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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#13
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Until I become proficient enough to use those programs, for which i thank you for letting me know of their existance, i will be posting units in plain old text. Which reminds me, here are some more.
ENSLAVED FANATICS 100 Points Demon Common Squad (3) Minions Suicidal Medium 5 1 Life 7 Move 1 Range 2 Attack 3 Defense Suicide Special Attack 1 Range 7 Attack All or any of the Enslaved Fanatics may use the Suicide Special Attack. In order for an Enslaved Fanatic to use the Suicide Special Attack, you must destroy it before rolling attack dice. When a figure receives a wound from the Suicide Special attack, roll 2 attack dice for additional unblockable Fire damage to the wounded figure and to all figures adjacent to the wounded figure. Fire Resistant Enslaved Fanatics are unaffected by Fire damage. COLD CROW 130 Points Demon Unique Hero Rogue Corrupt Medium 5 4 Life 5 Move 1 Range 3 Attack 3 Defense Cold Enchanted When Cold Crow attacks a figure and inflicts a wound, put 1 of 5 Frozen counters on that figure's army card. Any figure with a Frozen counter on their army card has a Move value of 2, and if that figure has Flying or Stealth Flying, it loses those abilities. You cannot put a Frozen counter on an army card if there is already a Frozen counter on it. Destructible objects cannot be Frozen. Whenever Cold Crow is destroyed, deal an unblockable point of Cold damage to each opposing figure within 2 clear sight spaces of Cold Crow. Put a Frozen counter on each of those figures if possible. If there are not enough Frozen counters to put on each figure, you choose which figures are affected. Cold Crow is unaffected by Cold damage and cannot be Frozen. Cold Enchanted is a lengthy ability, I know, but that's pretty much how it works in Diablo 2. It's funny how such a simple concept in a video game can translate to so much text. Man who stand on toilet high on pot. |
#14
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AKARA
115 Points Human Unique Hero Priestess Wise Medium 5 4 Life 5 Move 1 Range 1 Attack 3 Defense Restore Health Instead of attacking, choose a figure within 3 clear sight spaces of Akara. Roll the D20. If you roll a 1-5, nothing happens. If you roll a 6-16, remove a wound, a Frozen counter, or a Poison counter from the chosen figure's army card. If you roll a 17-20, remove all wounds, Frozen counters, and Poison counters from the chosen figure.[/b] Man who stand on toilet high on pot. |
#16
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Mind if i make my own?
Baal the lord of destruction 210 Demon Unique Hero Overlord Large 7 8 life 6 move 6 range 5 attack 4 defense Tentacle Summon After attacking, Baal may attempt to summon a tentacle. Roll the 20 sided die. If you roll 9 or higher you make place a tentacle within 6 clear sight spaces of baal. You also control the tentacle's army card. You may not control more then 3 tentacles at a time. Mana blast special attack Range 5 attack 3 If Ball inflicts a wound with his mana blast special attack, remove all order markers on the attacked figure. Tentacle Spawn common hero Tentacle Medium 4 1 life 0 move 2 range 3 attack 1 defense Frenzy What do you think? |
#17
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That's awesome. I almost forgot about Baal's testicles, i mean tentacles. Last time I beat Baal, I was the Amazon, and all I had to do was stand on the other side of that little bridge before you get on his platform and shoot guided arrows in at him. A cheap, but effective strategy. If you have any more ideas don't hesitate to put them up.
Man who stand on toilet high on pot. |
#18
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hmm
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#19
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Here's some of my least favorite baddies in Diablo two. God I hate Act 3.
WITCH DOCTOR ENDUGU 150 Points Fetish Unique Hero Shaman Wild Small 3 4 Life 6 Move 1 Range 2 Attack 4 Defense Raise Fallen Fetish Instead of attacking, roll the D20. If you roll a 10 or higher, place any one previously destroyed Fetish you control and place it on a space adjacent to Witch Doctor Endugu. Voodoo Flame Special Attack 2 Range ?Attack Choose a figure to attack. The Attack value of this Special Attack is equal to the amount of damage it would take to kill the chosen figure. FLAYER TRIBE 80 Points Fetish Common Squad (4) Warriors Fanatic Small 3 1 Life 6 Move 1 Range 3 Attack 3 Defense Frenzy Tribe Fanaticism Whenever a Flayer Tribe figure you control attacks a figure, add 1 to the attack value of this card for every other Flayer Tribe figure you control engaged to defending figure. SOUL KILLER TRIBE 85 Points Fetish Common Squad (4) Warriors Wild Small 3 1 Life 6 Move 6 Range 2 Attack 3 Defense Frenzy Poison Blowdart Whenever a Soul Killer Tribe figure you control attacks a figure and inflicts a wound, put 1 of 3 Fever counters on the wounded figure. At the beginning of each round, remove all Fever counters from all figures and inflict an equal amount of damage to each of those figures, respectively. TRIBE SHAMEN (Is that plural for Shaman?) 160 Points Fetish Unique Squad (3) Shamen Wild Small 3 1 Life 5 Move 1 Range 2 Attack 4 Defense Raise Fallen Tribe Instead of attacking with each figure, instead roll the D20 for each Tribe Shaman. For each roll of 13 or higher, place a previously destroyed common Fetish squad figure adjacent to a Tribe Shaman. Man who stand on toilet high on pot. |
#20
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I think everyone hates the lengthyness (coudn't think of a real word) of Act 3.
This is quickly becoming one of my favorite threads. And it came in at perfect timing as I just restarted everything Diablo. (for storyline reasons) Jester |
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