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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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Jexik's Idea Mill (ROTV Revamp p. 8 & Ninja p.9)
HEROSCAPE and all related characters are trademarks of Hasbro. © 2006 Hasbro. All Rights Reserved.
I accidentally copied over this post. I'll try to recreate it. Hey guys, I stink at making cards because my computer is 7 years old. There should be Dreadguls already, amirite? Dreadguls (I based their strength and points on the Romans and Greeks. Despite the fact that the Tarn are Unique, I felt that making these guys common would help reflect their superior numbers.) Human Common Squad (4) Warriors Wild Medium 5 (Could change depending on models) Move 4 Range 1 Attack 3 Defense 2 50 points Berserker Charge After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, any figures that have already moved this turn may move again. Wild Warlord Berserker Charge Bonding Before taking a turn with Dreadguls, you may first take a turn with any Wild Warlord that you control. That Warlord also gains the Berserker Charge ability. Ulrick (I wanted to make this guy somewhat of a mix between Valguard, Parmenio, Marcus, and the Venoc Warlord for a different sort of army.) Human Unique Hero Warlord Wild Medium 5 Life 6 Move 5 Range 1 Attack 4 Defense 3 115 points Wild Influence At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is wild, regardless of what is listed on the card. Wild Luck Enhancement All Wild units you control may add one to any twenty sided die rolls. Ulrick's Battle Cry After taking a turn with Ulrick, you may roll 6 Einar Valkyrie dice. Move up to 4 Warrior figures you control up to 2 times X spaces. X equals the number of Einar symbols rolled. Any Warriors moved with Ulrick's Battle Cry must be within 6 clear sight spaces of Ulrick prior to their movement. [or instead of UBC, go with Warrior Leadership- all Warriors you control move 1 additional space] Last edited by Jexik; February 25th, 2010 at 02:54 PM. Reason: HELP?! (also slight edits to Ulrick and Dreadguls) 11-9 |
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Re: Jex' Cardless Customs (thinking phase)- Dreadguls and Ul
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http://www.heroscapers.com/community...ead.php?t=8622 OR http://www.heroscapers.com/community...=asc&start=195 Now on to that father of Valguard. I think he is a nice addition, but think he costs a liitle too much. His stats are comperable to Valguard, less than VWarlord and close to Decimus. i'd say keep him close to their points somewhere between 110 and 120. C3V Current Broadcast 4/29/2015 C3V Testimonial from " Easily the best quality classic customs I have ever seen" MY MINIATURE COLLECTION -- NEW VALHALLA |
#3
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Ah, that first one is the one I had seen before. Jonathan's fit in perfectly with Valguard aesthetically, but they were a bit stronger than I imagined. I really like justjohn's, he even thought of the whole 'Wild Warlord Bonding' idea more than a year before I did!
One simple fix for Ulrick could be to keep his cost the same and give him 6 lives. I had originally planned to do that, but balked at the last minute. Here is a basic template for how I see Ulrick being used in a 500 point army: Ulrick 130 Venoc Warlord/Valguard+Isamu 250 Me-Burq-Sa 300 And then some combination of Tarn Viking Warriors, Dreadguls, and Marro Warriors for the last 200 Edit: Keep in mind that part of why I think Ulrick's cost should be high is that he makes the Marro Warriors (who are already wild) an extremely dangerous squad. As written, they'd benefit not only from Ulrick's bonus to die rolls for their clone ability, but also to their movement and potentially their attack if they are adjacent to Ulrick. Making the Krav Maga Agents, Syvarris, or the upcoming Zetacron wild and thus more offensive is also a scary thought. I sort of like synergies that break theme though, which is why I've always been a huge fan of the Roman Legion. Giving Warriors of Ashra and Raelin, Saylind, Runa, or Concan more movement also seems potentially fun. The Tarn Viking Warriors would also obviously receive a nice boost. |
#4
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Nice ideas Jexik.
Since I just finished my viking additions, their enemies would be great customs to add to the draft. (Have a game day coming this Tuesday!) I'm not sure about the Dreadguls Wild Warlord Bonding also giving the warlord the Berserker Charge ability. That seems a bit much to me. It also doesnt sound right inside the Bonding ability. Bonding usually just means to take a free turn, not transpose special abilities from the common squad to the unique hero. Venoc Warlord with Berserker Charge(+1) would be very dangerous. I'm not sure 50 points is right if you want to keep it. Ulrick seems good too, although I would also get rid of the +1 to D20 rolls in the Leadership ability. Its very powerful, and Leadership abilities usually only translate to +1 Movement. But keep the Wild Attack Enhancement for sure. This ties in perfectly with the Wild Influence. And if you remove +1 to D20 ability, I would say to increase his Attack to 3 to make him useful in combat. Since Valguard's Attack of 2 is only that low because of his First Assault ability. Ulrick doesnt have that, so I think he'd need to have a better attack if you wanted him in combat (which you would have to to make use of his +1 Attack Aura). Great stuff. Any ideas for figures? |
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If you do end up trying them in a custom game this week, try it out this way and tell me if they're too good. Quote:
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Thorgrim and Finn might be moddable to look more threatening, but still old to make an acceptable Ulrick. |
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It bothers me that you have Wild Attack Enhancement and Wild Influence on the same card, potentially boosting any figure, but I can't think of any situation where Taelord wouldn't be better. (now there's something I never thought I'd say!) I say it's fine.
When you use Berserker charge for a common squad, do you move every figure, or just the first 4? |
#7
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In the end, he still has to be adjacent. I like the idea of the Wild Influence making the unit that you influence stronger, instead of Parmenio's situation where it just makes that squad better. Quote:
Thanks for the continued input, I think after NHSD I'll get around to making and playtesting something. |
#8
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Even more glaring than the omission of the Dreadguls is the need to have awesome polar bears wearing platemail. I originally thought that panserbjørnes would make a cool 2 man squad or something, but after seeing Iorek Byrnison in action (in the book, I haven't seen The Golden Compass yet), I think he should be a hero.
Iorek Byrnison Panserbjørne Unique Hero Prince Rebellious Large 7 (Could change depending on sculpt) Life 5 Move 5 Range 1 Attack 5 Defense 3 150 points? Sky Iron Armor When rolling defense against any attack, Iorek Byrnison always adds one automatic shield to whatever is rolled. Tireless Lope After moving and instead of one attack, Iorek Byrnison may move 2 spaces. Crush Like An Egg After moving and instead of one attack, Iorek Byrnison may automatically destroy one adjacent small or medium squad figure. Double Attack When Iorek Byrnison attacks, he may attack one additional time. (I took some of the wording from the the awesome TNT Nightcrawler by GreyOwl, and of course Sky Iron Armor is a modified version of Tough.) What do you guys think? |
#9
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Re: In search of a customs collaborator- see ideas.
[Edit 11-9 for long overdue fixes, largely inspired by a wonderful PM from Rhydderch].
One game mechanic that I love and don't feel has been explored nearly enough is the Common Hero. Swog Riders might not be that popular nowadays, but they're one of my favorite units when it comes to design. I even like Dumutefs. But those are the only 2. Come on now. There should be at least as many Common Heroes as they are unique squads. The Wolves of Badru are cool, but I think they might be a little fragile to really see play, and they could certainly use some more figures to bond with. Try this on for size. Badru Alpha Wolf Common Hero Darklord Relentless Large 5 (think similar size to a Deathstalker) Life 1 Move 7 Range 1 Attack 3 Defense 5 35 Points Leader of the Pack All friendly Hunters adjacent to a Badru Alpha receive an additional attack and an additional defense die. Improved Pounce Special Attack Range 4. Attack 6 A Badru Alpha that moved but did not attack normally may use Pounce Special attack. To pounce, choose one non-adjacent figure* whose base is not higher or lower than 8 levels from the attacking Wolf. If the figure is destroyed, immediately place the attacking Wolf's leading end on the space(s) the figure occupied. If the figure is not destroyed, destroy the attacking Wolf. *note the lack of a size restriction The Knights need a special attack! Paladin of Weston Human Common Hero Champion Valiant Medium 5 Life 1 Move 5 Range 1 Attack 2 Defense 4 25 points Eye for an Eye Special Attack Range 1. Attack Special. When using Eye for an Eye Special Attack, Paladin of Weston rolls as many attack dice as the Defense listed on the defending figure's Army Card, up to a maximum of 7 dice. Faith is my Shield When defending with a Paladin of Weston, add 1 defense die for each other friendly Valiant figure adjacent to the defending Paladin, up to a maximum of three dice, for the Faith is my Shield power. I've often thought that the vikings could use a female archer type, to fill that MBS/like role. Freyja the Viking Champion Human Unique Hero Champion Valiant Medium 4 Life 3 Move 5 Range 7 Attack 3 Defense 2 45 Points Range Aura 1 All friendly figures adjacent to Freyja with a range of 4 or more add 1 to their Range. Warrior's Range Spirit 1 When Freyja is destroyed, place this figure on any unique Army Card with a range of 4 or more. Freyja's spirit adds 1 to the normal range number on that card. Armoc Warlord (Lots of people have wanted this one, here's my take.) Viper Common Hero Warlord Relentless Medium 5 Life 1 Move 7 Range 4 Attack 3 Defense 3 15 Points Slither Armoc Warlord does not have to stop his movement when entering water spaces. Protector Enhancement All adjacent Protectors gain 1 additional attack and defense die. Bezerka (Why use Isamu in Orc armies ever again?!) Orc Common Hero Champion Wild Medium 5 Life 1 Move 6 Range 1 Attack 4 Defense 2 10 Points Berserker Charge After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move that same Bezerka again. Disengage A Bezerka never receives any leaving engagement attacks. Last edited by Jexik; December 11th, 2008 at 12:57 PM. Reason: Added 'friendly' to Faith is my Shield. |
#10
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Re: In search of a customs collaborator- see ideas.
In my opinion, Paladin of Weston might be a tad bit overpowered.
Let's imagine him next to an airborne infantry piece. O.k... not too much attack (well, at this point it'd be better to use the base of three). If he's next to the Deathstalkers... o.k., that's a lot of scarlet cubes. Hmm... Deathwalker! 9 attack senor Soulborg! And there goes 140 points to the common hero. I don't know, I could be wrong, but he seems a bit overpowered. I do like the Badru Alpha. Freyja- nice continuation of the Finn/Thorogrim concept. I love ranged people. I love them! Bezerka seems like a nice little assassin running around... hurting people. I do wonder about Paladin, but good job on all of these. Look, I'm sorry, but if you don't have the commom sense to be afraid of the Marro Warriors, someone's gonna have to teach you a lesson in humility, and it's probably going to be them who do it. |
#11
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Re: In search of a customs collaborator- see ideas.
Thanks. My main thought with the Paladin was to give the Knights of Weston an answer to Deathreavers, Major Q9, Samurai, Gladiatrons and Warriors of Ashra. What I like about the Paladin is that while he's pretty good against those figures, he's rather sub par against what the Knights are normally good against- namely other squad figures and Uniques with low defense, like the Elven Wizards. He's still a melee figure with rather variable defense. I think that most figures should be costed according to how long they're going to last, more than how much damage they might deal. Otherwise, we end up with mistakes like Deathreavers or Runa.
It is slightly problematic that a Paladin would be so great against Brunak or Deathwalker 9000, but Sir Denrick already has that sort of ability, although he does little against the Large Soulborgs. |
#12
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Re: In search of a customs collaborator- see ideas.
Perhaps put a restriction on the amount of Attack Dice the Paladin of Weston rolls. Say up to 5 or 6, which is about as strong as all the other singular unique heroes that aren't of the large variety. That might stop the insane roll of 9 dice against DW9K.
And as far as problematic goes, thematically, I picture a paladin leading the charge while the knights rally around him and draw from his courage. Paladin should use his Special Attack against the largest, and toughest of the enemies foes, while the knights handle the rest. That way, the Paladin's one attack die against an Arrow grut doesn't seem out of whack - too much . Just my thoughts. But I do like the ideas Jexik. Very cool indeed. "Chewie should move 6, lumbering or not. He's got long-ass legs"-
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