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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#145
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Re: Heroscaper 101 customs. [Updated]
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#146
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Re: Heroscaper 101 customs. [Updated]
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#147
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Re: Heroscaper 101 customs. [Updated]
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#148
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Re: Heroscaper 101 customs. [Updated]
The cost is now pretty appropriate. Unfortunately, you've just made the Fen Hydra again. If a map has no water, they play 100% the same.
Also, Amphibious is an existing power. Look it up on the Sahuagin Raider. It's not quite the same as what you used. |
#149
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Re: Heroscaper 101 customs. [Updated]
This new Hydra has some new Scales that increase movement by 2.
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#150
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Re: Heroscaper 101 customs. [Updated]
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#151
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Re: Heroscaper 101 customs. [Updated]
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#152
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Re: Heroscaper 101 customs. [Updated]
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How many 4 skull rolls kill the figure they attack? Most of them, especially against squads. So you've now created a power that triggers 6 percent of the time. Most of the time, it will have no effect when it triggers. A Maul-like power works best on low-attack figures. |
#153
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Re: Heroscaper 101 customs. [Updated]
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#154
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Re: Heroscaper 101 customs. [Updated]
What does Range 1 or 2 mean here?
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#155
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Re: Heroscaper 101 customs. [Updated]
Venemous Fangs is a pretty potent attack. Have you ever played with or against Q9? Granted, his is a far greater range, but he is limited to 9 dice. He is feared for a reason.
If I am understanding this ability correctly, what you have here, with the auto skull, if you roll only 1 die per attack with a 50% chance of a skull, is a turn with potentially 12 attacks of 2 skulls each. That doesn't sound like much, but again, what is on the card doesn't always translate well to in-game experience. If you haven't played Q9 or play tested this unit maybe give one of them a shot and you will have a better idea of the absolute potency of this units power. |
#156
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Re: Heroscaper 101 customs. [Updated]
Is this new Hydra better than the Fen Hydra.
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