|
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
|
Thread Tools | Search this Thread | Display Modes |
#1
|
||||
|
||||
killercactus' Customs Star Wars units - Now includes Space!
Here's the rest of my creations - please feel free to critique. A lot of the characters have ranged defensive abilities (force shield, saber deflect, etc) to promote lightsaber duels... cough... i mean, Melee fighting. If enough people show interest in these, I will create space armies that can be used for starship battles (and even combine with these...)
Darth Sidious Fights for: Empire Life: 6 Move: 3 Range: 1 Attack: 6 Defense: 4 Points: 160 Force Shield - If Darth Sidious is attacked by a normal attack from a non-adjacent enemy, one shield will block all damage Force Lightning Special Attack - Attack 4, Range 4. Darth Sidious may attack one non-Jedi Master character with 4 clear sight spaces with 4 attack dice. I Can Feel Your Anger! - Darth Sidious may roll one additional attack die if attacking a character who attacked on the opponent's last turn Darth Maul Fights For: Empire Life: 5 Move: 7 Range: 1 Attack: 2 Defense: 4 Points: 120 Lightsaber Deflect - Every time you block a hit from a normal attack from a non-adjacent figure, roll the D20. If roll >=12, that figure receives a wound. Double Bladed Lightsaber - Each Skull rolled by Darth Maul when attacking requires 2 Shields to be blocked General Veers (in Blizzard 1) Fights For: Empire Life: 1 Move: 3 Range: 7 Attack: 4 Defense: 9 Points: 150 Double Attack - When General Veers attacks, he may attack one additional time Snow Immunity - Ignore movement restrictions for heavy snow and slippery ice Target: Maximum Firepower! - Special Attack - Range: 4 - Attack: 7. After using this Special Attack, General Veers may not attack for the remainder of the round. AT-ST Walker Garrison Common Squad - 3 figures Fights For: Empire Life: 1 Move: 5 Range: 6 Attack: 3 Defense: 6 Points: 175 Double Attack - When General Veers attacks, he may attack one additional time Snow Immunity - Ignore movement restrictions for heavy snow and slippery ice Stormtroopers Common Squad - 4 figures Fights For: Empire Life: 1 Move: 5 Range: 7 Attack: 2 Defense: 5 Points: 80 Imperial Hero Bonding: Before taking a turn with the Stormtroopers, you may take a turn with any Unique Hero that fights for the Empire. Yoda Fights For: Rebellion AND Old Republic Life: 9 Move: 2 Range: 1 Attack: 0 Defense: 6 Points: 225 Force Shield - If Character is attacked by a normal attack from a non-adjacent enemy, one shield will block all damage My Ally is the Force - Yoda rolls 6 additional attack dice against a figure that has attacked him during the game, or a figure that is engaged with a friendly figure. He also receives +5 to move if he can end the move adjacent to such a figure. See Through You, We Can... - Instead of attacking with Yoda this turn, you may choose to look at all Order Markers on one opponent's Army Card. Han Solo Fights For: Rebellion Life: 4 Move: 6 Range: 7 Attack: 3 Defense: 3 Points: 100 Wookiee Bonding - Before taking a turn with Han Solo, you may take a turn with any Wookiee you control Gambler's Luck - When attacking with Han Solo, you may choose to re-roll any or all dice one time. Chewbacca Fights For: Rebellion Life: 6 Move: 4 Range: 6 Attack: 2 Defense: 4 Points: 100 Loyalty - If a friendly character is attacked within 8 clear sight spaces of Chewbacca, he may immediately move up to 5 spaces towards the friendly character. If the character is Han Solo, he may move up to 10 spaces Wookiee Arm Rip Special Attack - Special Attack: 6, Range: 1 - Chewbacca may attack an adjacent character with 6 attack dice. If he inflicts 3 or more wounds with this attack and the opposing character is not destroyed, the opposing character may no longer attack for the rest of the game. Leia Organa Fights For: Rebellion Life: 5 Move: 5 Range: 5 Attack: 2 Defense: 3 Points: 80 Rebel Inspiration - All friendly characters who fight for the Rebellion receive +1 to move and roll an additional attack and defense die. If Luke Skywalker or Han Solo are adjacent to Leia Organa, these bonuses are doubled for them. Ewoks Common Squad - 4 figures Fights For: Rebellion Life: 1 Move: 5 Range: 5 Attack: 2 Defense: 3 Points: 50 Forest Dwellers - When on a grass space or next to any tree, roll 1 additional defense die Religious - If C-3PO is a friendly figure, roll 1 additional attack die C-3PO Fights For: Rebellion Life: 1 Move: 3 Range: 1 Attack: 1 Defense: 2 Points: 20 Fluent in 6 Million Forms of Communication - Before taking a turn with C-3PO, you may take a turn with any figure you control within 8 clear sight spaces of C-3PO. If it is a squad figure, you may take a turn with up to 3 of them (4 if the Ewoks) R2-D2 Fights For: Rebellion Life: 1 Move: 5 Range: 1 Attack: 2 Defense: 4 Points - 80 Droid Bonding - Before taking a turn with R2-D2, you may take a turn with any Driod you control. Fire Extinguisher 8 - If R2-D2 or any character adjacent to him is attacked by a normal attack from a non-adjacent figure, roll the D20. If roll >=8, R2-D2 and all figures adjacent to him have no visible hit zones for the remainder of the turn, and may all move up to 4 spaces. Flying Jabba the Hutt Fights For: Hutts Life: 5 Move: 1 Range: 1 Attack: 2 Defense: 5 Points: 140 Salacious Crumb - If Jabba the Hutt wounds any adjacent figure, that figure receives an additional wound Strong Minded - Jabba the Hutt may ignore the effects of any Special Power with the word "mind" in the title Bounty Hunter Bonding - Before taking a turn with Jabba the Hutt, you make take a turn with any 2 Bounty Hunter figures you control that follow the Hutts Boba Fett Fights For: Hutts Life: 4 Move: 6 Range: 6 Attack: 3 Defense: 6 Points: 160 Bounty - Before moving, target an opponent's Unique Hero on the table. You may add 3 to your move if your move will end you next to that character. You may not declare a new Hero for this power until the declared hero is destroyed or no longer an opponent Wrist Rope - Target any adjacent figure and roll the 20 sided die. If roll >15, target may not roll defense dice if attacked by Boba Fett this turn Flying Jabba's Bounty Hunters Common Squad - 3 figures Fights For: Hutts Life: 1 Move: 5 Range: 7 Attack: 2 Defense: 3 Points: 50 Bounty - Before moving, target an opponent's Unique Hero on the table. You may add 3 to your move if your move will end you next to that character. You may not declare a new Hero for this power until the declared hero is destroyed or no longer an opponent Greedo Fights For: Hutts Life: 3 Move: 5 Range: 6 Attack: 2 Defense:3 Points: 40 Bounty - Before moving, target an opponent's Unique Hero on the table. You may add 3 to your move if your move will end you next to that character. You may not declare a new Hero for this power until the declared hero is destroyed or no longer an opponent Point Blank Special Attack - Greedo may attack an adjacent figure with 7 attack dice. The defending figure rolls an additional 5 defense dice. Viceroy Gunray Fights For: Trade Federation Life: 5 Move: 5 Range: 1 Attack: 1 Defense: 3 Points: 75 Battle Droid Bonding - Before taking a turn with Viceroy Gunray, you may take a turn with any 2 Battle Driods you control that follow the Trade Federation Battle Droid Enhancement - All Battle Droids you control receive one additional Defense die and +1 to their move. Count Dooku Fights For: Trade Federation AND Empire Life: 5 Move: 5 Range: 1 Attack: 5 Defense: 4 Points: 145 Force Shield - If Count Dooku is attacked by a normal attack from a non-adjacent enemy, one shield will block all damage Force Lightning Special Attack - Attack 4, Range 4. Count Dooku may attack one non-Jedi Master character with 4 clear sight spaces with 4 attack dice. Droid Soldiers Common Squad - 4 figures Fights For: Trade Federation Life: 1 Move: 5 Range: 6 Attack: 2 Defense: 1 Points: 65 Battle Programming - Whenever you take a turn with the Driod Soldiers, you may move all Droid Soldiers you control Droid Destroyers Common Squad - 2 figures Fights For: Trade Federation Life: 1 Move: 6 Range: 6 Attack: 3 Defense: 2 Points: 100 Force Field - When defending an attack from a non-adjacent figure, roll an additional 3 defense dice Rapid Fire Special Attack - Range 6, Attack 3, may keep firing as long as they inflict a wound (same as DW 8000) Jango Fett Fights For: Trade Federation Life:4 Move: 6 Range: 6 Attack: 2 Defense: 6 Points: 150 Bounty - Before moving, target an opponent's Unique Hero on the table. You may add 3 to your move if your move will end you next to that character. You may not declare a new Hero for this power until the declared hero is destroyed or no longer an opponent Deadly Shot - Skulls count as 2 (same as Omnicrons) Flying Clone Troopers Common Squad - 3 figures Fights For: Empire OR Old Republic Life: 1 Move: 4 Range: 6 Attack: 1 Defense: 4 Points: 120 Double Allegiance - Before the game begins, choose whether the clone troopers fight for the Empire or the Old Republic. Deadly Shot - Skulls count as 2 (same as Omnicrons) Superior Bonding - Before taking a turn with the Clone Troopers, you may take a turn with any Hero that fights for the same government as the Clone Troopers Mace Windu Fights For: Old Republic Life: 6 Move: 5 Range: 1 Attack: 7 Defense: 4 Points: 185 Lightsaber Deflect - Every time you block a hit from a normal attack from a non-adjacent figure, roll the D20. If roll >=10, that figure receives a wound. Anakin Skywalker Fights For: Old Republic Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 100 Double Attack - When Anakin Skywalker attacks, he may attack one additional time. Lightsaber Deflect - Every time you block a hit from a normal attack from a non-adjacent figure, roll the D20. If roll >=12, that figure receives a wound. Turn to the Dark Side - If there is a Sith Lord within 4 clear sight spaces of Anakin at the beginning of a round, roll the D20. If roll>=19 (>=13 if Darth Sidious is the Sith Lord), immediately replace Anakin's figure and army card with Darth Vader's figure and army card, and Anakin now fights for that Sith Lord's army as Darth Vader. Obi-Wan Kenobi Fights For: Old Republic Life: 7 Move: 5 Range: 1 Attack: 5 Defense: 4 Points: 150 Lightsaber Deflect - Every time you block a hit from a normal attack from a non-adjacent figure, roll the D20. If roll >=12, that figure receives a wound. A Bold One - If Obi-Wan Kenobi is engaged with more than one figure, he may roll an additional defense die. Jedi Mind Trick - After moving and before attacking, target one Squad figure within 4 clear sight spaces of Obi-Wan. Roll the D-20. If roll >=8, move that figure up to 5 spaces. Target will take any damage dealt from leaving an engagement. ========= Here are some more Star Wars units, one for each faction: Lando Calrissian Fights For: Rebellion OR Empire Life: 5 Move: 5 Range: 6 Attack: 3 Defense: 3 Points: 80 I Had No Choice - Choose at the beginning of the game whether Lando fights for the Rebellion or the Empire Old Smoothie - All female figures friendly to Lando roll one additional attack and defense die. Grand Moff Tarkin Fights For: Empire Life: 5 Move: 5 Range: 6 Attack: 3 Defense: 4 Points: 100 Darth Vader Bonding - Before taking a turn with Tarkin, you may take a turn with Darth Vader. Imperial Trooper Enhancement - All friendly Troopers that fight for the Empire may move one additional space. Padme Amidala Fights For: Old Republic Life: 4 Move: 5 Range: 6 Attack: 2 Defense: 3 Points: 70 Secret Marraige - If Anakin Skywalker is on the board, you may add or subtract 3 from his Turn to the Dark Side D20 roll. Also, if Anakin is attacking a figure engaged with Padme, he rolls 4 additional attack dice. Decoys - Begin the game with a decoy marker on Padme. When Padme is destroyed, if you have a decoy marker on Padme, roll the D20. If roll >=7, the destroyed figure was a decoy; place Padme's figure anywhere in your Starting Area and remove the decoy marker and all wound markers from her Army card. General Greivous Fights For: Seperatists Life: 1 Move: 6 Range: 1 Attack: 3 Defense: 8 Points: 150 Your Lightsabers Will Make a Fine Addition to My Collection - When General Greivous attacks, he may attack 3 additional times. The following units are for space battle. In the Star Wars game, there would be seperate tiles that would represent an outer space battle. There would be Star Systems (sort of like castles or trees stand on the board in Heroscape) that the ships could land on or shuttle to, so you could have a land and space battle going on at the same time. Most of the units I've already made are pilots (it would say so on their army card) like Luke, Han, etc, and could be used in the space battles to fly ships and also use their special powers. As a general rule, each starfigher may add 1 pilot and one astro droid, and each capital starship may add 3 of each. If either a pilot or droid is not added, they may still be used, just without any bonuses. In a game with a space and a land battle, their ship could land and let them out to fight with their army on that system. Each player would have 2 sets of order markers - one for land and one for space. The starships would have no effect on land except to pick up a pilot and take off into space. You will notice the starships points are much higher - that is so you can draft land units as pilots and not take too many points away from your space army, since they dont get to attack or roll defense dice on their own in space. X-Wing Squadron Common Squad Fights For: Rebellion - 3 Starfighters Life: 1 Move: 6 Range: 3 Attack: 3 Defense: 4 Points: 350 Lock S-Foils in Attack Position - If no ships in the X-Wing Squadron moved this turn, each figure rolls one additional dice when attacking. Red 5 Unique X-Wing Fights For: Rebellion Life: 5 Move: 6 Range: 3 Attack: 3 Defense: 5 Points: 400 Lock S-Foils in Attack Position - If Red 5 did not move this turn, you may roll one additional attack die. Luke's Fighter at Yavin - If Luke Skywalker is piloting, roll one additional attack and defense die. If R2-D2 is aboard, add 2 to Move and Range. Star Destroyer Fleet Common Squad - 3 Capital Ships Fights For: Empire Life: 1 Move: 3 Range: 6 Attack: 4 Defense: 7 Points: 650 Tractor Beam - After moving and before attacking, you may target one starfighter and roll the D20. If roll = 20, take control of the starfighter figure and its Army card. You now control that figure. If the figure was part of a squad, the opponent still controls the other figures (multiple Army cards are needed). Executor Unique Capital Starship Fights For: Empire Life: 3 Move: 2 Range: 6 Attack: 5 Defense: 8 Points: 900 Tractor Beam - After moving and before attacking, you may target one starfighter and roll the D20. If roll = 20, take control of the starfighter figure and its Army card. You now control that figure. If the figure was part of a squad, the opponent still controls the other figures (multiple Army cards are needed). Imperial Flagship - You may add up to 10 pilots and 10 Astromech droids to the Executor. Death Star Unique Planet - Space Station Fights For: Empire Life: 1 Move: 1 Range: 8 Attack: 7 Defense: 12 Points: 1000 Battle Station Armor - The Death Star may only be attacked by adjacent Starfighters. Roll 1 less defense die for every starfighter adjacent to the Death Star. Superlaser - The Death Star may only attack capital starships. Commence Primary Ignition - This special power may not be used if the Death Star moved or attacked in this round. Target one star system adjacent to the Death Star. When this power is used, immediately end your turn and remove all Order Markers from all of your Space units. During the next round, you may not place any order markers. At the end of the next round, the targeted star system is blown away. All land hex tiles and figures on them are considered destroyed. Hoth Unique Planet - Star System Inhabited by: Rebellion Ice Planet - Land tiles related to the Hoth system may only be Heavy Snow or ice tiles. All units that fight for the Rebellion may ignore snow and ice movement restrictions. Echo Base Unique Land Station Inhabited by: Rebellion Life: 1 Move: 0 Range: 0 Attack: 0 Defense: 10 Energy Shield - Opponent's forces may not start, land in or take off from within 30 spaces of the Echo Base. All Rebels within 8 clear LOS spaces of Echo Base roll one additional defense die. Ion Cannon Special Attack - Target one Starship adjacent to the Hoth System. Roll the D20. If the ship is a starfighter and roll >=18, target may not roll attack or defense dice this round. If the ship is a capital starship and roll >=8, target may not roll attack or defense dice this round. These are some of my ideas - I will post more later. _________________ Killer Cactus, The Master of the Unobvious Deadeye Dan > Krav Maga Agents Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#3
|
|||
|
|||
these are great, how long did this take you to type out
|
#4
|
||||
|
||||
My apologies for the double thread, after typing all of that i realized i clicked New Post instead of Reply.... i thought about cutting and pasting but it was a lot of info, and i didnt want to re-type it......
It actually didnt take that long, i have all of it already saved somewhere on my PC, so i just copied most of it over (accountant's tend to use spreadsheets for everything). Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#5
|
||||
|
||||
For convenience - here are the units from my first thread:
Luke Skywalker Fights For: Rebellion Points: 120 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 4 Lightsaber Deflect - Every time you block a hit from a normal attack from a non-adjacent figure, roll the D20. If roll >=12, that figure receives a wound. Jedi Mind Trick - After moving and before attacking, target one Squad figure within 4 clear sight spaces of luke. Roll the D-20. If roll >=8, move that figure up to 5 spaces. Target will take any damage dealt from leaving an engagement. I am a Jedi - If an opponent uses any special attack / power with "Anger", "Fear", or "Aggressive/Aggression" in the title within 4 clear sight spaces of Luke, you may cancel it. Darth Vader Fights for: Empire Life: 4 Move: 5 Range: 1 Attack: 5 Defense: 5 Points: 180 Force Shield - If Darth Vader is attacked by a normal attack from a non-adjacent enemy, one shield will block all damage Force Choke Special Attack- Target one Small or Medium character within 3 clear line-of-sight spaces from Darth Vader. Roll the D-20. Squad figure destroyed if roll >=10. Hero destroyed if roll >=19. Release Your Anger - Darth Vader gets 1 additional attack die for every wound marker on his Army Card. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#6
|
||||
|
||||
Re: killercactus' Customs thread Star Wars units
Quote:
When being attacked by a figure within 2 spaces of Han you may attack with 3 dice before defending. ...and then he used his fight money to buy two of every animal, and then he herded them all onto a boat and then he beat the crap out every single one. |
#7
|
||||
|
||||
I've been thinking about changing Han slightly anyway, so what the heck... Actually, the Nakita Agents already have an ability very similar to that with their Engagement Strike, so I will take off of that. Although, I'm not gonna call it "Han Shot First" and stick with movie quotes for names of powers.
Han Solo Fights For: Rebellion Life: 4 Move: 6 Range: 7 Attack: 3 Defense: 3 Points: 120 Wookiee Bonding - Before taking a turn with Han Solo, you may take a turn with any Wookiee you control Never Tell Me The Odds - When attacking with Han Solo, all Blanks rolled count as Skulls. Sorry About the Mess... - Whenever a figure moves into an engagement with Han Solo, roll the D20. If roll >=14 (7 if figure is Greedo), that figure receives a wound. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#9
|
|||
|
|||
NIce customs Killercatus!
do you take any requests? if so I"d like an IG-88 card. FINISH HIM! |
#10
|
||||
|
||||
Requests are more than welcome - in fact they're encouraged. I see IG-88 very similar to Q9, but I at least made him killable here. If I was considering him only with the Star Wars characters, he would be cheaper, since so many of them have range protection.
As for Han, I forgot about the new dice (i'm still a n00b), but i could tweak NTMTO to fit with the new dice. IG-88 Fights For: No One Life: 4 Move: 5 Range: 7 Attack: 4 Defense: 5 Points: 170 Bounty - Before moving, target an opponent's Unique Hero on the table. You may add 3 to your move if your move will end you next to that character. You may not declare a new Hero for this power until the declared hero is destroyed or no longer an opponent Rapid Fire Special Attack - Range 4, Attack 4 - may keep firing as long as he inflicts a wound. Any more requests? We can even go into other movies if you like... Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#11
|
||||
|
||||
Bridges of Madison county. Please!!!!
...and then he used his fight money to buy two of every animal, and then he herded them all onto a boat and then he beat the crap out every single one. |
#12
|
||||
|
||||
These are really cool. You should do The Reek, Acklay and Nexu. They would be awesome.
Dan's Mom: "Why you persist in acting like a fifteen year old is beyond me." Dan: "I'm filled with reckless desire." |
|
|