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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


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  #1  
Old July 21st, 2018, 01:41 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Index of Customs

Name = Frank
General =
Planet =
Species =
Uniquity = Unique
Type = Hero
Class =
Personality =
Size = Medium
Height = 6

Master Stats
Life =
Move =
Range =
Attack =
Defense =

Points =
(Single Spaced)

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area =
_________________________________________________________________
-Rulings and Clarifications-
  • N/A
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
N/A
Synergy Benefits Offered
  • N/A
Synergy Imposed
  • N/A
C3V and SoV Custom Synergies
Spoiler Alert!

Level 1 300 / 2000xp

Last edited by Heroscaper 101; June 3rd, 2019 at 02:29 PM.
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Old July 26th, 2018, 12:08 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Index of Abilities : Aquilla

Medium

()TO THE LAST MAN
Add 1 to the B-11 Resistance Corps' Attack and Defense values for each previously destroyed B-11 Resistance Corps fighter on this Army Card. A B-11 Resistance Corps fighter may not attack other friendly B-11 Resistance Corps fighters.

()TRACKING
While moving, Brave Arrow may add 2 to his Move value. If he does, he cannot attack this turn.

()SCOUT MELEE ATTACK ENHANCEMENT
All friendly Scouts adjacent to Brave Arrow receive an additional attack die when attacking a figure adjacent to them.

()CONCEALMENT 10
If Brave Arrow is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Brave Arrow. Add this number to your die roll. If you roll a 10 or higher, ignore any wounds Brave Arrow just received.

()Sneak Attack 2
If Darrak Ambershard is attacking an opponent's figure adjacent to at least one other figure you control, add 2 dice to Darrak Ambershard's attack.

()Disarm Traps
When you roll the 20-sided die for a treasure glyph trap with Darrak Ambershard, you may add 4 to your die roll.

()Hide in Darkness
If Darrak Ambershard is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If Darrak Ambershard is on a Dungeon space, add three to your die roll. If he is on a Shadow space, add 6 to your die roll. If you roll a 1-15, roll defence dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

()Rock Throw
If a Granite Guardian has a height advantage on an opponent's figure, it may add 2 to its range when attacking that figure.

()Landslide
A Granite Guardian with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.

()Gain High Ground
After taking a turn with Granite Guardians, you may move each Granite Guardian you control up to 1 space. This space may be up to 4 levels higher.

()Exosuit 15
If Jarek Guy is attacked and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-14, roll defense dice normally. If you roll a 15 or higher, ignore all damage that would be inflicted by the attack


()Plasma Grenade Special Attack
Range 3. Lob 20. Attack 3.
Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Plasma Grenade Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jarek Guy can be affected by his own Plasma Grenade Special Attack.


()EXPLOIT WEAKNESS
At any point before, during, or after movement, you may choose one opponent's figure within 6 clear sight spaces of Kira Jax. All of the special powers on the chosen figure's card (or cards if your opponent has more than one Common Army Card for that figure) are negated until the end of Kira Jax's turn. Kira Jax can only use Exploit Weakness once per turn.


()PRIORITY TARGETING
An engaged M-43 Resistance Fighter may target and attack non-adjacent figures unless that M-43 Resistance Fighter is engaged with a hero figure.

()GUERRILLA TACTICS
After taking a turn with the M-43 Resistance Fighters, for each M-43 Resistance Fighter you control that attacked an opponent's figure this turn, you may move any Mariedian figure you control that did not attack this turn up to 3 spaces. A Mariedian figure may only be moved by Guerrilla Tactics once per turn.


()First Assault 2
When attacking with Maltiz Tez, if the defending figure was not adjacent to Maltis Tez at the start of this turn, Maltis Tez receives 2 additional attack dice.

()Strategic Repositioning
After taking a turn with Maltis Tez, if Maltiz Tez attacked an opponent's figure this turn, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher or lower. Maltis Tez never takes any leaving engagement attacks when using Strategic Repositioning.

()Master's Influence
All Monk squad figures you control may leap an additional 13 levels up or down when using their Stealth Leap special power. All Monks you control within 2 clear sight spaces of Master Woo add 1 to their attack dice and 1 to their defense dice.

()Master's Assault
Master Woo may attack any or all figures adjacent to him. Roll each attack seperately.

()Stealth Leap 25
Instead of his normal move, Master Woo may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Woo may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Master Woo may not leap more than 25 levels up or down in a single leap. If Master Woo is engaged when he starts his Stealth Leap, he will not take any leaving engagement attacks.

()Battle Fury
If a Mohican Rive Tribesman is engaged, add 1 to his attack dice and 2 to his defense dice.

()War Cry
After taking a turn with the Mohican River Tribe, if at least two Mohican River Tribesmen you control are engaged, you may immediately take a turn with one Unique Tribesman Hero you control.

()Concealment 19
If a Mohican River Tribesman is targeted and receives one or more wounds from an attacking figure who is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and the Mochican River Tribesman. Add this number to your die roll. If you roll a 19 or higher, ignore any wounds the Mohican River Tribesman just received.

()Combat Leader
If at least one order marker is on Mogrimm Forgehammer, you may add 3 to your initiative roll.

()Commander's Strike
After moving and before attacking with Mogrimm Forgehammer, you may choose any opponent's figure within 5 clear sight spaces that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.

()Tough
When rolling defense dice against a normal attack, Mogrimm Forgehammer always adds 1 automatic shield to whatever is rolled.

()CALL LIGHTNING SPECIAL ATTACK
Range 6. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Call Lightning Special Attack. Myrddin only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Myrddin can be affected by his own Call Lightning Special Attack. Figures under overhangs cannot be targeted with Call Lightning Special Attack.

()MYSTIC SACRIFICE
After rolling the 20-sided die for the Army Card of a Small, Medium, or Large Unique Hero you control within 4 clear sight spaces of Myrddin, you may place 1 or 2 wound markers on Myrddin’s Army Card. Add 1 to your 20-sided die roll for each wound marker you placed, even if this was enough wounds to destroy Myrddin.

()Feral Rage
When a Quasatch Hunter attacks, it may attack up to 2 additional times. A Quasatch Hunter cannot attack the same figure more than once per turn.

()Techno Hatred
When attacking a Soulborg figure, Quasatch Hunters receive one additional attack die.

()Jungle Tracking
If a Quasatch Hunter starts its turn next to an Evergreen Tree or a Jungle Piece, it may move 2 additional spaces.

()Dragon Breath Special Attack Range Special Attack 3
Choose 3 spaces in a straight line from Rhogar Dragonspine. All figures on those spaces that are in line of sight are affected by Dragon Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

()Lay On Hands
After moving and before attacking, you may choose a wounded friendly Hero figure adjacent to Rhogar Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card.

()HUNTING PARTY
After taking a turn with a Scout or Tribesman Hero you control, you may immediately move up to 6 Teeth of the Makwa figures you control up to 3 spaces each.

()SHIELD OF THE GREAT BEAR 16
When a Teeth of the Makwa figure receives one or more wounds, before removing that figure, roll the 20-sided die. If you roll a 16 or higher, ignore any wounds.

()SILVER BOLTS SPECIAL ATTACK
Range 5. Attack 3.
When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound.

()DIVINE MISSION
After revealing an order marker on Van Nessing's Army Card, after taking Van Nessing's turn, you may reveal an "X" order marker that is on Van Nessing's Army Card and take another turn with Van Nessing. During this additional turn, Van Nessing adds 2 to his normal attack against Undead figures.

()HOLY RELIC
When the 20-sided die is rolled for a special power on an opponent's Undead Army Card and at least one of the figures from that Army Card is within 3 clear sight spaces of Van Nessing, subtract 3 from the die roll.

()VARKAANAN BLADE DEFENSE
A Varkaanan Blade Dancer rolls one additional defense die for each opponent's figure she is engaged to.

()DEFENSIVE VAULT
After a Varkaanan Blade Dancer rolls defense dice against a normal attack from an adjacent opponent's figure, if she is still adjacent to the attacking figure, you may place that Varkaanan Blade Dancer on any other space adjacent to the attacking figure, if possible. A Varkaanan Blade Dancer does not take any leaving engagement attacks when using Defensive Vault.

()Water Mastery
While a Water Elemental is on a water space, add 1 to its Attack and Defense.

()Water Tunnel
If a Water Elemental ends its normal movement on a water space, you may immediately place it on any empty same-level water space that is within 5 spaces. If a Water Elemental is engaged when it starts its Water Tunnel, it will not take any leaving engagement attacks.

Last edited by Heroscaper 101; May 30th, 2019 at 07:51 PM.
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Old July 27th, 2018, 12:17 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Index of Abilities : Aquilla

Large

()HUNTER ATTACK ENHANCEMENT
All friendly Hunters adjacent to Arktos receive an additional attack die.

()HUNTER'S AIM SPIRIT
When Arktos is destroyed, place this figure on any Unique Army Card with a Range number of 4 or more. Arktos's Spirit adds 2 to the Range number of that card.

()EASY PREY
Small Squad figures attacked by Bahadur subtract 2 from their defense dice. Medium Squad figures attacked by Bahadur subtract 1 from their defense dice.

()WARRIOR'S MELEE ATTACK SPIRIT
When Bahadur is destroyed, place this figure on any Unique Army Card with a Range of 1. Bahadur’s Spirit adds 1 to the normal Attack number on that card.

()WOUNDED RAGE 13
When Kozil receives one or more wounds from a normal or special attack but is not destroyed, you must immediately roll the 20-sided die. If you roll a 13 or higher, inflict one wound on a figure adjacent to Kozil, if possible.

()CRUSHING GRASP 15
After attacking with Kozil, if Kozil attacked a small or medium figure and rolled at least one skull and Kozil is still adjacent to that figure, you may roll the 20-sided die. If you roll a 15 or higher, inflict 2 wounds on that figure.

()CHARGING ASSAULT
Manauvi may add 3 to his Move number as long as he is unengaged prior to moving. Manauvi must be able to move adjacent to an opponent's figure in order to use Charging Assault.

()BATTLE FRENZY
After attacking with Manauvi, roll the 20-sided die. If you roll a 16 or higher, you may attack again with Manauvi.

()WARRIOR'S CHARGING SPIRIT
When Manauvi is destroyed, place this figure on a Unique Army Card with a Range of 1. Manauvi's Spirit adds 2 to the Move number of that card.

()WOLF PACK
After revealing an Order Marker on the Varkaanan Darkclaws' card, before taking that turn with the Darkclaws, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Darkclaws on this card.

()DUAL STRIKE
When a Varkaanan Darkclaw attacks, he may attack one additional time. A Varkaanan Darkclaw cannot attack the same figure more than once per turn.

()SHADOW MASTERS
A Varkaanan Darkclaw rolls 1 additional defense die while on a shadow space and 1 additional attack die when attacking a figure that is not a destructible object on at least one shadow space.

()TRACKING
While moving, the Varkaanan Greyspears may add 2 to their Move number. If they do, the Varkaanan Greyspears cannot attack this turn.

()VAULT
After moving and before attacking, any or all unengaged Varkaanan Quickblades may Vault. Choose an opponent's figure within 2 clear sight spaces and place that Quickblade on any unoccupied space adjacent to the chosen figure. A Quickblade may not vault more than 7 levels up or down in a single vault.

()LIGHTNING SLASH SPECIAL ATTACK
Range 1. Attack 3.
A Varkaanan Quickblade that did not attack normally may use Lightning Slash Special Attack. Defending figures that were not adjacent to this Varkaanan Quickblade at the start of its turn subtract 1 from their defense dice for each skull rolled with Lightning Slash Special Attack.

()FIRST STRIKE
When Order Marker 1 is revealed on the Varkaanan Swiftfangs, add 2 to their Move number and 1 extra attack die for that turn.

()Talon Grab
While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed over this turn. Place the chosen figure on an empty same-level space adjacent to this Wyvern at the end of its move. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.

()Venomous Sting
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure can not roll defense dice. Venomous Sting does not affect destructible objects.

()Flying
When counting spaces for this Wyvern's movement, ignore elevations. It may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When it starts to fly, if it is engaged it will take any leaving engagement attacks.

Last edited by Heroscaper 101; May 30th, 2019 at 12:04 AM.
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Old December 20th, 2018, 03:01 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Aquilla

Huge

()DWARVEN GUNNERS
Instead of attacking with a Dwarf Squad figure you control that is unengaged and adjacent to Mok, you may remove that figure from the battlefield and place it on this card. There can be a maximum of two Dwarf figures on this card.

()GUNNER CASUALTIES
If there is at least one Dwarf figure on Mok's card when Mok receives one or more wounds from an attack by a non-adjacent figure, you must roll the 20-sided die. If you roll a 15 or higher, remove one Dwarf figure from Mok's card and ignore any wounds.

()GUNNER SPECIAL ATTACK
Range 5. Attack 3.
After attacking normally, Mok may attack with Gunner Special attack once for each Dwarf figure on this card. While engaged, Mok may target and attack non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure twice with Gunner Special Attack.

()LIGHTNING BREATH SPECIAL ATTACK
Range 4+ Special. Attack 4.
Choose a figure to attack. You may also chose a second figure within 3 clear sight spaces of the targeted figure and a third figure within 2 clear sight spaces of the second figure to be affected by Lightning Breath Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice seperately. Lightning Breath Special Attack does not affect destructable objects.

()FLYING
When counting spaces for Quahon's movement, ignore elevations. Quahon may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Quahon is engaged when she starts to fly, she will take any leaving engagement attacks.

Last edited by Heroscaper 101; May 30th, 2019 at 07:57 PM.
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Old December 20th, 2018, 03:06 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Einar

Small

()Fledgling Fires Special Attack Range 5 Attack 3
Common Squad figures roll 2 fewer defense dice against Fledgling Fires Special Attack.

()Wyrmling Bonding
After revealing an order marker on a Red Wyrmling Army Card, before taking that Red Wyrmling's turn, you may take a turn with one other Wyrmling you control.

()Flying
When counting spaces for the Red Wyrmling's movement, ignore elevations. The Red Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Red Wyrmling starts to fly, if it is engaged it will take any leaving engagement attacks.

()HORDE ATTACK
You may attack with any 4 Red Ants of Aunstrom you control, even Ants that did not move this turn.

()CUTTING MANDIBLES
Each Red Ant of Aunstrom that did not move this turn may add 1 die to its attack.

()CLIMB X3
When moving up or down levels of terrain, Red Ants of Aunstrom may triple their height.

Last edited by Heroscaper 101; May 30th, 2019 at 08:09 PM.
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  #6  
Old January 29th, 2019, 02:21 AM
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Re: Legendary Trials

It's usually pretty impossible to get a perfect victory. I know it's a gold medal, but maybe the standard should be lowered just a little bit.
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Old January 29th, 2019, 02:46 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Einar

Huge

()MAJESTIC FIRES SPECIAL ATTACK
Range 7. Attack 3.
Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special Attack.

()FLYING
When counting spaces for Zelrig’s movement, ignore elevations. Zelrig may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Zelrig starts to fly, if he is engaged he will take any leaving engagement attacks.

Last edited by Heroscaper 101; May 30th, 2019 at 10:43 PM.
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Old May 30th, 2019, 10:52 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Jandar

Small

()Circuitry Overload:
After moving and before attacking, you must roll the 20 sided die once for each Soulborg figure adjacent to any Omnicron Repulsors you control. If the figure is a squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omicron Repulsors are not affected by Circuitry Overload.

()Targeting Beacon:
When attacking a non-adjacent figure, all Soulborgs you control who follow Jandar add 1 extra die to their attack if at least one Omnicron Repulsor is adjacent to the defending figure.

()EMP Response:
If an Omnicron Repulsor you control successfully defends an attack by a Soulborg figure, you must roll the 20 sided die. If you roll a 14 or higher, the attacking figure must immediately end its turn and all order markers must be removed from its Army Card (or cards if your opponent has more than one).

()Fledgling Ice Shards Special Attack: Range 5 Attack 2
When a White Wyrmling attacks with its Fledgling Ice Shards Special Attack, it may attack 1 additional time. It cannot attack the same figure more than once this turn.

()Wyrmling Bonding:
After revealing an order marker on a White Wyrmling Army Card, before taking that White Wyrmling's turn, you may take a turn with one other Wyrmling you control.

()Flying:
When counting spaces for the White Wyrmling's movement, ignore elevations. The White Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the White Wyrmling starts to fly, if it is engaged it will take any leaving engagement attacks.
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Old May 30th, 2019, 11:57 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Jandar

Medium

()WAIT THEN FIRE
If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.

()VALIANT ARMY DEFENSE BONUS
If every Army Card you control has a Valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die.

()Marching Orders
When revealing an Order Marker on the Army Card of a Unique Soldier Hero you control that follows Jandar, and after taking that Unique Soldier Hero's turn, you may move each 8th Infantry Pathfinder figure you control up to 5 spaces. A Pathfinder must be able to move adjacent to a Unique Soldier figure you control that follows Jandar in order to use Marching Orders.

()Firefight
After revealing an Order Marker on an 8th Infantry Pathfinder, instead of taking a turn with a Pathfinder, you may choose up to three Pathfinders you control. One at a time, take a turn with each Pathfinder. During these turns, the chosen Pathfinders may not move.

()Hold Ground
If there is only one unrevealed Order Marker on any 20th Maine Volunteers army card you control, all 20th Maine Volunteers you control add 2 to their defense dice.

()Downhill Attack
A 20th Maine Volunteer with a height advantage on an adjacent opponent's figure rolls an additional attack die when attacking that figure.

()GRENADE SPECIAL ATTACK
Range 5. Lob 12. Attack 2.
Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.

()THE DROP
Airborne Elite do not start the game on the battlefield. At the start of each round, before you place order markers, roll the 20-sided die. If you roll a 13 or higher, you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on Glyphs.

()SWIRLING VORTEX
When an opponent’s small or medium figure moves into a space within 2 clear sight spaces of an Air Elemental you control, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex.

()AIR MASTERY
Figures that have the Flying or Stealth Flying special power subtract 1 from their defence dice when attacked by an Air Elemental.

()STEALTH FLYING
When counting spaces for an Air Elemental’s movement, ignore elevations. An Air Elemental may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When an Air Elemental starts to fly, if it is engaged it will not take any leaving engagement attacks.

()OVEREXTEND ATTACK
After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round.

()PURPLE HEART
When a Human you control who follows Jandar and is adjacent to Capt. John Varan receives one or more wounds from an attacking figure who is not adjacent, you may instead place all of those wound markers on this Army Card.

()BATTLE VALOR SPECIAL ATTACK
Range 5. Attack 2.
Instead of moving and attacking normally, Capt. John Varan may use Battle Valor Special Attack. When using Battle Valor Special Attack, Capt. John Varan may move up to 3 spaces before attacking. When moving and attacking with Battle Valor Special Attack, Capt. John Varan may move and attack one additional time for each wound marker on this Army Card.

()Quivering Palm
Start the game with 3 Palm Markers on this card. After moving and before attacking you may choose a small or medium Unique Hero adjacent to Chen Tang without any Palm Markers its Army Card. Roll a 20-sided die. If you roll a 13 or higher place a Palm Marker on the chosen figure's Army Card. For the duration of the game, at the end of each round, each other figure with one of you Palm Markers on its card receives a wound. Palm Markers cannot be placed on Monk Army Cards

()Whirlwind Assault
Chen Tang may attack any and all figures adjacent to him. Roll each attack separately.

()KNIGHT AND SENTINEL ENHANCEMENT
All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.

()FLYING
When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks.

()Glacier Traverse:
If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.

()Glacier Camouflage:
If a Dzu-Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu-Teh to attack it with a normal attack.

()Snow and Ice Enhanced Movement:
Slippery Ice and Heavy Snow only count as 1 space when moving (Whereas other figures would have to count them as 2 spaces).

()Warrior's Swiftness Spirit:
When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's Spirit adds 1 to the move number on that card.

()Thunder Ram Assault Special Attack:
Range 1+ Special Attack 4. Choose a figure to attack. You may also choose up to two other figures within 2 clear sight spaces of the targeted figure to be affected by Thunder Ram Assault Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You can only use Thunder Ram Assault Special Attack if Eltahale was not adjacent to the targeted figure at the start of this turn. You cannot use Thunder Ram Assault Special Attack if you used Thunder Step this turn.

()Thunder Step:
Instead of moving Eltahale normally, you may choose an opponent's figure within 5 clear sight spaces of Eltahale. Place Eltahale on any empty space adjacent to the chosen figure. For the duration of Eltahale's turn, add 1 to her Attack value. At the end of her turn, roll 1 attack die. If a skull is rolled, place 1 wound marker on Eltahale's Army Card. If Eltahale is engaged when she starts Thunder Step, she will not take any leaving engagement attacks.

()Fire Blast Special Attack:
Range 5, Attack Special.
Each time you attack with Erevan Sunshadow's Fire Blast Special Attack, you may choose to roll 2, 3, or 4 attack dice. If a skull is rolled on every die, you may attack again with Erevan Sunshadow' Fire Blast Special Attack. You may continue attacking with Erevan Sunshadow's Fire Blast Special Attack until you do not roll a skull on every die.

()Fey Step:
Once per game Erevan Sunshadow may use Fey Step. Before moving normally with Erevan Sunshadow, you may place him on any empty space within 5 spaces of his current location. If Erevan Sunshadow is engaged when he uses Fey Step, he will not take any engagement attacks.

()Attack Aura 1:
All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.

()Warrior's Attack Spirit 1:
When Finn is destroyed, place this figure on any Unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.

()LABORS
After taking a turn with Heracles, you may reveal an "X" Order Marker that is on Heracles's Army Card and take another turn with Heracles. During this additional turn, Heracles cannot attack a small or medium figure.

()FEARLESS ADVANTAGE
Heracles rolls an additional die when attacking or defending against large or huge figures.

()THROW 14
After moving and before attacking, choose one small or medium non-flying figure adjacent to Heracles. Roll the 20-sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 clear sight spaces of Heracles. If the figure was placed on a non-water space on a level equal to or lower than Heracles's height, roll the 20-sided die. If you roll an 11 or higher, the thrown figure receives 2 wounds. The thrown figure does not take any leaving engagement attacks.

()Shotgun Blast Special Attack:
Range 5. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.

()Healing Touch:
After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20-sided die to add or remove wound markers from the chosen figure's card:
-If you roll 1, add 2 markers.
-If you roll 2-5, remove one marker.
-If you roll 6-17, remove up to 2 markers.
-If you roll 18-20, remove all markers.

()Human Champion Bonding:
Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control.

()A Coward's Reward:
Knights of Weston roll one additional die against figures leaving an engagement with them.

()Ninjutsu Barrage Special Attack:
Range 1 Attack 3
Instead of moving and attacking normally with Kumiko, you may move Kumiko up to 3 spaces. Kumiko can attack up to 3 times with Ninjutsu Barrage Special Attack at any point before, during, or after this move as long as Kumiko is on a space where she could end her movement. Kumiko cannot attack the same figure more than once on a single turn.

()Phantom Walk:
Kumiko can move through all figures and is never attacked when leaving an engagement.

()Highland Fury:
At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Chosen Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their Chosen Human Champion.

()Deadly Shot:
When attacking with Omnicron Snipers, any skull rolled counts as one additional hit.
(Note: Double the hits before defense dice are rolled. For example, if you roll one skull, two hits are made. If the opponent rolls only one shield, the defending figure takes one wound.)

()RAZORPETAL STANCE
If Prince al'Kahora did not move this turn, he may attack one additional time.

()STRIKE OF THE PUMA
When attacking with Prince al'Kahora, if the defending figure was not adjacent to Prince al'Kahora at the start of this turn, the defending figure rolls 2 fewer defense dice.

()Defensive Aura:
All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin.

()Extended Defense Aura:
All figures you control within 6 clear sight spaces of Raelin add 1 to their defense dice. Raelin's Extended Defensive Aura does not affect Raelin.

()Fire And Rush Special Attack:
Range Special. Attack Special. If Samuel Brown begins his turn unengaged, instead of moving normally, he may use his Fire and Rush Special Attack. Choose a figure within 5 spaces of Samuel Brown to attack and roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move Samuel Brown up to 5 spaces. If Samuel Brown ends that move engaged, he may attack again by rolling 4 attack dice.

()Shields of Valor:
When defending with Sentinels of Jandar, each shield rolled counts for one additional block.

()Thorian Speed:
Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.

()Grapple Gun 25:
Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.

()Pistol Fire Special Attack:
Range 5 Attack 3
Drake may not use Pistol Fire Special Attack to attack a figure who follows Jandar.

()Giant Killer
When Sir Denrick attacks huge figures, add 2 attack dice.

()Jandar's Dispatch:
After you take a turn with Sir Gilbert, roll 12 Jandar Valkyrie Dice. You may move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar’s Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving.

()Attack Aura 1:
All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack.

()A BROTHER'S CALL
Sir Orrick may add 1 to his Move number for each engaged Human you control who follows Jandar other than Sir Orrick, up to a maximum of +3 for A Brother's Call.

()Berserker Charge:
After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move all Tarn Viking Warriors again.

()Defensive Aura 1:
All friendly figures adjacent to Thorgrim add 1 die to their defense.

()Warrior's Armor Spirit 1:
When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.

()GRIM DETERMINATION SPECIAL ATTACK
Range 1. Attack 4.
If Grim Determination Special Attack does not destroy a figure, Ulfrid Hornwrangler receives a wound and must attack that figure again with his Grim Determination Special Attack, if possible.

Last edited by Heroscaper 101; May 31st, 2019 at 12:52 AM.
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