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


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  #577  
Old July 30th, 2019, 12:36 PM
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Ixe Ixe is offline
 
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Re: Ixe's Custom Units

Thanks for the comments!

Quote:
Originally Posted by TREX View Post
Great to see you post @Ixe . I cant help but to see the bikes are on circular bases. Do you have them rebased on peanuts or are you playing them on a gridless/hexless variant like the hexless scape variant I posted? I really like the flexibility of terrain options when using a non grid battlefield. I like the simplicity of the bikes design.
I'm glad you like the design. Like a lot of my units on this thread, I don't own these guys at all. These are just pictures I took from the internet for stuff that did exist to build a design around. I don't believe they even come based in the first place but I would mount them on a peanut base if I were to actually do it. I have never tried hexless scape before but it sounds interesting (although I do enjoy the simplicity that the hex system provides).

Quote:
Originally Posted by Captain Stupendous View Post
So glad to see a post from you, Ixe! Your comments were a real encouragement to me when I first started sharing my customs here.
That's great to hear. I tried to go out of my way to help new members so I'm glad that it paid off for you.

Quote:
Originally Posted by Captain Stupendous View Post
I really like the idea of creating "cavalry" squads for all the generals who didn't have them yet, and the futuristic bicycle gang fits vydar perfectly.

They're fairly simple, and I do worry that they'd play too similarly to the wolves of Badru, and would probably not be worth their points. However, they do seem like they'd be very fun to play and I'm really glad you shared them!
Yeah, if you go to the OP you can see the whole cycle I rounded out for cavalry squads. They were deliberately designed to not be worth their points. These guys may need a bit more help and perhaps an extra attack die on their special but I'd imagine they'd be a clunkier, more expensive wolves squad most of the time.

Quote:
Originally Posted by Captain Stupendous View Post
I'm not sure if you intend to be around here too much more, but there's some really exciting stuff happening in the AotV threads, which is a community-driven master set that's being developed using components from the Arena of the Plainswalker sets. We'd love to get your input Regardless, I hope all is well with you and thank you for sharing your custom!
I'll see if I can poke around over there for a bit but I mostly plan on posting a number of custom unit ideas to round things out then fading away again. I don't quite have the same time for Scape as I used to although I still pop by from time to time to see what's going on.
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  #578  
Old July 30th, 2019, 01:57 PM
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flameslayer93 flameslayer93 is offline
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Re: Ixe's Custom Units

It’s awesome to see you around these parts again Ixe! Cool biker gang too. Before tuning the SA at all, I’d probably look to bump their move. Their on motorcycles, which are faster than horses after all.

My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
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  #579  
Old August 6th, 2019, 12:22 PM
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Ixe Ixe is offline
 
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Re: Ixe's Custom Units

I started a directional wind cycle after the Ninjas of the Northern Wind. Here is the last in the cardinal cycle.

These are Ninjas from Crooked Dice Game Studio. They are probably supplied unassembled and unpainted.



NAME = Ninjas of the Eastern Wind
GENERAL = Einar
PLANET = Earth
SPECIES = Human
CLASS = Ninjas
PERSONALITY = Disciplined
SIZE = Medium 5
UNIQUE SQUAD

LIFE = 1 (3 figures)
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 3
POINTS = 110

APPEARING NINJAS

The Ninjas of the Eastern Wind 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 an 11 or higher, you may place all Ninjas of the Eastern Wind figures that have not been destroyed on any empty spaces. You cannot place them adjacent to each other or other figures, or on Glyphs. At the end of each round, remove each Ninja of the Eastern Wind from the battlefield.

PHANTOM WALK
Ninjas of the Eastern Wind can move through all figures and are never attacked when leaving an engagement.


The Ninjas of the Eastern Wind are a deadly and feared foe capable of striking at a moments notice. They rise up seemingly from nothing to strike down their targets and fade away just as quickly.

I wanted to capture the stealthy, appear from nowhere feel of ninjas so I decided to reuse the Drop ability of the Airborne Elite. I always find it interesting how going back and reusing powers on different units can really change how they function. I decided to give them the disappearing ninja feel and have you remove them from the battlefield again at the end of the round. This way they’ll only be fighting about half the time but can do so with across the battlefield and with some devastating attacks. There are only 3 of them however, and with 3 defense they will be pretty vulnerable to getting wiped out crippled the rounds they are around.

As always, comments are greatly appreciated.

Last edited by Ixe; August 12th, 2019 at 10:17 AM.
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  #580  
Old August 6th, 2019, 03:35 PM
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Re: Ixe's Custom Units

Sweet ninjas. I can’t help but think that it would be wisest to pair them with defense cheerleaders like Raelin so that they can actually employ their massive attack score during rounds when you lose initiative. I also like how it isn’t super productive to roll for Appearing Ninjas at the start of the game. Being melee means they have to actually begin close to the enemy to be useful. Maybe they should cost 100?

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NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
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  #581  
Old August 8th, 2019, 05:41 PM
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Ixe Ixe is offline
 
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Re: Ixe's Custom Units

Quote:
Originally Posted by flameslayer93 View Post
Sweet ninjas. I canít help but think that it would be wisest to pair them with defense cheerleaders like Raelin so that they can actually employ their massive attack score during rounds when you lose initiative. I also like how it isnít super productive to roll for Appearing Ninjas at the start of the game. Being melee means they have to actually begin close to the enemy to be useful. Maybe they should cost 100?
I'm glad you like them. You could drop them around Raelin if she were already forward deployed. I think these guys are a high risk, high reward sort of unit so I wouldn't be afraid of using them early. The start zone may be too cluttered for them to do good but with Phantom Walk they could stride straight through the enemy start zone and really put the hurt on some key figures. Given the swingy nature of their design I'm comfortable costing them a bit higher than they may otherwise be worth.

Thanks for commenting!
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  #582  
Old August 8th, 2019, 06:02 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Ixe's Custom Units

Nice customs you have on this thread.
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  #583  
Old August 11th, 2019, 06:34 AM
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Lumovanis Lumovanis is offline
 
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Re: Ixe's Custom Units

Hello, chiming in.

The middle guy definitely has a kunai. They should probably have a ranged special attack (which would be neat with their appearing ninjas trick). Maybe even give the attack a bonus the first time they attack with it on the round they appear, like the defenders roll less defense dice. Definitely would keep it to a range of 3 or 4 though at most.

Also, your phantom walk still references southern wind ninjas, dunno if that's intentional or not.
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  #584  
Old August 12th, 2019, 10:21 AM
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Re: Ixe's Custom Units

Thanks for the comments. I appreciate the compliment, Heroscaper 101.

Quote:
Originally Posted by Lumovanis View Post
Hello, chiming in.

The middle guy definitely has a kunai. They should probably have a ranged special attack (which would be neat with their appearing ninjas trick). Maybe even give the attack a bonus the first time they attack with it on the round they appear, like the defenders roll less defense dice. Definitely would keep it to a range of 3 or 4 though at most.

Also, your phantom walk still references southern wind ninjas, dunno if that's intentional or not.
The figures are just some ninja miniatures I found while doing a quick google search so they could easily be replaced to clearly all be melee. I'm more interested in keeping them a pure melee squad. I already have a mixed melee and ranged ninja squad with the Ninjas of the Western Wind.

Thanks for catching the typo. Copy paste errors get me every time.
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  #585  
Old August 25th, 2019, 06:52 PM
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Re: Ixe's Custom Units

This figure was created through HeroForge. Their figures are printed unpainted.


This is the Giant Crab from Pathfinder Miniatures - Deadly Foes


NAME = Tanira Thorngrow
GENERAL = Aquilla
PLANET = Toril
SPECIES = Human
CLASS = Ranger
PERSONALITY = Wild
SIZE = Medium 5
UNIQUE HERO

LIFE = 4
MOVE = 5
RANGE = 4
ATTACK = 4
DEFENSE = 4
POINTS = 100

TANIRA'S COMPANION

At the start of the game, you may choose a Unique small or medium Beast Hero you control to be Tanira's Companion. For this game the chosen Companion's class is Companion instead of Beast. Tanira’s Companion rolls 2 additional attack dice against figures leaving engagements with them.

COMPANION BONDING
After revealing an Order Marker on Tanira, before taking a turn with Tanira, you may take a turn with Tanira's chosen Companion as long as it is still under your control.

NAME = Clancy
GENERAL = Aquilla
PLANET = Toril
SPECIES = Crab
CLASS = Beast
PERSONALITY = Wild
SIZE = Small 3
UNIQUE HERO

LIFE = 2
MOVE = 4
RANGE = 1
ATTACK = 2
DEFENSE = 7
POINTS = 35

CLIMBx2

When moving up or down levels of terrain, Clancy may double his height.

SCUTTLE
Clancy does not have to stop his movement when entering water spaces. After a friendly figure within 6 clear sight spaces of Clancy rolls defense dice against a normal attack from a non-adjacent figure, you may move Clancy up to 4 spaces. Clancy will take any leaving engagement attacks when moving this way.

ENDURING CRAB SPIRIT
When Clancy is destroyed, place this figure on any Unique Ranger Hero card you control. Clancy's spirit adds 1 to the Defense number on that card.


Tanira and Clancy are an unusual pair on the battlefield but make up for that with their punishing tactics. Tanira strides forward in the and lets loose her spears while Clancy scuttles up from behind. If she is being threatened by returning fire Clancy will close the distance surprisingly quickly and engage her assailants. Once there, under Tanira’s direction, Clancy will punish any foe that dares to leave engagement with the pinching crab. If Clancy does fall, his spirit will live on and protect Tanira in the afterlife.

Tanira and Clancy are a continuation of my Ranger and Companion groupings. Since Tanira is 3D printed, her model would have a set of throwing spears instead of the armament shown. This pairing has a short-ranged but sturdy ranger backed by a slow, defensive crab. Clancy’s defense is massive but he won’t do much besides park in engagement to tie the enemy up and occasionally pick someone off. Mixing and matching is possible with all my ranger pairings so they could be used to provide other possibilities.

As always, comments are greatly appreciated!
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