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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#553
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Re: Ixe's Custom Units
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![]() I had an idea similar to this only in reverse. A special kind of healer. 5 points though, hmmm... even with all that damage being passed around like candy, his stats are still pretty goodand it only guarantees damage at the end of every round. My mind is saying 15 or so would be fair, and I only think that because of that 3 HP and high atk and def. Considering that Isamu and Otonashi who are both the cheapest at 10 still only have 1 hp and atk and def are 3 or less. But other than that I love the concept as a whole! |
#554
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Re: Ixe's Custom Units
This is the Unicorn from D&D Miniatures - Archfiends
![]() This is the Unicorn from D&D Miniatures - Monster Menagerie ![]() And this is the Unicorn from Pathfinder Miniatures - Deadly Foes ![]() NAME = Unicorns of the Vale GENERAL = Ullar PLANET = Toril SPECIES = Unicorns CLASS = Protectors PERSONALITY = Noble SIZE = Large 6 (double based) COMMON SQUAD LIFE = 1 (3 figures) MOVE = 8 RANGE = 1 ATTACK = 3 DEFENSE = 3 POINTS = 80 CARRY Before moving a Unicorn of the Vale, you may choose an unengaged friendly small or medium figure adjacent to that Unicorn. After you move that Unicorn, place the chosen figure adjacent to that Unicorn. HEALING HORN After moving and before attacking, each Unicorn of the Vale you control that moved this turn may choose an adjacent wounded Hero figure. Roll the 20-sided die for each Unicorn. If you roll a 13 or higher, remove 1 wound marker from that Hero's Army Card. The Unicorns of the Vale are ready to charge into action at a moment's notice, acting as sturdy steeds for their allies. When they arrive, they can use their magical horns to heal their allies or simply attack with them instead to strike down their vile foes. Stats-wise, the Unicorns of the Vale are speedy but otherwise physically unimpressive. Their true value is their capacity to carry up to 3 allies and rapidly deliver a force to the front-lines. There are many unit combinations that seem cool in theory but just don't work out in practice since it can be so difficult bringing them close enough to the battle to matter. With the unicorns, they can easily support these armies. Their healing horn gives them some additional value in healing some allies, though this ability is likely pretty marginal. In effect, multi-carry could possibly be too strong for it's own good. It's one thing to carry Raelin up to battle but it's another entirely to carry her and a couple good friends up all while shielding them with a wall of Raelin boosted unicorns. Beyond that, I couldn't imagine ever wanting more than two squads of them. Maybe they need to be unique instead. As always, comments are greatly appreciated! |
#555
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Re: Ixe's Custom Units
You could limit them to only carrying Humans and Elves. At least then you don't have the oddness of deathreavers, marro and Kyrie hopping on. Since Unicorns are fairly prissy you could also limit them to only carrying Ullar and Jandar Units. This would drive the price down, but that may be a good thing.
Even as unique squad they would be an amazing addition to an Elf Wizard Army. |
#556
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Re: Ixe's Custom Units
Thanks to everyone for commenting!
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I think he is at his most potent when paired with figures that want to be wounded like Krug, Bramcephys, or the MacDirks' champion and it's there I'm most worried about his balance. Still, I think I hit my goal of making a 5 point filler that you would not always include in your army if you have 5 points left. Quote:
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#557
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Re: Ixe's Custom Units
I have the Pathfinder one and have been trying to decide what to do with it.... may base a hero off of this squad. Nice work!
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#558
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Re: Ixe's Custom Units
This is Polaris from Heroclix - Wolverine and the X-Men
![]() NAME = Magnetron GENERAL = Jandar PLANET = Rann SPECIES = Rannian CLASS = Superhero PERSONALITY = Valiant SIZE = Medium 5 UNIQUE HERO LIFE = 2 MOVE = 5 RANGE = 1 ATTACK = 2 DEFENSE = 3 POINTS = 50 STEALTH DODGE When Magnetron rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. MAGNETIC AURA If an opponent's unengaged figure within 5 clear sight spaces of Magnetron attacks with a normal or special attack, it must attack a figure with the Magnetic Aura Special Power, if possible. Magnetron is another superhero from the planet Rann who fights to protect the people of that planet. While not the strongest superhero, Magnetron is experienced at getting out of the way of attacks. Her only real power is her ability to direct ranged attacks to her, cutting her aura at the last second to jump out of the way. Magnetron isn't much more than Magnetic Aura with that power being a ranged Combat Challenge. I suspect she is an enormous pain to shove behind a melee screen and protect your forces from ranged attacks, especially if you back her up with a real target like Raelin. I'm also a little concerned that the Special Attack inclusion may prove more trouble than it's worth but I think most of those cases can be solved by looking how Combat Challenge works. Otherwise it's a question of if the effort moving her into place will be worth soaking up a few ranged attacks from your forces. As always, comments are greatly appreciated! Last edited by Ixe; April 13th, 2017 at 11:07 AM. |
#559
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Re: Ixe's Custom Units
Magnetron: I could see her being frustrating with a Raelin + Rats pod, but Range 5 actually isn't too bad for her Aura. A lot of Ranged figures could simply stay outside of it, and it might be dangerous to move her out closer to them. Still worth the 50 points though, I'd say. Some might argue that she's underpriced, especially with the Valiant personality for you-know-who. Interested to see how playtesting works out with her.
~TAF ![]() in THE ENEMY'S LAST RETREAT |
#560
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Re: Ixe's Custom Units
The Havech Clingers seem similar functionally to an idea I had for my Clingminds figures.
![]() I like cats and wolves and wolverines. ![]() You're reading this! Wow! |
#561
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Re: Ixe's Custom Units
Unicorns of the Vale sound awesome!! Triple carry is powerful for 80-points but you need some good units to back it up.
Carrying Gladiatrons might be really annoying but are you going to wast 80-points on Unicorns when you could have more Blasts/Glads? I like it .. totally worth a play-test or two. Might be a great way to move Elf Wizards but also getting your Warriors of Ashra into lock-down faster or Aubrien Archers to height advantage. Overall simple yet elegant. Thank you! Quote:
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#562
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Re: Ixe's Custom Units
Thanks for all of the comments!
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#563
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Re: Ixe's Custom Units
These are the Red Mantis Assassins from Pathfinder Miniatures - Crown of Fangs
![]() ![]() NAME = Hive Assassins GENERAL = Utgar PLANET = Toril SPECIES = Human CLASS = Assassins PERSONALITY = Tricky SIZE = Medium 5 COMMON SQUAD LIFE = 1 (2 Figures) MOVE = 6 RANGE = 1 ATTACK = 3 DEFENSE = 2 POINTS = 65 PHANTOM WALK A Hive Assassin can move through all figures and is never attacked when leaving an engagement. ASSASSIN STRIKES After attacking, a Hive Assassin may attack one additional time. When a Hive Assassin attacks a figure that has been attacked this turn, they may add 1 to their attack dice. HIDE IN PLAIN SIGHT If a Hive Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. Subtract 2 from your roll for each figure adjacent to that Hive Assassin. If you roll a 1-10, roll defense dice normally. If you roll an 11 or higher, ignore all damage that would be inflicted by that attack. Hive Assassins are deadly foes who mercilessly stalk their targets. They are skilled at hiding in plain sight and are easily overlooked when no one is around. When they close with their target, they can combine their deadly blades in focused attacks to cut their enemy into ribbons. The Hive Assassins are in an interesting position being only a two-figure melee squad. I suspect they function best in small numbers where they can keep along the outside to maximize their Hide in Plain Sight and swiftly charge through enemy ranks to lay down some heavy attacks against a key hero with their assassin strikes. While they can get 4 attacks off a round, their Hide in Plain Sight works best when they are minimally surrounded so I think they'd have a tough time carrying an army. I do like how their hiding power is benefited by the fact that they are a two-figure squad. Also, credit to NWHC for the Assassin Strikes power, which is a riff on their Serpentine Strike power from Kyssandra. I really like how it is a double attack power that gives some extra incentive to focus fire, perfect for assassins. [EDIT] Cleaned up Assassin Strikes wording. Intention is for assassins to be able to double team a target and get up to 4 attack but go no further. I'm still not positive about that wording. As always, comments are greatly appreciated! Last edited by Ixe; March 20th, 2017 at 10:45 AM. Reason: fix assassin strikes wording |
#564
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Re: Ixe's Custom Units
I saw these guys in the upcoming Pathfinder set and thought they would make an interesting two-figure squad. I like how these powers work together, as you point out, for an assassination squad.
Two suggestions: If HA1 attacks a figure, and then HA2 attacks the same figure, will HA2 get the bonus on the first attack? As written, probably not. But it might be interesting (and go along with your "focused assassin") to have it work that way. Perhaps something like, "if a Hive Assassin attacks a figure that has already been attacked this turn, it rolls one additional die." Second is a naming issue. To me, "Hide In Plain Sight" means "blend in with the crowd." But your power works in the opposite way, as the Hive Assassin wants to be far from the madding crowd and all that. I don't know what else you might call it -- Mantis Camouflage? But I'd suggest renaming that power. |
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