Kael'thas can target himself with this power.

Phoenix Summoning
Instead of attacking, roll a 20-sided die. On a roll of 15 or higher you may place any previously destroyed Phoenix within 3 clear sight spaces of Kael'thas.

Heal
Before attacking roll a 20-sided die. On a roll of 10 or higher you may remove a wound marker from High Elf Priest.

(FYI you can't heal two wounds on a 2 life figure)

Inner Fire
Friendly figures within two clear sight spaces of High Elf Priest add 2 to their attack value and one to their defense value.

Dispel Magic
Any friendly figure within three clear sight spaces of High Elf Priest is not subject to any effects that negate special powers on its card. Any enemy figures within three clear sight spaces of High Elf Priest can not gain bonuses from any other figure.

Blizzard Special Attack
Range 4 Attack 4
Choose a figure to attack. All figures adjacent to that figure are affected by Blizzard Special Attack. Roll attack dice once for all figures. Figures roll defense dice separately.

Summon Water Elemental
Instead of attacking, you may roll a 20 sided die. On a roll of 11 or higher, place a previously destroyed Water Elemental within three clear sight spaces of Jaina Proudmoore. You may immediately take a turn with any Water Elementals you summon. Everytime you use Summon Water Elemental you can use Summon Water Elemental two additional times.

Mass Teleport
Instead of moving, you may roll a 20-sided die. On a roll of 19 or greater, you may choose any empty space that is on the same level and within 10 spaces of Jaina Proudmoore. Place Jaina Proudmoore on this space. Any figures that were adjacent to Jaina Proudmoore before she teleported may be placed on adjacent empty spaces. Any teleported figures that were engaged, they do not take any leaving engagement attacks.

Holy Light
After moving and before attacking, choose a figure within 4 spaces of Arthas. Roll the 20-sided die. On a roll of 1-9 nothing happens. On a roll of 10-14, if the figure is friendly and not undead you may remove one wound marker from the figure's card. If the figure is undead it takes one wound. On a roll of 15 or higher, if the figure is friendly and not undead you may remove two wound markers from the figure's card. If the figure is undead it takes two wounds. Holy Light does not affect Arthas.

Devotion Aura
Friendly Units adjacent to Arthas add to their defense value.

Divine Shield
Once every two rounds Arthas may use Divine Shield after attacking. Arthas can not be the target of an attack until you reveal your next order marker.

Resurrection
At the end of the round you may roll the 20 sided die. On a roll of 19 or higher, you may place 3 previously destroyed common squad figures that you control within three clear sight space of Arthas. The chosen squad figures can not be undead.

Defend
Before moving you can choose to activate Defend. When Defend is active remove two from the move value and add two to the defense value of all Knights of Lordaeron you control until you reveal your next order marker.

Dwarf Hero Bonding
Before taking a turn with the Dwarven Riflemen you may take a turn with any Dwarf Hero you control.

Long Rifles
When a Dwarven Rifleman attacks a nonadjacent figure add one to the range and attack values of the Dwarven Riflemen.

Storm Bolt
Just change to 12 or higher

Thunder Clap
Range 1 Attack 5
All figures adjacent to Muradin Bronzebeard are affected by Thunder Clap. Roll attack dice once for all figures. Figures roll defense dice separately.

Bash
Before Muradin Bronzebeard attacks normally roll a 20 sided die. On a roll of 15 or higher each skull rolled counts for an additional skull.

Avatar
Once every two rounds, Muradin Bronzebeard may use the Avatar special power until the round is over. Add 2 to Muradin Bronzebeard's attack value and 1 to his defense value. Muradin Bronzebeard is considered a Large 6 figure when Avatar is active. If Muradin Bronzebeard takes a wound while in Avatar form he may ignore the first wound he takes.

Coil of Death
Nearly identical wording to Holy Light.

Death Pact
When Arthas has only 2 life remaining you may destroy a friendly figure adjacent to Arthas and remove all wound markers from Arthas. This ability may be used once per game.

Unholy Aura
Any friendly unit that begins its turn within three spaces of Arthas may add 2 to its move value.

Animate Dead
At the end of the round you may roll the 20 sided die. On a roll of 11 or higher you may place any two common squad figures that were destroyed in the previous round adjacent to Arthas. Figures affected by Animate Dead are destroyed the turn after you reveal your next order marker.

At the moment I would say that the only major issues I see is that I think Kael'thas and Muradin are underpriced and the Knights of Lordaeron make the Knights of Weston (a very good unit already) practically obsolete since they have identical stats a much better additional power and the ability to bond with any human hero as opposed to human champion. I'd either up their cost or change the human hero requirement. If I have more thoughts I'll give them.

~Dysole, wandering in the custom forums for the first time in a while.
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