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Old February 19th, 2007, 11:28 PM
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killercactus killercactus is offline
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killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death!
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

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  #2  
Old February 19th, 2007, 11:34 PM
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ChaosChild ChaosChild is offline
 
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Please keep your customs in one thread. It makes them easier to find.

Kumiko is not impressed with your sculpt, either.
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  #3  
Old February 19th, 2007, 11:35 PM
paintu2 paintu2 is offline
 
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these are great, how long did this take you to type out
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  #4  
Old February 20th, 2007, 07:10 AM
killercactus's Avatar
killercactus killercactus is offline
The Guy That Thinks Runa is Good (and has actually won games with her)
 
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killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death!
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).

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  #5  
Old February 20th, 2007, 07:22 AM
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killercactus killercactus is offline
The Guy That Thinks Runa is Good (and has actually won games with her)
 
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killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death!
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.

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  #6  
Old February 20th, 2007, 08:52 PM
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MechaBeast MechaBeast is offline
 
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Re: killercactus' Customs thread Star Wars units

Quote:
Originally Posted by killercactus
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.
I'd like to see Han get "Han shot first"

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.


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Old February 21st, 2007, 06:47 AM
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killercactus killercactus is offline
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killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death!
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.

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Old February 21st, 2007, 05:13 PM
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Fuzzie Fuzz Fuzzie Fuzz is offline
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The problem with Han is that "never tell me the odds" only works with the 2nd edition dice.
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Old February 21st, 2007, 06:26 PM
deadeyedan42 deadeyedan42 is offline
 
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NIce customs Killercatus!

do you take any requests? if so I"d like an IG-88 card.

FINISH HIM!
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Old February 22nd, 2007, 02:47 AM
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killercactus killercactus is offline
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killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death! killercactus is hot lava death!
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...

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Old February 22nd, 2007, 11:57 AM
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MechaBeast is surprisingly tart
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.


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  #12  
Old February 22nd, 2007, 01:21 PM
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Taelord Taelord is offline
ToysRUs Kid
 
Join Date: May 15, 2006
Location: MI - Three rivers
Posts: 4,310
Taelord knows what's in an order marker Taelord knows what's in an order marker
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."
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