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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#3997
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Re: The Pre-SoV Workshop
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You make a good point on the roll requirement. I think that'll all come out during testing, but you very well could be right. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#3998
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Re: The Pre-SoV Workshop
Volcarren Spirit: Utgar
Moltarn Common Hero Spirit Vengeful Life: 1 Move: 6 Range: 1 Attack: 3 Defense: 2 Points: 45 Moltarn Rage: Whenever a Volcarren Spirit you control on an empty land space is destroyed by an opponents normal or special attack, before removing that Volcarren Spirit from the battlefield, you may place a molten lava tile onto the space that Volcarren Spirit occupies if the molten lava tile fits normally onto that space and is not next to any other molten lava tile space. After removing that Volcarren Spirit from the battlefield, you may move each Moltarn figure you control up to 2 spaces. Lava Resistant: Volcarren Spirits never roll for molten lava damage or lava field damage and do not have to stop their movement on molten lava spaces. Flying: When counting spaces for a Volcarren Spirit's movement, ignore elevations. A Volcarren Spirit may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Volcarren Spirit is engaged when it starts to fly, it will take any leaving engagement attacks. P.S. (I made a card for this guy but couldn't figure out how to attach it, any help here?) Last edited by TreePowerz; March 25th, 2020 at 04:52 PM. |
#3999
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Re: The Pre-SoV Workshop
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#4000
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Re: The Pre-SoV Workshop
I fixed it
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#4001
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Re: The Pre-SoV Workshop
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I have been tooling around with this design for a bit now as a companion to the Obsidian Guards and also as an entry into hopefully more Moltarn customs to come. The figure I had in mind is the "Medium Fire Elemental" by Reaper Bones. Wanted to post here and get some thoughts on the design and also the general concept of adding tiles to the board. (I like the ability Mika Connour has and would love to see more!) Thanks for your thoughts and opinions! |
#4002
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Re: The Pre-SoV Workshop
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#4003
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Re: The Pre-SoV Workshop
The Volcarren Spirit is really cool and fun for home games, but I'm afraid placing molten lava tiles anywhere is never going to get SoV approval. The problem is that it can it can make parts of the map unreachable, forcing games into a stalemate.
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#4004
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Re: The Pre-SoV Workshop
That was my biggest concern, thanks for getting back so quick. Was hoping that by not allowing a molten lava tile to be placed next to another the power would not break maps. I think in most cases the power would be fine as worded, but I would hate to see map creation limited or maps broken by a character. Thank you for the feedback!
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#4005
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Re: The Pre-SoV Workshop
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#4006
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Re: The Pre-SoV Workshop
I was kind of playing with this idea in my head and am honestly pretty happy with the concept. After talking with Pumpkin_King a little, I decided to post it here and see if you all have any ideas on how to restructure these powers.
I know that many people are skeptical of markers on cards but I think this is a clean concept and I'm not sure how you'd represent it without any markers. I'd love to do this without markers if there's a way to do something similar. I just wanted to make a cryptid style quasatch, some kind of colossus who emerges from the woods and inspires terror. Also, being totally honest here, HeroScape syntax is something I struggle with, so I apologize for any confusion and am open to feedback on that as well. I did a quick count the other night and found around 50 miniatures for this guy available on different miniature sites under $5. He will need to go on a double base. I've seen one in person, and I know it will fit on a double base, but I haven't tried to rebase him yet and am unsure if he'd need a small peanut or large peanut. |
#4007
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Re: The Pre-SoV Workshop
A king of the Quatsatch is a fun idea. I like the stats overall.
The powers have a bunch of problems, though. Threat Display simply does not work. First, I'm not entirely sure what the power does in game terms. Does it mean that figures within the aura cannot attack other figures? Imagine King Yowie behind a row of Deathreavers. A melee army would be unable to fight. If the power intends that figures within the aura must target Yowie is Yowie is a potential target, that works better, but it still has major problems. Most notably, he becomes a Raelin protector, which is all sorts of troublesome. The game also breaks if Yowie is near Tandros. And then things get even worse with special attacks, since the definition of "attacks" is really vague. The marker mechanic is also problematic. It has good theme, but it does not work within the games rules with Commons. Technically, each Common in your army has its own card. You could put the Fear marker on one Common card, then place destroyed figures on that card to remove that card from play. You could also, technically, put Fear markers on one Common and your order markers on another, and never suffer fear. I think you need to take the concepts and put them into a form more friendly to the game. I think the fear concept could be replaced with an anger one, which is simpler, ties back to the Quasatch, and isn't thematically weird against Fearless and Mindless units. Threat Display could be more active to limit its potentially amazing value, and to bring out its theme of chest-pounding. My suggestions (with perhaps Attack 5): Quote:
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#4008
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Re: The Pre-SoV Workshop
Removed him from consideration in the SoV temporarily because of a few key factors:
- Sustained by Blood isn't as I hoped. It's rarely useful to kill your own units to get it, partly because self-destruction is so rough and partly because it takes setup to do so. Really it's just a damage per turn, which by itself is still quite interesting, and does do a good job to hold back the impressive power that 4 attacks brings. - There's some interplay he has with an internal unit that doesn't mesh very well. So here's his updated version. The only difference is that rather than Sustained by Blood being an ability where a wound has to be dealt either to him or a fellow unit with the theme that he needs blood to subsist, now he's basically a ticking time bomb in that the idea is he simply cannot subsist in this Mortal Plane. He's been summoned from the Demonic Realm and can only last so long out of it...but again his 4 attacks make him worth the investment. I guess I'm not really asking for help with feedback on powers because it was just fine under review in it's previous form and the only thing I'm removing is the option of where the wound goes. So really I'm just asking for help on the title and theme of the "new" power. Of course any feedback is still welcome but I'm pretty confident with this direction since it was already under review and the change - if anything - weakens his overall output, though does strengthen theme and mechanics of his ability. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
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