|
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
Search Forums |
Advanced Search |
Search Downloads |
Advanced Search |
Search Gallery |
Advanced Search |
Search Blogs |
Advanced Search |
Go to Page... |
|
Thread Tools | Search this Thread | Display Modes |
#445
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
IN THE HALL OF THE MOUNTAIN KING
Dwarves! To me, my kinsmen! Featured unit: Greybolt Archers Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. Nobody tosses a Dwarf.
Spoiler Alert!
Auric Stormcleave ¤. Axe-throwing, valorous Dwarf, 60 points.
Spoiler Alert!
Auric Stormcleave General: Aquilla Species: Dwarf Unique Hero Class: Fighter Personality: Valorous Small 3 Life: 3 Move: 5 Range: 1 Attack: 4 Defense: 3 Points: 60 Base: Single Planet: Feylund Throwing Axes You may subtract 2 from Auric Stormcleave's Attack to add 3 to his Range. After making a normal attack on a non-adjacent figure, Auric Stormcleave may attack one additional time. Valorous Advantage Auric Stormcleave rolls an additional die when attacking or defending against a Terrifying figure. Climb X2 When moving up or down levels of terrain, Auric Stormblade may double his height. Figure: Gold Dwarf Fighter The Z-Man said, how about a Dwarf with Throwing Axes? So here's a Dwarf with Throwing Axes. Begorn Thundershield ¤. Inspiring Dwarven Warrior. 120 pts.
Spoiler Alert!
Begorn Thundershield General: Aquilla Species: Dwarf Unique Hero Class: Warrior Personality: Inspiring Medium 4 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 120 Base: Single Planet: Feylund Undaunted Inspiration At the beginning of each round, place one combat die on this card for every wound marker on this card. When a Common figure you control within 3 clear sight spaces of Begorn Thundershield rolls for defense or for a normal attack, you may remove one die from this card and add it to that roll. At the end of the round, remove all combat dice from this card. Thundershield Defense When rolling defense dice, if Begorn Thundershield rolls fewer than two shields, add one shield to whatever is rolled. Figure: Dwarf Battlemaster Design notes:
Spoiler Alert!
The main problem with the old version was that I'd made a "better Mogrimm." Begorn was also a Warlord, and except for Commander's Strike, was just all around better. I made Begorn a Warrior instead -- he's a grizzled veteran who inspires by example, not a warlord leading combat. Here's the old powerset: Rally The Troops After revealing an Order Marker on the Army Card of a Common Squad you control, you may move and attack with 1 additional member of that Squad for each Order Marker on this card. Undaunted Inspiration At the beginning of each round, place one attack die on this card for every wound marker on this card. When Begorn Thundershield, or any figure you control within 3 clear sight spaces of him, rolls for a normal attack, you may remove one die from this card and add it to that roll. At the end of the round, remove all attack dice from this card. Thundershield Defense When rolling defense dice, if Begorn Thundershield rolls fewer than two shields, add one shield to whatever is rolled. Rally The Troops is potentially far too overpowered, with some high-powered squads. "Undaunted Inspiration" is really the key power here. I changed it to only cover Common figures (and not himself) but added the possibility of using it for defense rolls. Also included the "no friendly fire" clause. You're really going to have to get Begorn out there and fighting for him to work. Falthur Greybolt ¤. Dwarf ranger with a "4th turn" attack, 80 pts.
Spoiler Alert!
Falthur Greybolt General: Aquilla Species: Dwarf Unique Hero Class: Ranger Personality: Tricky Medium 4 Life: 4 Move: 6 Range: 5 Attack: 4 Defense: 3 Points: 80 Base: Single Planet: Feylund Crossbow Precision If you revealed an Order Marker on this card this turn, you may add 4 to its Range and subtract 2 from its Attack. Once per turn, when making a normal attack on a non-adjacent figure, Falthur Greybolt may re-roll any attack dice that did not show a skull. Concealment 10 If Falthur Greybolt 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 Falthur Greybolt. Add this number to your die roll. If you roll 10 or higher, ignore any wounds he just received. In The Nick Of Time After the last turn of the round has been taken, before resolving any other special powers on any Army Card or Glyph, you may reveal the X Order Marker on this card and take an immediate turn with Falthur Greybolt. He may use Crossbow Precision on that turn. Figure: Harsk He's a Ranger, so Concealment from Brave Arrow seemed like a good fit for his defensive boost. Crossbow Precision lets him do a decent ranged attack, with a "precision" re-roll, or go melee with his Axe. He can't use the Crossbow with Axegrinder bonding, but they can move him into place or use him as a melee bonding hero. In The Nick Of Time is his "tricky" power. I picture him stepping out from behind a tree to deal a surprise attack when all else seems lost. There's precedent for XOM giving an additional turn, I don't know if restricting it to end-of-round will make him too difficult to manage but we'll see. I think this cost is right -- he's 30 more than Brave Arrow and 20 more than Darrak, but he has range and an extra turn option. I can see using him in a non-Dwarf Army. Thanks to all here who made suggestions on him! Greybolt Archers ¤. Unique 2-man Ranged Dwarf Squad. 50 pts.
Spoiler Alert!
Greybolt Archers General: Aquilla Species: Dwarf Unique Squad Class: Archer Personality: Precise Small 3 Life: 1 Move: 6 Range: 5 Attack: 2 Defense: 3 Points: 50 Figures: 2 Base: Single Planet: Feylund Careful Aim If a Greybolt Archer did not move this turn, it may re-roll any attack dice that did not show a skull. Careful Aim can be used only once for each attack roll. Go On Without Me If one Greybolt Archer is destroyed within clear sight of the other, place the destroyed figure on this card. The remaining Greybolt Archer may move up to 5 spaces. When that Greybolt Archer starts to move with Go On Without Me, it will not take any leaving engagement attacks. Marksman's Spirit If there is a Greybolt Archer on this card, a Greybolt Archer making a normal attack on a non-adjacent figure may add 1 skull to whatever is rolled. Climb X2 When moving up or down levels of terrain, a Greybolt Archer may double his height. Figure: Dwarf Raider & Dwarf Sniper Yet another attempt to make a Unique Squad draftable, plus giving the Dwarves more ranged options. I originally had a double attack for them, but Arch-vile pointed out that crossbows aren't quick to reload, so now they share this "precision" re-roll power with their clansman, Falthur. You may have fun acting out the death scene for "Go On Without Me." Hrath Silverstone §¤. Like Ana K, but better. And a Dwarf. 100 pts.
Spoiler Alert!
Hrath Silverstone General: Einar Species: Dwarf Unique Hero Class: Cleric Personality: Devout Medium 4 Life: 5 Move: 5 Range: 4 Attack: 2 Defense: 3 Points: 100 Base: Single Planet: Feylund Greater Protection from Evil Aura All small or medium figures you control within 3 clear sight spaces of Hrath Silverstone add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar or Valkrill. Hrath Silverstone's Greater Protection from Evil Aura does not affect Hrath Silverstone. Holy Word Special Attack Range 4, Attack 4 Holy Word Special Attack can only be used on Undead or Demon figures. Moradin's Healing After revealing an Order Marker on a wounded Hero figure you control that is adjacent to Hrath Silverstone, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. Add 4 to your roll if the Hero is a Dwarf. If you roll a 15 or higher, remove up to 2 wound markers from that Hero's Army Card. Figure: Dungeon Command Dwarf Cleric A straight-up Ana K copy, with a few changes. Turn Undead now works on Demons, Protection now covers Valkrill, healing favors Dwarves but not exclusively. Jorn Ironfist ¤. Dwarf berserker, 100 points.
Spoiler Alert!
Jorn Ironfist General: Aquilla Species: Dwarf Unique Hero Class: Fighter Personality: Bold Medium 4 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 2 Points: 100 Base: Single Planet: Toril Hammer Strike When making a normal attack, if at least 1 skull was rolled, you may add 1 skull to whatever was rolled. Overextended Fury Once per round, after taking a turn with Jorn Ironfist, you may take an additional turn with him. During that turn, add 1 to his Move and Attack. After that turn, place one wound marker on this card. Tough When rolling defense dice against a normal attack, Jorn Ironfist always adds one automatic shield to whatever is rolled. Figure: Dwarf Maulfighter I wanted a sort of "Berserk Dwarf" for this guy. Hammer Strike is pretty potent. This version of Overextend Attack is not only stat-boosting, but the wound comes at the end of the extra turn, so he can kamikaze out. Lodhar Stoneflame ¤. Dwarf Wizard, 90 pts.
Spoiler Alert!
Lodhar Stoneflame General: Aquilla Species: Dwarf Unique Hero Class: Wizard Personality: Tricky Medium 4 Life: 4 Move: 5 Range: 6 Attack: 3 Defense: 2 Points: 90 Base: Single Planet: Feylund Petrification Instead of attacking, choose an opponent's small, medium, or large figure within 6 clear sight spaces and roll the 20-sided die. Add 1 to your roll for each stone space the figure is on. If you roll an 11 or higher, and it is a Squad figure, destroy it. If you roll a 16 or higher, and it is a Hero, it receives two wounds. Remove an unrevealed Order Marker from that Hero's Army Card, if possible. Constructs, Elementars, or those with the Stealth Flying special power are not affected by Petrification. Mirror Image Before rolling defense dice, you may reveal the X Order Marker on this card and roll the 20-sided die for Mirror Image. If you roll a 1-10, remove the X Order Marker from this card and roll defense dice normally. If you roll an 11 or higher, you may ignore all wounds from that attack. You may continue to roll for Mirror Image if the revealed X Order Marker is on this card. Figure: Dwarf Wizard Relies on Mirror Image for his defense. A Dwarf useful for non-Dwarf armies, but difficult to draft with XOM-dependent figures. Oron Goldenaxe ¤, Dwarven Chieftan, 110 points.
Spoiler Alert!
Oron Goldenaxe Aquilla Dwarf Unique Hero Chieftan Wise Medium 4 Life 5 Move 5 Range 1 Attack 4 Defense 2 110 points Figure: Pathfinder Dwarf Fighter To Me, My Kinsmen! When Oron Goldenaxe receives any number of wounds from an attack, you may choose an equal number of Dwarf Squad figures you control within 4 clear sight spaces. Place the chosen figure(s) adjacent to Oron Goldenaxe on a previously empty [same-level?] space. If a figure is engaged before moving with To Me, My Kinsmen! it will not take any leaving engagement attacks. Clan Tactics When an opponent's figure defends against a normal attack from Oron Goldenaxe, it reduces its Defense by 1 for each Dwarf Squad figure you control engaged with that figure. Tough When rolling defense dice against a normal attack, Oron Goldenaxe always adds 1 automatic shield to whatever is rolled. Design Notes:
Spoiler Alert!
I wanted to capture the feel of those LOTR / Hobbit moments when the wounded dwarven chieftain calls to his clansmen and rallies them to his side. (Thorin? Thrain? Both?) The power is inspired by Tul-Bak-Ra. I'm not sure whether or not to keep the same-level restriction from Teleport Reinforcements. The other question was, what do those Dwarves do when they get there? I considered some kind of Dwarf Attack Aura, or a bonus against figures engaged with Oron G. But I like this option better. Clan Tactics basically represents a "combined" attack (or distraction tactics) from the Dwarves he has summoned with TMMK!. Since he will go first with the Axegrinders' bonding, giving the bonus to him seemed more useful and thematic. And then there's Tough. Pointwise, he's identical to Mogrimm, but with one less Life (he's older, or something). I'm not sure if these powers are worth 1 Life more than Mogrimm's, or if it even makes sense to give him 5 Life since one of his main powers only triggers on wounding. Sigrid Ironwill ¤. Can boost other Dwarves, but it might cost her. 100 pts.
Spoiler Alert!
Sigrid Ironwill General: Aquilla Species: Dwarf Unique Hero Class: Warrior Personality: Loyal Medium 4 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 100 Base: Single Planet: Feylund Foehammer of the Burning Forge Before making a normal attack, choose a figure engaged with Sigrid Ironwill that is also adjacent to the target. After attacking, Sigrid may make an additional attack on the chosen figure, if possible. Channel Ancestral Strength Once per round, before moving, you may roll the 20-sided die. If you roll 1-2, Sigrid Ironwill takes one wound. If you roll 4-14, nothing happens. If you roll 15 or higher, for the rest of the round, Sigrid and all friendly Dwarves within 5 clear sight spaces of her may roll an additional attack die when making a normal attack on an adjacent figure. If you roll a 20, in addition to that attack bonus, you may remove all wound markers from this card. Bio:
Spoiler Alert!
Daughter of Migol, Sigrid Ironwill wields the Foehammer, which for a thousand years has protected the Burning Forge Clan. Her ferocity in battle (and her red hair) have earned her the name "Flame of the Forge" among her fellow dwarven warriors. With the Foehammer of the Burning Forge, she cleaves through enemies and can call on the spirits of the clan's ancestors to aid the armies of Aquilla. But channelling the dead might cost Sigrid her life... Figure: Dread #33 Dwarf Shieldmaiden Synergies Offered: All Dwarves: Axegrinders of Burning Forge, Darrak Ambershard, Migol Ironwill, Mogrimm Forgehammer, Ulfrid Hornwrangler Synergies Received: Axegrinders of Burning Forge I was looking for dwarves at Auggie's to make some proxy Axegrinders sets when I espied the "Dread #33 Dwarf Shieldmaiden" and I thought she'd make a good addition to the dwarven army. I changed a few things since the last version. Foehammer has clearer wording on the second attack. And Channel Ancestral Strength has new odds. The top roll will now completely heal her, instead of adding to the Dwarves' defense. Slaughterstone Eviscerator §¤. A stone Fen Hydra with SA resistance. 130 pts.
Spoiler Alert!
Slaughterstone Eviscerator General: Aquilla Species: Animate Unique Hero Class: Construct Personality: Mindless Large 6 Life: 4 Move: 4 Range: 1 Attack: 4 Defense: 6 Points: 120 Base: Double Planet: Feylund Dwarven Artifice You may not place Order Markers on this card unless you control at least one Dwarf figure. Eviscerator Blades When the Slaughterstone Eviscerator attacks, it may attack up to 4 times. Reduce the number of times the Slaughterstone Eviscerator can attack by 1 for each wound marker on this Army Card. Stony Resistance 3 The Slaughterstone Eviscerator rolls 3 additional defense dice when defending against a special attack. Bio:
Spoiler Alert!
The Forgehammer Clan was long known for their cunning artifices that combined machinery and magic. Legend tells of forges that worked themselves, of wagons that hauled without horses or mules, of axes that flew back to their masters after hewing through foes. Most of the secrets of their making was lost centuries past with the death of Fabran Forgehammer in the Great Battle of Zakhar Pass, and the subsequent looting of the Forgehammer treasury by the Graath Horde. But Mogrimm has spent his life searching for the lost treasures of his ancestor, and for the spells that made them move. The Slaughterstone Eviscerator is the result of his patient search and research. Originally crafted as a mining machine from a single block of stone, the Evsicerator has been refitted for combat, with four deadly blades that are poised and ready to strike at all who would oppose the Forgehammers! Figure: Slaughterstone Eviscerator Yes, it's a big stone Fen Hydra. Design notes:
Spoiler Alert!
The earlier version (at 120 points) had the same stats but this powerset: Eviscerator Blades When the Slaughterstone Eviscerator attacks, it may attack up to 4 times. Reduce the number of times the Slaughterstone Eviscerator can attack by 1 for each wound marker on this Army Card. Courage of the Clan Once per turn, if the Slaughterstone Eviscerator destroys an opponent's figure with a normal attack, you may move up to 2 Dwarf figures you control up to 4 spaces. Figures moved with Courage of the Clan must be within 6 clear sight spaces of this Slaughterstone Eviscerator before moving. Animated Stone No special power on any Army Card or glyph can remove wounds from this Army Card. "Courage of the Clan" was my attempt at the Dwarf tie-in. But it's not that interesting of a power, relative to the complexity of its wording. I replaced it with the Dwarven Artifice "weakness" which is a relatively mild (and simple) way of requiring a Dwarf "controller" for it. "Animated Stone" isn't really all that necessary -- if you really wanted to have Kelda heal it, I suppose the Wellspring magic would do the trick. I replaced with Augamo's Stony Resistance and upped the points to 130. Other custom Dwarves in my collection: Grommel Bronzewielder by Son of Arathorn, 140 pts. Durtil Ironskin by wriggz, 100 pts. Last edited by IshMEL; March 28th, 2017 at 01:27 PM. Reason: Auric Stormcleave added. |
#446
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
THE INFERNAL HORDE
The demonic horrors! The horrific demons! Featured unit: Marcu Esenwein, Uncursed! Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. Did you hear about the new video game that teaches kids all about Demonology? It's called "Where in Hell is Carmen Sandiego?"
Spoiler Alert!
Clerics, Summoners, and Occultists
Spoiler Alert!
Aravi T'se ¤§. Demon-boosting Sorcerer, twin sister to Estivara. 80 pts.
Spoiler Alert!
Aravi T'se General: Valkrill Species: Drow Unique Hero Class: Sorcerer Personality: Tricky Medium 4 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 80 Base: Single Planet: Toril Enervation Special Attack Range 5. Attack 3. If Aravi T'se inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Enervation Damage. If you roll a 1-9, the defending figure receives no additional wounds for Enervation Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Enervation Damage. If you roll a 20, destroy the defending figure. Enervation Special Attack does not affect Animates or destructible objects. Sigil of Tlaolloth Aura All Demon figures you control within 4 clear sight spaces of Aravi T'se roll 1 additional attack die when making a normal attack on an adjacent figure. Cloud of Darkness After taking a turn with Aravi T'se, you may roll the 20-sided die. If you roll a 16 or higher, while she remains on that space, Aravi T'se has no visible Hit Zone until the next time you reveal an order marker. Figure: Estivara My Demons need a cheerleader -- and someone who can add some range. So here's Estivara's twin sister, Aravi T'se. Synergies Offered: All Demon figures can benefit from the Sigil of Tlaolloth Aura. Otonashi: Tricky Speed 4 Pelloth: Lolth's Wrath Special Attack Synergies Received: Skull Demon: Valkrill Attack Aura Synergies Imposed: N/A Rakhman Eldarkhanov. Demon Summoner. 105 points.
Spoiler Alert!
Rakhman Eldarkhanov General: Valkrill Species: Human Unique Hero Class: Sorcerer Personality: Corrupt Medium 4 Life: 4 Move: 5 Range: 5 Attack: 3 Defense: 3 Points: 105 Base: Single Planet: Earth Demonic Summoning At the beginning of each round, before placing Order Markers, roll the 20-sided die. Add 1 for every Order Marker on this card. If you roll a 19 or higher, you may place a previously destroyed Demon figure in your army adjacent to Rakhman Eldarkhanov. Black Rites After moving and before attacking, you may reveal the X Order Marker on this card to activate Black Rites. For the rest of the round, Rakhman Eldarkhanov adds 2 to his Attack and Defense, and reduces his Range to 1. At the end of that round, you must either destroy a Demon you control, or destroy Rakhman Eldarkhanov. Figure: Heroclix Rasputin Sevestra Thune ¤, Cleric of Nerull, 100 points.
Spoiler Alert!
Sevestra Thune General: Utgar Species: Human Unique Hero Class: Cleric Personality: Zealous Medium 4 Life: 5 Move: 5 Range: 4 Attack: 3 Defense: 3 Points: 100 Base: Single Planet: Earth Champion of Evil Bonding After revealing an order marker on this card, you may first take a turn with a Champion who follows Utgar or Valkrill that you control. Soul Scythe When Sevestra Thune attacks a figure she is engaged with, it subtracts two from its defense dice. If that figure is destroyed by her attack, you may remove one wound marker from this Army Card. You may also move any Champions on the destroyed figure's Army Card to this card, if possible. Nerull's Aura of Shadow: Sevestra Thune, and all figures you control who follow Utgar or Valkrill within 4 clear sight spaces of her, add 1 to their defense dice when attacked by a non-adjacent opponent. Figure: Cleric of Nerull Sevestra is, like Ana Karithon, a Cleric summoned from Toril. She worships Nerull, "the patron deity of those who seek the greatest evil for their own enjoyment or gain." Her base stats are pretty much the same. She loses healing, but healing doesn't seem that much like her kind of thing. She can only heal herself with the Soul Scythe as a reward for bringing about more death. (The Champion stealing thing just sounded fun as she drains the spirit of her victim and sucks the Champion's spirit along with it.) Nerull's Shadow Aura has a larger area, but only helps against non-adjacent attacks. I figure it's a sort of cloak of shadowy darkness. She no longer has a Special Attack, but will rely on her Champions to soften up a figure before she moves in with her Soul Scythe. Utgar / Valkrill Champions: Official: Grimnak, Nerak The Glacian Swog Rider, Ornak, Tornak, Sir Hawthorne VC: Skull Demon Custom: Sir Vincent, Baron von Bronn, Klaarak, Nerull's Champion The Order of Maskull ¤. Unique Squad of Occultists to boost Demons and Horrors. 100 pts.
Spoiler Alert!
Figures: Thule Society Priest, Horrorclix Rasputin, Heroclix Crazy Jane, Heroclix Occultist. I wanted to try out a "cheerleader squad." You can keep them safely hidden away in your start zone as the chant has no range or sight line requirement. However you run a risk each round (haven't figured the odds yet) that the Eldritch Chant will go Horribly Wrong and kill off one of your own Occultists. And the fewer Occultists you have, the worse those odds will get. Last Stand might give them a turn boost as a cleanup squad once all your Demons have been exorcised. Demons
Spoiler Alert!
Balalzag ¤, Demon that grabs and won't let go. 100 pts.
Spoiler Alert!
Balalzag General: Valkrill Species: Demon Unique Hero Class: Devourer Personality: Ferocious Medium 4 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 100 Base: Single Planet: Feylund Fell Grip Engagement If Balalzag wounds an opponent's figure but does not destroy it, Balalzag must use Fell Grip Engagement. Balalzag and the figure it wounded must remain adjacent until one or the other is destroyed. Neither figure can make a normal attack on any other figure, or make leaving engagement attacks. Either figure may only move, either normally or by a special power or glyph, if the other can be placed adjacent to it at the end of that move. The Move number of both figures is reduced by 3. Savage Focus While in Fell Grip Engagement with a figure, Balalzag rolls 2 additional attack dice when attacking that figure, and rolls 2 fewer defense dice when defending against any other figure. If that figure is destroyed, remove a wound marker from this card. Bio:
Spoiler Alert!
On Feylund, the name of Balalzag was a name to silence the young. "Behave, child, or Balalzag will get you tonight, and once he grabs you he never lets go!" But those charged with the protection of that world know that Balalzag is more than a legend. A demon let loose in the waking world by a foul spell uttered by Iskra Esenwein, the Balalzag hunts by night. Once its four powerful arms and iron jaws clamp on a victim, it will not let go until one or the other is dead. The Warriors of Ashra had hunted the Balalzag to the edge of the Llomvar. Knowing that once it had a victim in its fell grip, it was vulnerable to the attacks of others, they kept together in a group among the massive trunks of the Waylan trees. Suddenly Balalzag leaped snarling from the darkness. "Sisters! Quickly!" cried the eldest, as she struggled to free herself from the Balalzag's terrible jaws. The others hewed at it with swords. Just as the demon was about to succumb, it disappeared, still gripping the eldest Warrior. Feylund was at last free from the scourge of Balalzag. But the Warriors of Ashra would meet this demon again -- on the Battlefields of Valhalla! Figure: Star Wars Gundark Synergies Offered: N/A Synergies Received: Dumutef Guard: Devourer Attack Enhancement Morgoloth: Demon Leadership Skull Demon: Valkrill Attack Aura Synergies Imposed: Buffy Summers: Slayer Training Frankenstein: Sword of the Archangel Michael Hellcat: Mystical Senses Zauriel: Sword of Holy Flame Figure is a Star Wars Gundark figure (sadly, not too available). Insert "Gundark Style" topical joke here. I saw those extra arms and those big old teeth, and I thought it should be a demon that grabbed you and would never let go. Blood Demons ¤. Unique Squad of Demons, each figure has a unique bonus. 80 pts.
Spoiler Alert!
Blood Demons General: Valkrill Species: Demon Unique Squad Class: Hunter Personality: Ferocious Medium 5 Life: 1 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 80 Figures: 3 Base: Single Planet: Toril Hunter Hero Bonding After revealing an Order Marker on this card, you may first take a turn with a Unique Hunter Hero you control. Hunter's Glory If a Blood Demon destroys an opponent's figure with a normal attack, it may move up to 4 spaces and make an additional attack, if possible. Each Blood Demon may use Hunter's Glory only once per turn. Brethren of Blood If you control the Red Blood Demon, add 1 to the Attack number of this card. If you control the Grey Blood Demon, add 1 to its Defense number. If you control the Black Blood Demon, add 3 to its Move number. Figure: Mage Knight Blood Demons (three different colors) I'd seen this idea before (a Unique Squad with each member providing a different bonus) but I can't say where. I also wanted to give some help for Dund. Poor Dund. The other Hunter Heroes also work thematically, methinks. I based "Hunter's Glory" off of "Archer's Glory", but they can't keep chaining attacks. Synergies Offered: Hunter Hero Bonding Unique Hunter Heros: Official: Dund, Feral Troll, Master of the Hunt, any Hybrid Hero via Lycanthropy VC: Arktos, Van Nessing C3G: Blade, Kraven, Manhunter, Predator, Sentinel Custom: Sylvania the Nentyar Hunter Synergies Received: VC: Skull Demon: Valkrill Attack Aura Morgoloth: Demon Leadership Custom: Aravi T'se (Sigil of Tlaolloth Aura) Synergies Imposed: C3G: Buffy Summers: Slayer Training Frankenstein: Sword of the Archangel Michael Hellcat: Mystical Senses Zauriel: Sword of Holy Flame Ghazuul. Four-Armed Kamikaze demon. 95 pts.
Spoiler Alert!
Ghazuul General: Valkrill Species: Demon Unique Hero Class: Devourer Personality: Savage Medium 5 Life: 4 Move: 6 Range: 1 Attack: 2 Defense: 2 Points: 95 Base: Single Planet: Toril Four-Armed Dexterity When making a normal attack, each skull counts as two hits. When defending against an attack from an adjacent figure, each shield counts as two blocks. Demonic Rampage At the beginning of the round, after rolling for initiative, you may reveal the X Order Marker on this card to activate Demonic Rampage. While Demonic Rampage is active, add 1 to Ghazuul's Attack for each revealed numbered Order Marker on this card, and 1 to his Defense for each unrevealed Order Marker on this card. At the end of that round, remove Ghazuul from the game. Demonic Rampage specifies "remove him from the game" so you can't bring him back to life and rampage again. G'Naxthor ¤. Big demon that creates chaos in its wake. 130 pts.
Spoiler Alert!
G'Naxthor General: Valkrill Species: Demon Unique Hero Class: Creature Personality: Chaotic Large 7 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 130 Base: Double Planet: Toril Aura of Chaos When a figure within 4 spaces of G'Naxthor rolls a 20-sided die for a special power on its Army Card, roll a white combat die. If you roll a shield, add 2 to the result. If you roll a skull or a blank, subtract 1 from the result. Grasp At any point during G'Naxthor's normal move, you may choose one adjacent opponent's small or medium figure. Place the chosen figure adjacent to G'Naxthor at the end of its move, and roll one unblockable attack die against that figure. If the chosen figure is engaged when it is moved by Grasp, it will not take any leaving engagement attacks, and may not make a leaving engagement attack on G'Naxthor. Demonic Rage After moving, G'Naxthor must make a normal attack, if possible. After that attack, if it did not use Grasp this turn, it must make an additional attack, if possible. Figure: Molator Synergies Offered: G'Naxthor can affect any figure with a d20 power. Synergies Received: Aravi T'se: Sigil of Tlaolloth Aura Skull Demon: Valkrill Attack Aura Morgoloth: Demon Leadership Frankenstein's Creature Command Synergies Imposed: Axegrinder's Fearless Advantage Buffy Summer's Slayer Training Frankenstein's Sword of the Archangel Michael Hellcat's Mystical Senses Zauriel's Sword of Holy Flame Figure is the Star Wars mini "Molator". This was my first re-base, it's a double. Turned out OK, I think, I'll post a picture of it later. For this Valkrill Demon, I wanted a figure that actively created chaos around it, hence "Aura of Chaos." (Which is now greatly simplified.) Grasp is basically Talon Grab, but meaner. I also originally had Blind Rage SA, but I like Demonic Rage better. Makes it hard to move him next to friendlies, since with his Chaotic nature he wants to hit something and doesn't quite care what. I picture him swinging one arm and then the other, hence the double attack if he doesn't use Grasp. Jahazael. Demon with a magic sword that can go to a new Hero, 70 pts.
Spoiler Alert!
Jahazael General: Valkrill Species: Demon Unique Hero Class: Brute Personality: Ferocious Medium 5 Life: 3 Move: 5 Range: 1 Attack: 2 Defense: 3 Points: 70 Base: Single Planet: Toril Scimitar of the Sixth Circle Special Attack Range 1, Attack 2. After making all normal attacks, this figure must make an additional attack on an adjacent figure, if possible, with Scimitar of the Sixth Circle Special Attack. The Scimitar's New Master If Jahazael, or a figure with Jahazael on its Army Card, would be destroyed, roll the 20-sided die. If you roll a 7 or higher, you may choose a Unique Hero you control that does not follow Jandar within 3 clear sight spaces. Place Jahazael on that Hero's Army Card. Any Hero with Jahazael on its Army Card now has the ability Scimitar of the Sixth Circle Special Attack. Figure: Blackspawn Exterminator Synergies Offered: The Scimitar's New Master can affect any figure that does not follow Jandar. Synergies Received: Aravi T'se: Sigil of Tlaolloth Aura Skull Demon: Valkrill Attack Aura Morgoloth: Demon Leadership Frankenstein's Creature Command Synergies Imposed: Buffy Summer's Slayer Training Frankenstein's Sword of the Archangel Michael Hellcat's Mystical Senses Zauriel's Sword of Holy Flame So it's a magic sword that can attack on its own and can go to a new owner. Lord Azon ¤. General for Demons and Undead. 180 pts.
Spoiler Alert!
Lord Azon General: Utgar Species: Demon Unique Hero Class: Lord Personality: Tormenting Large 7 Life: 6 Move: 6 Range: 1 Attack: 4 Defense: 6 Points: 180 Base: Single Planet: Toril Dread Alliance Add 1 to your initiative roll for each Order Marker on a Demon or Undead Army Card you control. Infernal Aura An opponent's figure within 4 clear sight spaces of Lord Azon subtracts 1 from its Defense, and is not affected by any special power on any Glyph or any of your opponents' Army Cards, other than its own Army Card. Soul Drain If a figure adjacent to Lord Azon that is not Devout or Undead is destroyed, you may remove one wound marker from this card. Figure: Imperial Sentinel #21 Jedi Academy Star Wars Miniatures. I added Lego horns. Lord Nevermore ¤. Like a Demonic Kaemon Awa, 125 pts.
Spoiler Alert!
Lord Nevermore General: Valkrill Species: Demon Unique Hero Class: Lord Personality: Terrifying Medium 6 Life: 5 Move: 5 Range: 7 Attack: 4 Defense: 3 Points: 125 Base: Single Planet: Toril Mask of Terror When a Squad figure adjacent to Lord Nevermore attacks using a normal attack, it subtracts 1 from its attack dice. Figures with the fearless personality are not affected by Mask of Terror. Quick Release Special Attack Range 4. Attack 4. When Lord Nevermore attacks with his Quick Release Special Attack, he may attack one additional time. Figure: Dreamblade Blood-Ash Archer Synergy: Skeletons of Annellintia It's really a striking figure -- very tall, all black with a silver bow and a silver mask. I started with Kaemon Awa, swapping a defense for a life and keeping QRSA. Replaced Counter Strike with Mask of Terror from Akumaken. I don't know if this will balance out, but it's a good first draft. Nax'Klon ¤. Demonic Ruler, 160 pts.
Spoiler Alert!
Nax'Klon General: Valkrill Species: Demon Unique Hero Class: Ruler Personality: Terrifying Medium 5 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 160 Base: Single Planet: Toril Do Not Fail Me Oncer per turn, wWhen a figure you control within 5 clear sight spaces of Nax'Klon makes a normal attack, you may re-roll up to 3 attack dice once. After that attack, if the target was not destroyed, the attacker receives one wound for each re-rolled die that did not show a skull. Demonic Defense When defending against a normal attack, if fewer than 4 attack dice were rolled, Nax'Klon may add 1 shield to whatever is rolled. Gaze of the Ultroloth 13 Before moving, you may choose an opponent's figure within 5 clear sight spaces of Nax'Klon. Roll the 20-sided die. If you roll a 13 or higher, and it is a Unique Hero, remove all Order Markers on the chosen figure’s Army Card. Otherwise, the figure receives one wound. Figure: Ultroloth My attempt to convert a D&D Ultroloth. Nomratu ¤. Tricky filler demon, 15 pts.
Spoiler Alert!
Nomratu General: Valkrill Species: Demon Unique Hero Class: Devourer Personality: Tricky Medium 4 Life: 1 Move: 6 Range: 1 Attack: 2 Defense: 4 Points: 15 Base: Single Planet: Toril Tricky Advance At the beginning of the round, if an opponent won initiative, before that opponent reveals an Order Marker you may move Nomratu up to 6 spaces. When moving with Tricky Advance, Nomratu never takes leaving engagement attacks. Tail Whip 11 If a small or medium figure is engaged with Normatu, before that figure rolls defense dice against any attack from an adjacent figure, you may roll the 20-sided die. If you roll an 11 or higher, that figure rolls 1 fewer defense die against that attack. You may only roll for Tail Whip once per turn. Grasping Claws When making a leaving engagement attack, if Nomratu did not roll a skull, Nomratu may re-roll that attack die once. Figure: Horrorclix Tickler An entry in a Customs contest. Designing a filler figure is tricky. My idea here was to have a figure that you could get value out of, without putting order markers on it. (NOM = No Order Markers, ha!) Tricky Advance lets you move it forward without an OM. Tail Whip lets it assist with another's attack. And Grasping Claws makes it harder to get out of engagement. Shrldu The Soul Eater. Eats souls to boost attack or self-heal. 80 pts.
Spoiler Alert!
Shrldu The Soul Eater General: Utgar Species: Demon Unique Hero Class: Devourer Personality: Voracious Medium 6 Life: 4 Move: 6 Range: 1 Attack: 3 Defense: 2 Points: 80 Base: Single Planet: Unknown Trapped Souls Each time Shrldu destroys a figure that does not follow Utgar or Valkrill, place a Soul marker on this card. A maximum of 3 Soul markers may be placed on this card. Destructible objects are not affected by Trapped Souls. Soul Eater Before Shrldu makes a normal attack, you may remove a Soul Marker from this card and roll 2 additional attack dice. If Shrldu would receive any wounds from an attack, you may remove any number of Soul Markers from this card. Ignore up to 2 wounds for each Soul Marker removed. Stealth Flying When counting spaces for Shrldu’s movement, ignore elevations. Shrldu may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Shrldu starts to fly, if it is engaged it will not take any leaving engagement attacks. Figure: Spined Devil Synergies Received: Aravi T'se: Sigil of Tlaolloth Aura Skull Demon: Valkrill Attack Aura Morgoloth: Demon Leadership Frankenstein's Creature Command Synergies Imposed: Buffy Summer's Slayer Training Frankenstein's Sword of the Archangel Michael Hellcat's Mystical Senses Zauriel's Sword of Holy Flame I originally had some really complicated system of putting defeated figures on this card, then I realized that markers were just easier. Skullwarden of the Third Circle ¤. Commands Demons and Undead. 75 pts.
Spoiler Alert!
Skullwarden of the Third Circle General: Utgar Species: Demon Unique Hero Class: Warden Personality: Tormenting Medium 5 Life: 5 Move: 5 Range: 1 Attack: 2 Defense: 3 Points: 75 Base: Single Planet: Toril Unholy Horde Advance After rolling for initiative, if you did not roll the highest result, you may immediately move the Skullwarden up to 5 spaces, or you may move up to 3 Common Undead or Demon figures you control up to 3 spaces each. Battleaxe If the Skullwarden is attacking a small or medium figure, add 2 dice to its attack. Infernal Battle Frenzy After an Undead or Demon Squad you control attacks, if any figures in that Squad within 3 clear sight spaces of the Skullwarden made a normal attack, roll the 20-sided die. If you roll a 16 or higher, those figures may attack again. Figure: Mage Knight Skull Warder Synergies Offered: Unholy Horde Advance (Common Undead or Demon) Official: Death Knights of Valkrill, Mezzodemon Warmongers, Phantom Knights, Shades Of Bleakwoode, Zombies of Morindan VC: Deathstrike Thrall, Preyblood Thrall, Skeletons of Annellintia, Tomb Skeletons, Tomb Skeleton Archers C3G: Vampire Minions Other: Dread Warrior, Vengeful Spirit Infernal Battle Frenzy (Squad Undead or Demon) Official: Death Knights of Valkrill, Mezzodemon Warmongers, Phantom Knights, Rechets Of Bogdan, Shades Of Bleakwoode, Zombies of Morindan VC: Skeletons of Annellintia, Tomb Skeletons, Tomb Skeleton Archers C3G: Vampire Minions Other: Blood Demons Synergies Received: Other: Deathhound Aravi T'se Synergies Imposed: C3G: Buffy Summer's Slayer Training Frankenstein's Sword of the Archangel Michael Hellcat's Mystical Senses Zauriel's Sword of Holy Flame I wanted a unit that would tie together the Undead and Demons. I've used Horde Advance before with The Walker In The Wood. Infernal Battle Frenzy basically gives Frenzy to nearby Undead and Demon Squad figures. I think the mechanic works. Not sure about putting the Skullwarden in Utgar, all the Demons so far are Valkrill. But "Warden of Hell" seems more like a Lawful Evil job than a Chaotic Evil job, don't you think? Soulaxe Demon ¤. Minion for Demons. 25 pts.
Spoiler Alert!
Soulaxe Demon General: Valkrill Species: Demon Common Hero Class: Minion Personality: Menacing Medium 5 Life: 1 Move: 6 Range: 1 Attack: 3 Defense: 4 Points: 25 Base: Single Planet: Toril Demon Bonding After revealing an order marker on a Soulaxe Demon Army Card, before taking that Soulaxe Demon's turn, you may take a turn with one other Demon you control. Soul Weapon Figures attacked by a Soulaxe Demon subtract two from their defense dice. Destructible Objects are not affected by Soul Weapon. Bio:
Spoiler Alert!
The Soulaxe was forged in the Fire Below. Its glittering edge never stains, even as it cleaves through mortal flesh. For that edge is sharp enough to sever a soul from its body. At its creation at the Infernal Forge, the Tyrant declared that such a weapon could never fall into mortal hands. The weapon needed a guardian beyond trust, a wielder with no will of its own. So the Soulaxe Demon was molded, ignited, born bellowing into the Fire. It lives to serve its masters, ready to do their bidding, even to sacrifice itself if needed. But its true Master is, and always will be, the Soulaxe. Figure: Massassi Sith Mutant Vornsk Demon ¤. Pouncing demon that you won't notice until too late. 20 pts.
Spoiler Alert!
Vornsk Demon General: Valkrill Species: Demon Unique Hero Class: Skulker Personality: Tricky Small 3 Life: 1 Move: 5 Range: 1 Attack: 2 Defense: 2 Points: 20 Base: Single Planet: Toril (The Vorsk Demon has no visible hit zones.) Pounce Special Attack Range 3. Attack 5. To use Pounce Special Attack, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the Vornsk Demon. If the figure is destroyed, immediately place the Vornsk Demon on the space the figure occupied. If the figure is not destroyed, destroy the Vornsk Demon. Skulking Advance After the last turn of the round has been taken, before resolving any other special powers on any Army Card or Glyph, if there are no Order Markers on this card you may move the Vornsk Demon up to 4 spaces. Figure: Vornskr I almost named him the Fnord Demon. Yersinia ¤. Plague-ridden Darklord Demon, 75 points.
Spoiler Alert!
Yersinia General: Valkrill Species: Demon Unique Hero Class: Darklord Personality: Infectious Medium 5 Life: 3 Move: 6 Range: 1 Attack: 2 Defense: 4 Points: 75 Base: Single Planet: Toril Miasma of Plague 14 After attacking, you must roll the 20-sided die once for each figure adjacent to Yersinia, one at a time. If you roll a 14 or higher, that figure receives a wound. Soulborgs, Constructs, and destructible objects are not affected by Miasma of Plague. Infectious Engagement Yersinia rolls one additional attack die against a figure leaving an engagement with it. Soulborgs and Constructs are not affected by Infectious Engagement. Figure: Blight Rat #51 Dreamblade Base Set Thanks for community input on this! Undead
Spoiler Alert!
Darla the Zombie Cheerleader ¤. Need I say more? 30 pts.
Spoiler Alert!
Darla the Zombie Cheerleader General: Utgar Species: Undead Unique Hero Class: Cheerleader Personality: Tormenting Medium 4 Life: 3 Move: 4 Range: 1 Attack: 2 Defense: 2 Points: 30 Base: Single Planet: Earth GO, GO! TEAM UNDEAD! At the beginning of the round, if you have won initiative, you may immediately move Darla the Zombie Cheerleader up to 4 spaces. When moving with this special power, Darla never takes leaving engagement attacks. YOU CAN'T HIT THIS ZOMBIE'S HEAD! After revealing an Order Marker on an Undead Savage Army Card you control, you may choose one figure on that card that is within 6 clear sight spaces of Darla the Zombie Cheerleader. That figure may add 2 to its move that turn. WE'LL TAKE YOUR SOUL AND EAT YOUR DEAD! AND WE WON'T LEAVE UNTIL WE'VE FED! After an Undead figure you control within 6 clear sight spaces of Darla the Zombie Cheerleader rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Figure: Horrorclix Nightmares Zombie Cheerleader Quite possibly the silliest custom I've made to date... They go with my "Zombies of Midtown" proxies:
Spoiler Alert!
The Grim Reaper ¤§. Death itself!
Spoiler Alert!
The Grim Reaper General: Utgar Species: Undead Unique Hero Class: Reaper Personality: Merciless Medium 5 Life: 6 Move: 6 Range: 1 Attack: 6 Defense: 7 Points: 320 Base: Single Planet: ? Death Cannot Die At the start of each of your turns after The Grim Reaper has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place The Grim Reaper on a space adjacent to any figure you control and remove all Wound Markers on this card. Chess With Death If The Grim Reaper would cause enough wounds with an attack to destroy a Unique Human Hero, you must first roll the 20-sided die. Subtract 2 if that Hero is Tricky or Disciplined. If you roll a 1-2, that Hero may ignore all wounds. Flying When counting spaces for The Grim Reaper's movement, ignore elevations. The Grim Reaper may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When The Grim Reaper starts to fly, if it is engaged it will take any leaving engagement attacks. Figure: D&D Skeletal Reaper Design Notes: It's Thanos! Who plays Chess! Lord Revadac ¤. An insane Lord for the Skeletons of A. 110 pts.
Spoiler Alert!
Lord Revadac General: Valkrill Species: Undead Unique Hero Class: Lord Personality: Tormented Medium 5 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 3 Points: 110 Base: Single Planet: Feylund Necrotic Infection When Lord Revadac receives one or more wounds from an adjacent figure's normal attack, roll the 20-sided die. If you roll an 11 or higher, the attacking figure receives one wound. Necrotic Infection does not affect Undead, Constructs, or Soulborgs. Fit of Madness Before taking a turn with Lord Revadac, roll the 20-sided die. If you roll a 1-2, Lord Revadac must either attack a friendly Squad figure this turn, or take one wound at the end of this turn. Undead Attack Enhancement All friendly Undead figures adjacent to Lord Revadac roll an additional attack die when making a normal attack. Bio:
Spoiler Alert!
In life, Lord Revadac was ruthless. "There is no cost too high for victory" was his motto, and while he crushed his enemies, it was his own people who paid the price. Many a time did Redavac lead his troops to be slaughtered, heedless of whose blood stained the battlefield. And so his own people named him in whispers "Revadac the Cruel," although none dared oppose him. But one night an old woman appeared in the Great Hall of Castle Revadac. Her son had been killed in a needless assault that had claimed the lives of the sons of twelve villages. She demanded that Lord Revadac turn from his evil ways and consider the lives of his commoners. Taking his sword and shouting his motto with rage, he killed her on the spot -- and watched in horror as his sword arm began to turn cadaverous. For the old woman was a witch, and her dying curse of pestilence laid waste to his body. Within days, his flesh had rotted away. Revadac was doomed to wander the land in skeletal form, caught between life and death, driven insane and unable to die. Lord Revadac's madness delighted Valkrill, who prizes chaos as much as Revadac once prized victory. Figure: Angelfire #38 Direguard Synergies Offered: Undead Attack Aura: All Undead figures. Skeletons of Annellintia: Necromancy Synergies Received: Skull Demon: Valkrill Attack Aura Zombie Hulk: Paralyzing Fear Judge Death: Death Sentence Special Attack Synergies Imposed: Ana Karithon: Turn Undead Special Attack Van Nessing: Divine Mission Blade: Silver Weapons / Day Walker Buffy Summers: Slayer Training Hawkman, Hawkgirl, Hawkdudes: Nth Metal Mace BETA Alternate: Replace Fit of Madness with: Ruthless Leader Before or after moving, you may choose an Undead Squad figure you control adjacent to Lord Revadac. Destroy the chosen figure and remove one wound marker from this card. Nerull's Champion ¤, Undead Champion, 80 points.
Spoiler Alert!
Nerull's Champion General: Utgar Species: Undead Unique Hero Class: Champion Personality: Terrifying Medium 4 Life: 3 Move: 5 Range: 1 Attack: 4 Defense: 5 Points: 80 Base: Single Planet: ? Terrible Visage After taking a turn with Nerull's Champion, you may reveal the X Order Marker on this card and roll the 20-sided die. If you roll a 14 or higher, you may choose up to 3 opponent's figures within 3 spaces of Nerull's Champion. Move the chosen figures up to 3 spaces each. Figures moved by Terrible Visage cannot end that movement closer to Nerull's Champion. They do not take leaving engagement attacks, but non-Flying figures will take any falling damage that may apply. Fearless, Undead, and Demon figures are not affected by Terrible Visage. By Nerull's Will If Nerull's Champion is the only figure you control who follows Utgar or Valkrill, destroy Nerull's Champion. Sevestra had created an unholy thing from the body of her slain enemy, a nameless Champion to do her bidding and advance Nerull's cause of murder and destruction. Its face was a terrible thing to behold. Those unlucky enough to see it would flee in panic, its burning eyes seeming to pursue them everywhere. Like a Skull Demon, mostly, but with Death Knight levels of defense. Figure: D&D Dread Guard Reaper of Bleakwoode ¤. Synergy with Death Knights, Anubians, Shades and Marcu! 150 points.
Spoiler Alert!
Reaper of Bleakwoode General: Utgar Species: Undead Unique Hero Class: Reaper Personality: Relentless Medium 5 Life: 5 Move: 7 Range: 1 Attack: 3 Defense: 4 Points: 150 Base: Single Planet: Valhalla Devourer's Command After rolling the 20-sided die for any special power on a Devourer Army Cary you control, if at least one figure on that Army Card is within 4 clear sight spaces of the Reaper of Bleakwoode you may reveal the X Order Marker on this card to either add 1 to or subtract 1 from the result. Soul Reaper Figures attacked by the Reaper of Bleakwoode roll 2 fewer defense dice. If that attack causes enough wounds to destroy a figure, you may remove one wound marker from this card. Destructible objects are not affected by Soul Reaper. Stealth Flying When counting spaces for the Reaper of Bleakewoode's movement, ignore elevations. It may fly over over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Reaper of Bleakewoode starts to fly, if it is engaged it will not take any leaving engagement attacks. Figure: Solonavi Shade #034 Mage Knight Sorcery Devourers with a d20 ability: Official: Anubian Wolves, Marcu Esenwein, Shades Of Bleakwoode Custom: Ravenous Ooze, Spike As a medium Relentless figure, the Reaper can bond with the Death Knights. There was an earlier version of the Reaper which basically only worked with the Shades:
Spoiler Alert!
I decided to open up the army possibilities with Devourer's Command. He can help Marcu subtract 1, since Marcu is stubborn and reverses the normal "higher=better" rule. You only get to use it once per round, and he'll have to keep up with the other Devourers. Skeletal Captain ¤. The "Swog Rider" of the Undead Guards. 25 pts.
Spoiler Alert!
Skeletal Captain General: Valkrill Species: Undead Common Hero Class: Captain Personality: Precise Medium 4 Life: 1 Move: 5 Range: 7 Attack: 2 Defense: 2 Points: 25 Base: Single Planet: Toril Undead Guard Squad Bonding After revealing an Order Marker on this card and taking a turn with this Skeletal Captain, you may take a turn with an Undead Guard Squad you control. Skeletal Form When rolling defense dice against an attack from a figure with a range number of 4 or more that is not a Cleric or Wizard, this Skeletal Captain adds 1 die. Captain of the Guard All Guard figures you control adjacent to this Skeletal Captain add 1 die to their attack, to a maximum of +1 for Captain of the Guard. Figure: Mage Knight Skeleton Archer The "Swog Rider" of the Undead Guards. Except they don't stack, because the Undead aren't as smart as Orcs. Undead Guards: Crypt Guardians, Tomb Skeletons, and Tomb Skeleton Archers. I'm not a huge fan of the "Skeletal Form" power but it makes sense to reuse it here. Spectre of Laur ¤. So horrifying you can't even get close. 100 pts.
Spoiler Alert!
Spectre of Laur General: Utgar Species: Undead Unique Hero Class: Spirit Personality: Terrifying Medium 5 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 2 Points: 80 Base: Single Planet: Valhalla Horror 13 When an opponent's figure that is not Undead moves adjacent to the Spectre of Laur, roll the 20-sided die. If you roll a 13 or higher, that figure must continue its move to the nearest space where it can end its normal move and not be adjacent to the Spectre of Laur. It then ends its move and may not attack. If it cannot move to such a space, after its normal move it takes 1 wound and may not attack. Figures are only affected by Horror as they move into engagement with the Spectre of Laur. The Spectre of Laur rolls one additional die against a figure leaving an engagement with it when moving with Horror. Insubstantial 3 The Spectre of Laur rolls 3 additional defense dice when defending against a normal attack from a non-adjacent figure. Ethereal Movement The Spectre of Laur may move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. It may not be moved by any special power or glyph. Figure: Heroes & Monsters #26 Spectre Synergies Received: Zombie Hulk: Paralyzing Fear Judge Death: Death Sentence Special Attack Synergies Imposed: Ana Karithon: Turn Undead Special Attack Van Nessing: Divine Mission Blade: Silver Weapons / Day Walker Buffy Summers: Slayer Training Hawkman, Hawkgirl, Hawkdudes: Nth Metal Mace Horror 13 was tricky to do (with a little help from commenters here, thanks!) but on the whole this does what I want it to do: it's hard to attack from range (because of Insubstantial) and hard to attack up close (because of Horror and Panic). Despite having a base defense of 2, it should be pretty hard to destroy. The Night Stalker ¤. Relentless figure with a taste for Unique souls. 140 pts.
Spoiler Alert!
The Night Stalker General: Valkrill Species: Undead Unique Hero Class: Stalker Personality: Relentless Medium 4 Life: 6 Move: 7 Range: 1 Attack: 3 Defense: 4 Points: 140 Base: Single Planet: Toril Death of All Hope After targeting an engaged figure that is not Mindless or Devout, you may first roll the 20-sided die.If you roll a 1, you may not attack. * If you roll a 2-4, nothing happens. * If you roll a 5-10, the target rolls 1 fewer defense die. * If you roll an 11-16, it rolls 2 fewer defense. * If you roll 17-19, it rolls 3 fewer defense. * If you roll a 20, it may not roll any defense dice. Devour The Greater After moving, if the Night Stalker can target a Unique figure, it may not target a Common figure. Dismiss The Lesser The Night Stalker may move through all Common figures and never takes leaving engagement attacks from them. The Night Stalker rolls an additional defense die against any attack from a Common figure.* Figure: Dreamblade Jack of Blades This figure just looks scary, and I wanted to do something like a "Dementor" with him, hence "Death of All Hope." On average, it's about the equivalent of rolling 0.75 extra attack. Will make for a good assassin for your opponent's key Unique figures. Price is high, I could drop the Life perhaps. Vengeful Spirit ¤. Undead Einar filler! 20 pts.
Spoiler Alert!
Vengeful Spirit General: Einar Species: Undead Common Hero Class: Spirit Personality: Vengeful Medium 5 Life: 1 Move: 7 Range: 1 Attack: 1 Defense: 4 Points: 20 Base: Single Planet: Eberron Revenge of the Fallen A Vengeful Spirit does not start the game on the battlefield. Instead, when a figure you control that is not Undead or a Construct receives enough wounds from an opponent's attack to destroy it, you may place a Vengeful Spirit in your army within 2 clear sight spaces of the attacking figure, if possible. If a Vengeful Spirit is destroyed, it may not be returned to the battlefield by any special power on an Army Card or glyph. Soul Force Disruption 11 After moving and before attacking, you may choose an opponent's figure this Vengeful Spirit moved through this turn and roll the 20-sided die. If you roll an 11 or higher, the chosen figure receives 1 wound. Ethereal Movement A Vengeful Spirit may move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. It may not be moved by any special power or glyph. Bio:
Spoiler Alert!
Ana Karithon hesitated before answering Einar's question. "Resurrection? It is possible, General. But such magics can be dangerous -- and the resulting creatures hard to control..." "You misunderstand me, Cleric. I do not want an army of gibbering ghouls or walking bones. I want my soldiers to be able to fight on, even after they have fallen. I want my soldiers to carry on the fight in the Next World -- and, perhaps, to tip the balance of battle here in Valhalla. Can you do that, Cleric?" Karithon nodded. "I cannot raise whole armies. But to bring back a few spirits, bent on revenge? Who could disrupt the very souls of our enemies in ethereal combat? That, General, I can do." "Good. I only hope it will be enough..." And thus did the armies of Einar release their weapon of strange magic: The Vengeful Spirits. Figure: Heroclix X-Ray After much tinkering, I think I'm happy with the way this guy works. I changed him from a Squad to a Common Hero, because you'll only be able to place 1 at a time, and it wouldn't make sense to wait until you had 3 placed to get the most from an OM. The second major change is how Revenge of the Fallen works. It originally was "replace the destroyed figure" but that ran into the Zombie Problem. Now it's placed within 2 CSSs of the attacker. Now it has some tactical use against a ranged attacker. A ranged attack destroys one of your own, you can place a Vengeful Spirit adjacent to the attacker, forcing it to engage the Spirit instead of your main force. Or, grab a glyph, or put the Spirit in the midst of an advancing main force. The third change was the "Soul Disruption" attack. It's now equivalent to an unblockable attack die, with the "move through" element that I wanted thematically. Because the Spirits are ethereal, I wanted to use something like Insubstantial, but there's too much going on with the card. Instead I gave it a low attack / high defense to represent its incorporeal nature. Finally, Ethereal Movement. I fooled around with Flying / Phantom Walk / Climbing combinations. Decided to ditch the elevation bonus, as what is thematically important here is the ability to get through stuff (into castles etc) The "no move" clause means they can't be Thrown or Knocked Back. They still have to stop in water, and I guess they can get fried by lava. Other Undead customs in my collection: Damien Evershade by NHWC, 120 pts. Vampires
Spoiler Alert!
Bat Swarm ¤. Enables your vampire to flutter away. Curses! 25 pts.
Spoiler Alert!
Works with all your Esenweins, and any other custom vamps. An insurance policy. Note that it will cost you 2 turns to bring your vamp back to the board, and that any wounds that vamp had (other than the prevented ones) will still be on his / her card. The figure is the Heroclix Flock of Bats. Ilyena Esenwein ¤§. Adaptation of Son of Arathorn's vampire. 150 pts.
Spoiler Alert!
Ilyena Esenwein General: Vydar Species: Undead Unique Hero Class: Lady Personality: Tricky Medium 4 Life: 6 Move: 8 Range: 1 Attack: 4 Defense: 3 Points: 150 Base: Single Planet: Feylund Vampiric Domination After moving and before attacking with Ilyena Esenwein, choose a figure within 4 clear sight spaces of Ilyena Esenwein to Dominate. Roll the 20-sided die once for each figure controlled by an opponent that is adjacent to the Dominated figure. If you roll a 16 or higher, the adjacent figure receives 1 wound. Add 3 to your die roll if the Dominated figure is a Squad figure. Soulborgs and Constructs cannot be chosen for Vampiric Domination. Life Drain Each time this unit destroys a figure, you may remove a wound marker from this Army Card. This unit cannot Life Drain destructible objects. Stealth Flying When counting spaces for this unit's movement, ignore elevations. This unit may fly over over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this unit starts to fly, if the unit is engaged it will not take any leaving engagement attacks. Figure: Marvel Heroclix The Amazing Spider-Man 034 Satana Hellstrom Rare This isn't my design! It belongs to @Son of Arathorn , and you can see his original design here. I found this figure (it's a Heroclix "Satana Hellstrom") and thought it would work well for that design. The original figure has a bared midriff that I thought looked, well, silly. So I gave her a makeover with a bit of black paint. My apologies to SoA for renaming his power. This figure lacks an Orb, so "Vydar's Orb" didn't work, so I went with "Vampiric Domination." Marcu Esenwein Uncursed ¤. His curse has been lifted... but for how long? Only the d20 can tell. 45 pts.
Spoiler Alert!
Marcu Esenwein Uncursed General: Utgar Species: Undead Unique Hero Class: Duke Personality: Tormented Medium 5 Life: 6 Move: 7 Range: 1 Attack: 4 Defense: 4 Points: 45 Base: Single Planet: Toril The Esenwein Curse If you control Marcu Esenwein Uncursed, you must also have Marcu Esenwein in your Army. At the beginning of the game, do not place Marcu Esenwein on the battlefield. Instead, at the beginning of every round, after placing Order Markers, you must roll the 20-sided die. If you roll a 1-3, you must destroy Marcu Esenwein Uncursed and replace him with Marcu Esenwein. Move all wound markers and Order Markers from this card to the Army Card of Marcu Esenwein. Life Drain Each time Marcu Esenwein Uncursed destroys a figure, you may remove a wound marker from this Army Card. Marcu Esenwein Uncursed cannot Life Drain destructible objects. Flying When counting spaces for Marcu Esenwein Uncursed's movement, ignore elevations. He may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Marcu Esenwein Uncursed starts to fly, if he is engaged he will take any leaving engagement attacks. Figure: Vampire Enforcer #040 Horrorclix Base Set The basic idea is, Cyprien's curse has been lifted (Wellspring? Kee-Mo-Shi? Utgar?) but that the effect is unstable. If the curse returns, he reverts back to his old twisted form. Props to @Not_User_Name for the idea to make an "uncursed" Marcu. I floated this idea about him "changing back" there if the counter-spell wears off. So here's how I priced him: His base cost is 140. Compared with Cyp, he has an additional attack, one less move, and lacks Stealth and Chilling Touch. 10 points less feels about right, although it could arguably be less. In the first round, you have an 85% chance of getting the ME Uncursed (MEU) and 15% chance of getting ME Cursed (MEC). 85% of 140 is 119 points, and 15% of MEC's 20 points is 3 points, so on average your first round you'll have 122 points worth of Marcu in one form or another. Since the effect is permanent, your second round chance of having MEU is 72.25% (85% chance in the first round x 85% chance in the second round). So in Round 2, you have an average of 101 points for MEU and 6 points of MEC. Continuing down the series, over 10 rounds the combined value of the two figures is 75 points (74.6, actually.) Since you must draft 20 points of MEC, the remaining 55 points is assigned to MEU. Because of the gamble, I knocked 10 points off to make him a better bet. Plus he's the same as Sonya now, and I like the symmetry. Like his Cursed version, Marcu Esenwein Uncursed is cheap for his stats, and if you're lucky with the d20 you'll get more than 45 points worth out of him. But if the curse returns... The one thing I couldn't fit on the card was what happens if an opponent takes control of Marcu Uncursed. That opponent also takes control of your Regular Marcu. Unless he has one already, of course. Morbius Esenwein ¤. Patriarch of the Esenwiens, King of the Vampires, 200 pts.
Spoiler Alert!
Morbius Esenwein General: Utgar Species: Undead Unique Hero Class: King Personality: Terrifying Medium 6 Life: 7 Move: 8 Range: 1 Attack: 5 Defense: 4 Points: 200 Base: Single Planet: Feylund Terribilis Rex If there is at least one Order Marker on this card, you may add 1 to your initiative roll for each Order Marker on any Terrifying Army Card. Life Drain Each time Morbius Esenwein destroys a figure, you may remove a wound marker from this Army Card. Morbius Esenwein cannot Life Drain destructible objects. Stealth Flying When counting spaces for this unit's movement, ignore elevations. This unit may fly over over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this unit starts to fly, if the unit is engaged it will not take any leaving engagement attacks. Bloodthirsty 15 When Morbius Esenwein inflicts one or more wounds with a normal attack, roll the 20-sided die. If you roll 15 or higher, he may attack again. Figure: Marvel Heroclix Secret Invasion 029 Morbius Uncommon Yes, yes, I know. Four powers. I figure since he outranks his kids, he should be the King. (I have a few custom powers that target Kings and Queens, so, yeah.) He'll lose the synergy with the Skeletons of A, but the way I see it, you're going to keep him in the background, use TERRIBILIS REX to boost your Terrifying army, and then use him to clean up against wounded figures to maximize BLOOD FRENZY. A few other thoughts: T REX counts OMs on all Terrifying cards -- yours, friendlies, opponents. Not sure if that's a new idea (probably not, given the thousands of customs here) but I like it. I've priced him assuming +1.5 dice for Blood Frenzy, so he's probably vulnerable to swarming squads since they are not as tasty. I was tempted to amend Blood Frenzy to exclude destructible objects, but I'd rather not mess with official powers just because I have a thematic disagreement with them. Vamp Minion ¤. Uncommonly Undead. 50 pts.
Spoiler Alert!
Vamp Minion General: Utgar Species: Undead Uncommon Hero Class: Minion Personality: Loyal Medium 4 Life: 3 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 50 Base: Single Planet: Earth Scent of Blood When an Undead hero you control with the Life Drain special power causes any wounds with a normal attack on an opponent's figure, you may choose up to 3 Vamp Minions you control within 6 spaces of the attacking hero. Move the chosen figures up to 4 spaces each. Life Drain Each time this Vamp Minion destroys a figure, you may remove a wound marker from this Army Card. This Vamp Minion cannot Life Drain destructible objects. Disengage This Vamp Minion is never attacked when leaving an engagement. Figure: Marvel Heroclix Clobberin' Time Set #019-021, Vampire Lackey OK, so a Vampire in Daisy Dukes doesn't exactly scream ""Feylund"" but she'll fit right in as a Minion for Spike and Drusilla. Scent of Blood Synergy: Official: Cyprien Esenwein, Iskra Esenwein, Marcu Esenwein, Sonya Esenwein Custom: Drusilla, Ilyena Esenwein, Spike, Marcu Esenwein Uncursed, Morbius Esenwein, Vamp Minion (but not the one that just attacked) See also Spike, Drusilla and Angel in the Buffy section of Tales Come to Life. Last edited by IshMEL; July 11th, 2018 at 07:26 PM. Reason: Added Bat Swarm |
#447
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
MARIEDIAN RISING
Smash the Soulborg State! Featured unit: Jirol Brenn Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. Why is it always afternoon on Alpha Prime? Because it's Post Mariedian.
Spoiler Alert!
Balan Nor ¤. Mariedian bodyguard. 40 pts.
Spoiler Alert!
Balan Nor General: Aquilla Species: Mariedian Unique Hero Class: Guard Personality: Protective Medium 4 Life: 3 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 40 Base: Single Planet: Alpha Prime Mariedian Guard After revealing an Order Marker on the Army Card of a Unique Mariedian Hero you control that is adjacent to Balan Nor, you may immediately move Balan Nor up to 5 spaces. When moving with Mariedian Guard, Balan Nor will take any leaving engagement attacks. Engaged Challenge If a figure that is engaged with Balan Nor makes a leaving engagement attack on another figure you control and at least one skull is rolled, you may place one wound on this card to ignore all wounds from that leaving engagement attack. Engagement Strike 13 If an opponent's small or medium figure moves adjacent to Balan Nor, roll the 20-sided die. If you roll a 13 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Balan Nor. Figure: Coruscant Guard (SW Mini) Corbin Nine ¤. Engineer, 60 pts.
Spoiler Alert!
I picked up this "Gears of War" Heroclix figure. He's got goggles, which must mean he's an engineer-type, right? I took Sabotage from the C3V dwarf Beorn Boltcutter. Seemed right for a Mariedian to have. Deyed Zec ¤§. Mariedian Sniper, 60 pts.
Spoiler Alert!
Deyed Zec General: Aquilla Species: Mariedian Unique Hero Class: Sniper Personality: Precise Medium 4 Life: 3 Move: 5 Range: 8 Attack: 2 Defense: 3 Points: 60 Base: Single Planet: Alpha Prime Aimed Shot If Deyed Zec did not move this turn, when making a normal attack, each skull rolled counts as an additional hit. Figure: Old Republic Soldier Star Wars Miniatures Design notes:
Spoiler Alert!
With that big rifle, he just screamed Sniper! I don't own either Deadeye Dan or Zetacron (his name is a mashup of both), but in thinking of how Deyed would work Zetacron seemed like a better model. I used Aimed Shot instead of Deadly Shot because the M-43 can move him up, and I traded a Life for a Defense, since that seemed more thematic for a non-Soulborg. Hala Jax ¤. Mariedian who turns "invisible". 40 pts.
Spoiler Alert!
Hala Jax General: Aquilla Species: Mariedian Unique Hero Class: Scientist Personality: Resourceful Medium 4 Life: 3 Move: 5 Range: 6 Attack: 2 Defense: 2 Points: 40 Base: Single Planet: Alpha Prime QFP Cloaking Device Once per round, before moving Hala Jax, you may remove her from the battlefield and replace her with a QFP figure you control. You must place the other QFP figures adjacent to the first. Transfer all Order Markers from this card to the QFP Army Card, and immediately take a turn with the QFP. Decloaking If you revealed an Order Marker on the QFP Army Card this turn, after moving and before attacking you may replace a QFP with Hala Jax. Remove all other QFPs from the battlefield and move any unrevealed Order Markers from the QFP Army Card to this card. You may immediately take a turn with Hala Jax, during which she may only attack. Hala Jax rolls 2 additional attack dice on that turn. Bio:
Spoiler Alert!
"No, not actually invisible. Invisibility -- it's possible to bend the light around something, sure. But the gravwave generator's so big you couldn't put it on anything smaller than a Juggernaught, and even then the side effects would be seriously unpleasant for anything with a pulse. But this here little number is much more practical, at least for field ops. On the books it's The Quantum Field Projection Cloaking Device, but I call it the Q Cloak, and since I made it, I figure I can call it whatever I please. It's based on the work of Dr. Griffin, of course, but between you, me, and the baxinator, Dr. G's ideas would never leave the realm of theory if it weren't for me. I'm the only one around here who can read his work and handle an arc fuser. Anyway, you're familiar with the Multiverse, right? A quantum particle is in several places at the same time, the places where it might be, until it has some observable effect. The cat's dead and alive at the same time, right? Then bam, the wave collapses, and we find out which of those probable loci is the one that's true in our universe. The Q Cloak does more or less the same thing, just scaled up. You push this button here, and it creates three Quantum Field Projections. One of those is where you really are in our universe, the others are where you would be in another possible universe. Because they're only probabilities, the QFPs are hard to observe, so they make excellent decoys. But once they're detected, that possibility is eliminated. You've got to watch out, because once two QFPs are down, the wave collapses and your cloak is gone. Then you'd better have your guns ready. I know I always do." Figure: Hoax (Tannhauser) Jirol Brenn ¤. Inspiring Mariedian leader. 70 pts.
Spoiler Alert!
Jirol Brenn General: Aquilla Species: Mariedian Unique Hero Class: Leader Personality: Inspiring Medium 5 Life: 4 Move: 5 Range: 6 Attack: 2 Defense: 3 Points: 70 Base: Single Planet: Alpha Prime Seize the Initiative At the beginning of the round, if you rolled the highest initative roll, before revealing the "1" Order Marker on any Army Card you may reveal the "X" Order Marker on this card and take a turn with Jirol Brenn. Steady Aim If Jirol Brenn does not move this turn and attacks a non-adjacent figure, he may either roll 1 additional attack die, or add add 2 to his range. Mariedian Combat Leader If at least one Order Marker is on this card, you may add 1 to your initiative roll for each Order Marker placed on a Mariedian Army Card you control. Figure: Old Republic Commander #05 Champions of the Force Star Wars Miniatures Thanks to Ixe for suggesting "Seize the Initiative" which works nicely with Combat Leader. Lobar Bao ¤. Mariedian Scout. 40 pts.
Spoiler Alert!
Lobar Bao General: Aquilla Species: Mariedian Unique Hero Class: Scout Personality: Tricky Medium 4 Life: 3 Move: 5 Range: 6 Attack: 2 Defense: 2 Points: 40 Base: Single Planet: Alpha Prime Mariedian Signal Beacon If at least one Order Marker is on this card, when Lobar Bao is within 3 clear sight spaces of an opponent's figure, a Mariedian figure you control with a Range of 4 or higher may add 2 to its Range when targeting that figure for a normal attack. Stealth Dodge When Lobar Bao rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. Tactical Disengagement 7 When Lobar Bao receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack. Figure: Antarian Ranger #12 Jedi Academy Star Wars Miniatures I wanted a unit with real "Scout" abilities -- one that you will send ahead of your main force and that gives an advantage to them. Lobar can extend the Range of his fellow Mariedians. The M-43 can use Guerilla Tactics to keep him out in front and away from the enemy to make the most use of Stealth Dodge. Having Stealth Dodge and Disengage together seemed like too much, so I used Tactical Disengage instead. QFP ¤. Invisibility units for Hala Jax. Unique Squad, 30 pts.
Spoiler Alert!
QFP General: Aquilla Species: Eigenstate Unique Squad Class: Construct Personality: Deceptive Medium 4 Life: 1 Move: 5 Range: 1 Attack: 0 Defense: 2 Points: 30 Figures: 3 Base: Single Planet: Alpha Prime Quantum Field Projection QFPs do not start the game on the battlefield. Instead, they are placed when Hala Jax uses the QFP Cloaking Device. A QFP may not attack and has no visible hit zone. If a QFP would take a wound, it is not destroyed. Instead, place that figure on this Army Card. Detected When a QFP and another figure become engaged, roll the 20-sided die. If you roll a 10 or less, place that QFP on this card. A QFP is only affected by Detected as it moves into engagement with a figure, or as another figure moves into engagement with that QFP. Wave Collapse If only one QFP figure remains on the battlefield, you must immediately replace it with Hala Jax. If that QFP would have received any wounds, Hala Jax will receive them instead. Transfer all Order Markers from this card to Hala Jax's Army Card. Figure: Hoax (Tannhauser) Hoax from Tannhauser, which includes the three "ghost" figures. Last edited by IshMEL; March 21st, 2017 at 05:35 PM. |
#448
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
OPHIDIAN SUPREMACY: SSSSLITHERERS
Vipers and Serpents! Featured unit: Sahelia Kaa Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. Snakes. Why did it have to be snakes?
Spoiler Alert!
Kassandra §¤. Ullar warlord and Ophidian matriarch. Unique Hero, 135 points.
Spoiler Alert!
Kassandra General: Ullar Species: Lamia Unique Hero Class: Warlord Personality: Wild Size: Large 6 Life: 5 Move: 7 Range: 1 Attack: 3 Defense: 4 135 Points Planet: Toril Figure: Pathfinder, Rise of the Runelords, Lamia Matriarch #26 Ophidian Egg Protector At the beginning of the game, you may place the Glpyh of Ophidian Egg Clutch on an empty space adjacent to Kassandra. Serpentine Strike When Kassandra attacks with a normal attack, she may attack 1 additional time. If she attacks the same figure in a turn, she may add 1 additional attack die to the second attack. A Coward's Reward Kassandra rolls 1 additional die against figures leaving an engagement with her. Slither Kassandra does not have to stop her movement when entering water spaces. Heavily adapted from the NWHC's Kyssandra. I liked the idea a lot but thought it needed a few things fixed. The egg thing is a great idea -- but thematically it didn't make sense for her to carry the eggs into the heat of battle. Instead they are now a permanent glyph: The Glyph of Ophidian Egg Clutch Hatching At the end of each round, a player with a figure on the Glyph of Ophidian Egg Clutch may place a previously destroyed Common Viper or Serpent Squad figure from that player's Army adjacent to that figure. Fragile Shells When a figure ends its turn on the Glyph of Ophidian Egg Clutch, if it is unengaged and did not attack this turn, it may remove this Glyph from the battlefield. The idea of a nest made more sense to me. So the Clutch can produce a lot of Vipers and Serpents, like the Marro Hive, but only in your start zone, and only one per round. Also you can destroy it just by standing on it (and even if a figure is engaged, it can essentially negate the Glyph just by standing on it.) It also means that Kassandra will probably stay in your start zone to protect the nest. This version excludes the EOV but includes Serpents (so I can use them with the Ticalla Serpents.) The other changes I made were to size (she really looks Large to me) and personality (Protective seemed a better fit, and I can't picture her with the Death Knights). Sahelia Kaa ¤. Naga Sorcerer, works with Vipers and Snakes. 90 pts.
Spoiler Alert!
Sahelia Kaa General: Ullar Species: Naga Unique Hero Class: Sorcerer Personality: Devout Medium 5 Life: 4 Move: 6 Range: 5 Attack: 2 Defense: 3 Points: 90 Base: Single Planet: Feylund Ophidian Supremacy Anytime you roll the 20-sided die for a Snake or Viper Army Card, you may add 1 to your die roll. Call of the Naga When Sahelia Kaa makes a normal attack, she rolls 1 additional attack die for each Snake or Viper adjacent to the target, up to a maximum of +3 for Call of the Naga. Slither Sahelia Kaa never stops when entering a water space. Bio:
Spoiler Alert!
Sahelia Kaa stretched out with her mind. Yes, they were there. The Vipers. Coiled to strike across the battlefield. It still felt both strange and comfortable -- ssal veethsa pesha igular sep, she would have said to her Sister-Sorcerers, like finding an asp egg in a cobra's nest. But there were no other Naga here who would understand. When she had arrived here -- one moment she was facing death in the eyes of the Blood Demon whose jaws were about to rip out her throat. And in the next, she was facing life -- the Great Man-Bird Ullar, his keen eyes a welcome and a challenge. He had tasked her with venturing into the Ticalla Jungle to speak with the great serpents there and bring them into his service. And so she had, with the ones called Sssonlen and Sssyvariss, and a band of warriors who seemed to be all called Ashra; she could not tell them apart. Apart from the skirmish with those Metal-Men, they'd reached the jungle without much incident. Along the way she had learned much from Sssonlen of the magics of this world, the Wellsprings, and the war that raged over them. The names of all their foes, the other Great Man-Birds, she did not learn until later. But she understood war. All too well. In the Jungle she felt at ease, slithering through the waters while the Two-Legs struggled to keep up. Soon she could feel them nearby. Her serpentine ssallakh -- there was no word for that here, but one used a similar word for a shed skin, something that was both part of you and separate. The Call of the Naga brought one, larger than any serpent she knew on her world, but still, in its veins, the same. She heard the whisper of steel as one of the warrior women nervously drew at the approach of the serpent, but Sahelia Kaa raised her hand. She met the great snake eye to eye, mind to mind. It had never been spoken to by any but its broodkind, and so it took some time before both could make themselves understood. Sahelia Kaa had no thought for the others, who stood watching as more great serpents slithered out of the jungle, dropping from trees and emerging from water, until a circle of them were swaying, in exact synchronicity to the Naga's dance. As Elves, they had seen much. Even so, they marveled. And then, in a hiss and a flash of scales, they were gone. Sahelia Kaa did not look at her companions. "They will come. They will feed. They will bite. They will fight for the Great Man-Bird Ullar." She wasn't to encounter the Vipers until weeks later, when a scouting party led by their Warlord linked up with her and the Elves. The bond was instant, but not the same as that with a snake, on her world or this one. It was still a strange feeling, communing with the minds of the Vipers. Venoc. Armoc. Both ssallakh and alien, bestial instinct and cold intelligence. And something else -- The Vipers, when speaking aloud, always called her Sahelia Kaa. But she knew their minds, and when they thought of her they called her shasella. Mother. Figure: D&D Yuan-Ti Halfblood Sorcerer Ticalla Serpents ¤. Snakes on a hex. Common Squad, 30 pts.
Spoiler Alert!
Ticalla Serpents General: Ullar Species: Snake Common Squad Class: Scout Personality: Wild Medium 4 Life: 1 Move: 6 Range: 1 Attack: 2 Defense: 2 Points: 30 Figures: 3 Base: Single Planet: Valhalla Slither A Ticalla Serpent never stops when entering a water space. Venom Strike When a Ticalla Serpent rolls for a normal attack, if at least 1 skull is rolled, you may roll the 20-sided die. On a 16 or higher, add one skull to whatever is rolled. Venom Strike does not affect Soulborgs, Constructs, or destructible objects. Horde Attack You may attack with any 3 Ticalla Serpents you control, even Ticalla Serpents that did not move this turn. Figure: Flame Snake, Displacer Serpent, Fiendish Snake A cheap squad to work with Sahelia Kaa. Last edited by IshMEL; March 21st, 2017 at 05:32 PM. |
#449
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
PORTAL TO YARTH: CLANKS AND SPARKS
These are inspired by the Steampunk / "Gaslamp" webcomic "Girl Genius," a favorite in our house. In this universe, a Spark is a person imbued with mechanical genius of the Mad Science variety. A Clank is an automaton created by Sparks. In Heroscape I've defined "Clank" as a species, and all "Clanks" have the class of "Construct." Featured unit: Agatha Heterodyne Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. Mad Scientists rule the world. Badly.
Spoiler Alert!
House Heterodyne
Spoiler Alert!
Jandar and Valkrill in one faction? But of course! That's part of the history of the Heterodynes -- a family of mad scientists who would do stuff like build a giant intelligent death-trap castle, or try to take over Europa, that sort of thing. But "The Heterodyne Boys" (and Agatha, our heroine) decided to be Good Guys instead. Agatha Heterodyne. Our heroine! 150 pts.
Spoiler Alert!
Agatha Heterodyne General: Jandar Species: Human Unique Hero Class: Spark Personality: Clever Medium 5 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 150 Base: Single Planet: Yarth Spark Command After revealing an Order Marker on this card, you may first take a turn with a Construct Hero or Squad you control. Any figure that is taking a turn with Spark Command must be within clear sight of Agatha Heterodyne before moving. Spark Repair Once per turn, if a friendly Soulborg, Cyborg or Construct Hero begins or ends its move adjacent to Agatha Heterodyne, you may remove 1 wound marker from its Army Card. Lightning Staff Special Attack Range 4+Special, Attack 3 Choose a figure to attack. You may choose a second figure within 3 clear sight spaces of the targeted figure, and a third figure within 3 clear sight spaces of the second figure to be affected by Lightning Staff Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice separately. Lightning Staff Special Attack does not affect destructible objects. Figure: Tannhauser Oksana I borrowed the SA wording from one of Sherman Davies' customs. Agatha is the main heroine of the Girl Genius webcomic; the Tannhauser mini is close enough" for me. Dingbots. Unique Squad of bodyguards (or conductors) for Agatha. 20 pts.
Spoiler Alert!
Dingbots General: Aquilla Species: Clank Unique Squad Class: Construct Personality: Loyal Small 3 Life: 1 Move: 6 Range: 1 Attack: 2 Defense: 2 Points: 20 Figures: 2 Base: Single Planet: Yarth Sacrifice If a Unique Human Hero you control within 3 clear sight spaces of a Dingbot would take any wounds from a normal attack, you may destroy that Dingbot and ignore all wounds. The Dingbot must be within 3 clear sight spaces of the attacking figure to use Sacrifice. Shrapnel 13 If a Dingbot is destroyed, before removing it from the battlefield, roll the 20-sided die. If you roll a 13 or higher, you must choose an adjacent figure, if possible. The chosen figure receives one wound. Galvanic Shielding A Dingbot may ignore all wounds from Lightning Staff Special Attack. Climb x2 Figure: Tannhauser Oksana Voivodes They are bigger than Agatha's Dingbots, but I'll take artistic license here. First Bank of Mechanisburg ATM. Agh! What's my PIN?! 50 pts.
Spoiler Alert!
First Bank of Mechanisburg ATM General: Valkrill Species: Clank Unique Squad Class: Construct Personality: Tormenting Medium 4 Life: 1 Move: 4 Range: 1 Attack: 2 Defense: 5 Points: 50 Base: Single Planet: Yarth Please Enter Your PIN Before attacking this Clank, an adjacent opponent's figure must first roll the 20-sided die. An Adventurer or Spark may add 4 to its roll. If it rolls a 1-2, the attacking figure takes one wound. If it rolls a 20 or higher, destroy this Clank. Automated Torture Machine After attacking, this Clank may attack three additional times. Add 1 to its Attack for each wound this Clank inflicted with a normal attack this turn. Figure: Horrorclix Carnage Bot Another thing I made up. Don't ask about the ATM fees! Fun-Sized Mobile Agony and Death Dispenser. Mrrowr? 150 pts.
Spoiler Alert!
Fun-Sized Mobile Agony and Death Dispenser General: Valkrill Species: Clank Uncommon Hero Class: Construct Personality: Ferocious Large 5 Life: 5 Move: 6 Range: 1 Attack: 5 Defense: 5 Points: 150 Base: Double Planet: Yarth Easily Distracted If a figure moves at least 1 space, and begins or ends its move within 5 clear sight spaces of an F.S.M.A.D.D., you must roll the 20-sided die. If you roll a 1-14, move that F.S.M.A.D.D. normally up to 3 spaces. It must end its move as close as possible to the figure that moved. Carry Before moving this F.S.M.A.D.D., choose an unengaged friendly Small or Medium figure adjacent to it. After you move this F.S.M.A.D.D., place the chosen figure adjacent to it. Hydraulic Leap Instead of its normal move, this F.S.M.A.D.D. may Hydraulic Leap. Hydraulic Leap has a move of 4. When counting spaces for a F.S.M.A.D.D.'s leaping movement, ignore elevation. It may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. It may not leap more than 12 levels up or down in a single leap. If an F.S.M.A.D.D. moves more than 4 levels lower with Hydraulic Leap, it may roll 2 additional attack dice. Figure: Junk Golem The Junk Golem was modded (repositioned a front arm, my first figure mod!). Looks pretty close to the F.S.M.A.D.D in the comics, which are giant mechanical cats. Easily Distracted" is taken straight from the comic, as are the carry and leap abilities. Galvaniclank. Pseudo-Squad with a lightning zap between two of them. 20 pts.
Spoiler Alert!
Galvaniclank General: Jandar Species: Clank Common Hero Class: Construct Personality: Resolute Large 6 Life: 1 Move: 5 Range: 1 Attack: 3 Defense: 6 Points: 20 Base: Single Planet: Yarth Galvaniclank Movement Bonding After revealing an Order Marker on this card, you may move up to 2 other Galvaniclanks you control. Lightning Field Special Attack Range Special, Attack 4 After moving, choose a straight line path between this Galvaniclank and another Galvaniclank within 4 clear sight spaces. All figures on that path are affected by Lightning Field Special Attack, and roll defense dice separately. Destructible objects are not affected by Lightning Field Special Attack. Figure: Mage Knight Brass Commander Another invented figure that would fit in with the Girl Genius universe. Iago Heterodyne's Chess Playing Automaton. It plays chess. And kills things. 75 pts.
Spoiler Alert!
Iago Heterodyne's Chess Playing Automaton General: Valkrill Species: Clank Unique Hero Class: Construct Personality: Tricky Medium 5 Life: 3 Move: 5 Range: 6 Attack: 4 Defense: 3 Points: 75 Base: Single Planet: Yarth Opening Gambit At the start of the first round of a game, after all order markers have been placed, you may move Iago Heterodyne's Chess Playing Automaton up to 5 spaces. It must end its Opening Gambit movement on an empty space. Castle Once per game, before moving Iago Heterodyne's Chess Playing Automaton normally, choose a non-adjacent figure you control within 6 clear sight spaces. After moving the Automaton, you may immediately move the chosen figure up to 6 spaces. The chosen figure cannot end its move adjacent to Iago Heterodyne's Chess Playing Automaton, and will take any leaving engagement attacks. Alekhine's Gun When attacking a Queen, King, Knight, or the Castle Door, Iago Heterodyne's Chess Playing Automaton rolls 2 additional attack dice. Figure: Tannhauser Frankenstahl This probably makes no sense if you haven't read the webcomic, but this is the kind of absurd-mad-science-steampunk thing that graces the pages of Girl Genius. I imagine that this device was invented by a Heterodyne ancestor (they were very Valkrill) and discovered in a sealed-off room in Castle Heterodyne. "Alekhine's Gun" is an actual chess formation and is my favorite of these powers. Mechanicsburg Mechamilitia. Ack-Ack Squad, 75 pts.
Spoiler Alert!
Mechanicsburg Mechamilitia General: Jandar Species: Clank Unique Squad Class: Construct Personality: Precise Large 6 Life: 1 Move: 3 Range: 7 Attack: 2 Defense: 4 Points: 75 Figures: 3 Base: Single Planet: Yarth Move Into Position A Huge figure that begins its turn adjacent to any unengaged Clanks in the Mechanisburg Mechamilitia may place one of those Clanks adjacent to it at the end of its normal move. Clear Shot When a Clank in the Mechanicsburg Mechamilitia makes a normal attack, if the target's entire hit zone is visible, each skull counts as an additional hit. Anti-Aircraft Fire After an opponent's flying figure ends its normal move, you may choose any number of Clanks you control in the Mechanicsburg Mechamilitia. Each chosen Clank must be within 4 clear sight spaces of at least one space that figure flew over, or began or ended its flying move on. Roll the 20-sided die once for each chosen Clank. On an 16 or higher, the figure takes one wound. Figures with the Stealth Flying special power are not affected by Anti-Aircraft Fire. Each Clank in the Mechanicsburg Mechamilitia may only be chosen once per turn for Anti-Aircraft Fire. Figure: Heroclix Bioshock Rocket Turret Anti-Aircraft Fire is a bit tricksy wording but I think it works. Mechanicsburg is the ancestral homeland of the Heterodyne family, a town of minions, and has many mechanical defenses, of which I imagine these would be a part. House Sturmvoraus
Spoiler Alert!
Tarvek Sturmvoraus is from Sturmhalten, and the "Storm King" is about as Vydar as they get, "a Byzantine schemer, with a track record of complicated double and triple crosses." Johannisborg. Can hack other units and steal their OMs. 50 pts.
Spoiler Alert!
Johannisborg General: Vydar Species: Cyborg Unique Hero Class: Spark Personality: Clever Medium 5 Life: 4 Move: 5 Range: 1 Attack: 2 Defense: 3 Points: 50 Base: Single Planet: Yarth Systems Hack After attacking, you may choose an opponent's Soulborg, Cyborg, or Clank figure within 4 clear sight spaces, and roll the 20-sided die. Add 5 to your roll if Johannisborg did not attack this turn. If you roll an 18 or higher, you may remove an unrevealed Order Marker at random from that figure's Army Card and place it on any Army Card you control. If it is a numbered Order Marker, when that opponent would have revealed it, you may reveal it instead and take a turn with that Army Card, if possible. Return the Order Marker to that opponent at the end of the round. Systems Exploit An opponent's Soulborg, Cyborg, or Clank figure adjacent to Johannisborg subtracts 1 from its Defense, and may not use any special power on its Army Card. Figure: Heroclix Pretty Boy - 007 I don't know if the "Systems Hack" mechanic (of "stealing" an OM instead of just removing it) is a new idea or not, but it seems like it could be fun. I may end up restricting the kinds of Army Cards you can put the stolen OM on. Another "made up" unit -- a "lesser" spark within House Sturmvoraus. Sturmhalten Behemoth. Big, bad, boom, boom. 140 pts.
Spoiler Alert!
Sturmhalten Behemoth General: Vydar Species: Cyborg Uncommon Hero Class: Construct Personality: Fearsome Large 6 Life: 5 Move: 5 Range: 6 Attack: 3 Defense: 5 Points: 140 Base: Single Planet: Yarth Double Barreled Attack After making a normal attack, this Sturmhalten Behemoth may make an additional attack on a different figure. Point Blank Once per attack, when making a normal attack on an adjacent figure, you may reroll any dice that did not show skulls. Figure: Dreamblade Gun Behemoth There's no connection between this "Behemoth" and the place, it just seemed like a good fit. House Wulfenbach
Spoiler Alert!
Duellator. Steam-powered pugilist, 40 pts.
Spoiler Alert!
Duellator General: Aquilla Species: Clank Unique Hero Class: Construct Personality: Resolute Medium 5 Life: 1 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 40 Base: Single Planet: Yarth Steam Powered You may only place one Order Marker on this card. If you did not reveal an Order Marker on this card at the beginning of this turn, Duellator may not attack. Brass Resistance When defending against a normal attack, add 1 shield to whatever is rolled. Figure: 1 - Robotman - 007 Putting the "Steam" back in "Steampunk." Not found in the webcomic, but I think he would fit in. Wulfenbach Riot Clanks. Best against groups. Unique Squad, 80 pts.
Spoiler Alert!
Wulfenbach Riot Clanks General: Einar Species: Clank Unique Squad Class: Construct Personality: Determined Medium 4 Life: 1 Move: 6 Range: 1 Attack: 2 Defense: 4 Points: 80 Figures: 3 Base: Single Planet: Yarth Fall In A Wulfenbach Riot Clank can move an additional space if it ends its move adjacent to a Clank you control. Crowd Pacification When making a normal attack, a Wulfenbach Riot Clank rolls 1 additional attack die if another figure controlled by an opponent is adjacent to the target. Double Hammer Attack After making a normal attack, a Wulfenbach Riot Clank may make an additional attack on the same figure. Figure: Minions #076 Ironclad Send them in early to mess with formations of Squaddies. Wulfenbach Siege Engines. Blast the battlements! Common Squad. 50 pts.
Spoiler Alert!
Wulfenbach Siege Engines General: Einar Species: Clank Common Squad Class: Construct Personality: Precise Large 6 Life: 1 Move: 4 Range: 7 Attack: 3 Defense: 3 Points: 50 Figures: 2 Base: Single Planet: Yarth Battlement Blast Instead of attacking, a Wulfenbach Siege Engine may use Battlement Blast. Choose a battlement within 7 clear sight spaces and roll the 20-sided die. If you roll a 16 or higher, remove the battlement. If you roll a 20, you may also remove up to two battlements adjacent to the chosen battlement. All figures adjacent to a removed battlement receive one wound. Siege Engine A Wulfenbach Siege Engine ignores any special powers that give automatic shields to Destructible Objects. Long-Range Artillery When attacking a figure within 3 spaces, a Wulfenbach Siege Engine rolls 2 fewer attack dice. Figure: Star Wars: LR-57 Combat Droid - 14 A really single-terrain-use-unit, for use in a Castle Siege. The Wulfenbachs are the current rulers of Europa, and very Lawful-Neutral-Einar (although more Machiavellian than I tend to think of Einar, personally.) These figures were too steampunky to pass up. House Mongfish
Spoiler Alert!
Slaver Wasp §. Flying mind-control machine, 90 pts.
Spoiler Alert!
Slaver Wasp General: Valkrill Species: Bio-Mech Uncommon Hero Class: Construct Personality: Tricky Medium 5 Life: 3 Move: 6 Range: 1 Attack: 3 Defense: 4 Points: 90 Base: Single Planet: Yarth Revenant 18 After moving and before attacking, you may choose any unique figure adjacent to this Slaver Wasp. Roll the 20-sided die. If you roll an 18 or higher, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure's Army Card. If this Slaver Wasp is destroyed, you retain control of any previously Army Cards affected by Revenant. Flying When counting spaces for this Slaver Wasp's movement, ignore elevations. This Slaver Wasp 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. Figure: Heroclix Brood Queen Here's the background on Slaver Wasps which are pretty important in-universe. Like a flying Kee Mo Shi. Not quite the same as how they work in-universe, but give me some artistic license here, jeez OK? Vladimir Mongfish. Machine-gobbling boss, 180 pts.
Spoiler Alert!
Vladimir Mongfish General: Valkrill Species: Cyborg Unique Hero Class: Spark Personality: Arrogant Medium 5 Life: 4 Move: 5 Range: 7 Attack: 4 Defense: 7 Points: 180 Base: Single Planet: Yarth MechaScorpion Tail When attacking an adjacent figure with a normal attack, Vladimir Mongfish rolls 2 additional attack dice. Systems Upgrade Before attacking, choose an adjacent small or medium Cyborg, Construct, or Soulborg figure and roll the 20-sided die. Add 10 to your roll if the chosen figure is a Squad figure. If you roll a 20 or higher, destroy the chosen figure. You may then immediately remove one wound marker from this card. Bio:
Spoiler Alert!
At some point within what seems likely to be just the past few decades, some Mongfish family members revitalized the Knights of Jove and helped them, by means of their Sparky mastery of biology, produce a viable, charismatic heir to the House of Valois and the legend of the Storm King. Who exactly was involved in the conspiracy and how is yet to be revealed. How well (so to speak) the Mongfish survived the Long War and the Other War is also yet to be detailled, other than DuMedd's comment that "I never had any family before. I mean, that wasn't dead or missing. Or a head in a jar or something." Figure: Heroclix Black Scorpion - 003 The Mongfish family is the Definite Bad Guy in the series thus far. I made this particular member of the family up. Other Factions
Spoiler Alert!
11th Albion Mechmarine Regiment §. Common Squad of Amphibious "Roman Archers," 60 pts.
Spoiler Alert!
11th Albion Mechmarine Regiment General: Einar Species: Clank Common Squad Class: Construct Personality: Dauntless Medium 5 Life: 1 Move: 4 Range: 6 Attack: 2 Defense: 2 Points: 60 Figures: 3 Base: Single Planet: Yarth Amphibious While a Clank in the 11th Albion Mechmarine Regiment is on a water space, add 2 to its Defense. If that Clank starts its movement on a water space, add 1 to its movement for that turn. That Clank does not have to stop its movement when entering a water space. Concentrated Fire Special Attack Range 6, Attack 6. Three unengaged Clanks in the 11th Albion Mechmarine Regiment may combine their attacks and roll their attack dice as one. All three Clanks must have a clear line of sight on the target. The defending figure compares height to the highest Clank to determine height advantage for defense. Water Cannon Figures with the Lava Resistant ability roll 1 fewer defense die against any attack from a Clank in the 11th Albion Mechmarine Regiment. Figure: Mage Knight Submersible Golem A rethemed Roman Archer unit. Albion is basically Great Britain in the alt-world of Yarth. Einar seemed right given the Roman and British themes. Jägermonsters. Dhey iz relentlezz hunterz und fighterz, schtriking fear into dheir enemiez und fighting un in schpite uff injuriez dot vould kill a normal man. 120 pts.
Spoiler Alert!
Jägermonsters General: Aquilla Jägerkin Common Squad Constructs Loyal Life 1 Move 5 Attack 4 Defense 2 4 figures 120 pts Tactical Svitch Ven a Jägermonster hyu control attacks an opponent's schmall or medium figure, before rollink de attack dice, hyu may svitch dot Jägermonster vit de defendink figure. After svitching spaces, de Jägermonster musht continue de attack, if possible, und kannot attack henny odder figure diz turn. Figures moofd by Tactical Svitch never take henny leavink engagement attacks. An opponent's figure may be moofd by Tactical Svitch only once per turn. Jäger Resolff Ven rollink defense dice againsht a normal or schpecial attack, a Jägermonster alvays adds 1 automatic schield to votever iz rolled. Soper Shtrength A Jägermonshter doz not roll for demage from a fall or major fall, bot doz roll for demage from an ekstreme fall. A Jägermonshter ignores henny aotomatic shields ven attackink a Deshtructible Objeck. so The Jägermonsters were created by (and are extremely loyal to) House Heterodyne. But after the fall of the Heterodynes, they went to work for the Wulfenbachs. Hence throwing them into Aquilla. These are rethemed, Super-Strong WF Soldiers, which seemed right. I'm using Blade Gruts for figures. Otilia, Muse of Protection. Bodyguard, 100 pts.
Spoiler Alert!
Otilia, Muse of Protection General: Einar Species: Clank Unique Hero Class: Construct Personality: Protective Medium 5 Life: 4 Move: 8 Range: 1 Attack: 3 Defense: 3 Points: 100 Base: Single Planet: Yarth Gaussian Blur Device Otilia rolls 2 additional defense dice against an attack from a non-adjacent figure. Protect My Charges Otilia may attack one additional time for every Hero you control that is adjacent to her, up to a total of two additional attacks. When making a normal attack, Otilia adds 1 attack die for each Hero you control that is engaged with the target, up to a maximum of +2 for Protect My Charges. Muse of Protection If a figure can target Otilia for a normal attack, it cannot make a normal attack on any Hero you control that is adjacent to Otilia. Figure: Athena Gaussian Blur plus Muse of Protection gives her a pretty powerful bodyguard function against Range. Possible 3 attacks of 3. Here is the character's bio. She's been in a few different mechanical / construct bodies so this one works for her just fine. The Spider King. Multiple spider arms, Arachnoid and Cyborg minions, 175 pts.
Spoiler Alert!
The Spider King General: Utgar Species: Cyborg Unique Hero Class: King Personality: Ruthless Medium 5 Life: 6 Move: 6 Range: 1 Attack: 4 Defense: 5 Points: 175 Base: Single Planet: Yarth Arachnoid Arms When The Spider King attacks, he may attack three additional times. Minions of The Spider King All Arachnid figures you control with 6 clear sight spaces of The Spider King roll 1 additional attack die when attacking normally. All Cyborg and Construct figures you control within 6 clear sight spaces of The Spider King add 1 to their defense. Figure: Heroclix Lord Recluse - 001 No real connection to the Girl Genius universe, but he looks like he could fit in there as an upstart challenging Pax Wulfenbach. Working on: Gilgamesh Wulfenbach, Tarvek Stormvarus, Zeetha, Violetta Mondarev, and whatever steam-punky minis I haven't assigned yet. Last edited by IshMEL; March 21st, 2017 at 03:49 PM. |
#450
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
SOLDIERS AND LAWMEN
Various "good guys" from 20th Century Earth. Featured unit: Sgt. Al McCreech of the "Namesakes" Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. I'm getting too old for this.
Spoiler Alert!
The Namesakes
Spoiler Alert!
I'd acquired a bunch of modern police / detective-type figures, and thought a Lawman faction would be fun to build. Somewhere along the line the "namesake" idea occured to me; hence the story that explains why the ancestors / descendants all show up in Valhalla. As always, these cards haven't been tested yet, so everything's subject to change and open to suggestion. As currently priced, the heroes will make a 500 unit army. Some (Carr, Maverick, Woo) are directly inspired by their namesakes. Lt. Murphy & Sgt. McCreech have coordination, initiative & bonding leadership powers. The "Law & Order" power common to several units serves two functions: it gives them +1 in melee (since the figure is engaged with a Lawman), and also +1 on ranged attacks if the defender is engaged with a different Lawman. Woo's version ("Backup") only works with non-adjacent figures, since he already has the auto-skull on melee attacks. "Way of Win Chiu" is directly lifted from C3G's "Close Combat Expert". I've taken many liberties with the story, which is set after Vydar's betrayal. Apologies for stuff that's non-canon, and to @wriggz for using Flettu as I needed an Aquilla Kyrie to show up. Here are all the units together, if you don't feel like reading the story:
Spoiler Alert!
The Kyrie met on the shore of the Sigling Sea at the appointed hour. Raelin looked up and down the beach. She did not like the thick morning fog that rolled off the water. Too many possible surprises. Especially when meeting with a traitor. She beat her silver wings with impatience, causing interesting vortices in the air. Saylind's eyes were scanning the line of trees that paralleled the shore, trying to read the movement of leaves. In the fog, the trees looked like looming figures, waiting to charge. His spear glimmered slightly. If an attack did come, he was ready to get as many to safety as he could. Flettu had been sent as Aquilla's Herald. The other Kyrie did not know her, as the Moon Tribe mostly kept to themselves. Her bright wings were folded back like a butterfly at rest, and she gazed out at the point where the water disappeared into the fog. The Empress Kiova spread her feathered wings regally, unperturbed. Whatever his military prowess, Vydar was, still, only a General. She was an Empress. And besides, her loyal Imperium were on patrol. What was there to fear? The sun shone weakly through the fog as they waited, along with the humans who had been requested to attend this unusual meeting. A horn sounded, three notes in succession -- the Imperium had spotted Vydar's party. Kiova nodded to the other Kyrie. That particular horn call meant that the approaching General was not arrayed for battle, but also not alone. Yet Raelin and Saylind did not relax. Flettu arranged her scroll and spread her iridescent wings. The Empress assumed a station of honor before the others. And then General Vydar himself stepped from out of the fog, walking as casually and confidently as if he were entering his own palace. Flanking him were Agent Carr and James Murphy, bearing the Vydar standard and the Herald's flag. And behind them, other heroes that none recognized. A large enough party, in fact, to evenly match their own, should things go that way. None of the Kyrie present had seen Vydar since he had broken with the Alliance. Hands went toward weapons instinctively, but the clatter of weapons silenced as the Empress held up her hand. "General Vydar. We welcome you here, as you have requested, under the Herald's banner of truce. By the terms of the Wellspring Compact, none may offer violence at this conference. Yet I see you have not come alone." Vydar bowed to the Empress -- he knew his protocol still -- and acknowledged the other Kyrie. "And I see that my fellow generals have sent yourselves instead of coming personally. Well, no matter. You will hear my story, which touches on all of us, and especially on these humans here. We are here to talk, not to fight. Not today, at least." With that, Vydar drew his guns -- and offered them, with the barrels pointing at his own breast, to the Empress. Protocol. In response she unbuckled her sword, still sheathed, and plunged it into the sand. The general holstered his guns. Raelin had not realized she had been holding her breath. "We shall relay your message to General Einar, as will Raelin to Jandar, Saylind to Ullar, and Flettu to Aquilla. What is it you wish to tell us? Your request to meet with us, and with specific warriors in our armies, has been a source of great curiosity since we received your scroll a fortnight past." "It is a curious matter I wish to relay. As do your commanding generals, I am ever attentive to the timestream, looking for those heroes I might bring under Vydar's banner. You know Agent Carr, of course. He told me of an ancestor of his, a Lawman of Earth in their 20th Century. Cut down in the line of duty as he confronted a gang of criminals in his city. I thought this human might join us, and so I opened a portal at the place and time that Agent Carr told me of. My fellow Kyrie, allow me to present Agent Carr's great-grandfather, Detective Addison Carr.
Spoiler Alert!
The detective stepped forward next to his descendant. Both were about the same age here in Valhalla, although more than a century separated them. The resemblance was clear, as much in their attitude than anything. "As has happened before, more than one hero was worthy enough to step through the portal I had opened. The leader of their Lawman group, Lieutenant Jane Murphy, has also joined our ranks." A woman came forward, her overcoat billowing in the sea breeze, matching the duster of the cowboy next to her.
Spoiler Alert!
"In speaking with her, a curious fact came to light -- she is the great-granddaughter of my Lawman, James Murphy." "But the odds of that happening are --" "Yes, Saylind, they are astronomically small. But smaller still were the chances of the next hero to appear. Did Deadeye Dan accompany you, as I requested?" Ullar's sharpshooter stepped forward, rifle slung over his shoulder. "Dan, I would like you to meet your great-grandson and namesake, Officer Daniel Maverick. I believe he takes after you in certain respects." The cowboy and the SWAT sniper clasped hands, and began quietly conversing about rangefinders.
Spoiler Alert!
Vydar motioned to Jandar's Lawman. "Mr. Sullivan! My I present your great-granddaughter, Detective Joan Sullivan?"
Spoiler Alert!
A number of uniformed policemen were behind her. In the fog, it was difficult to tell exactly how many. This was a common occurence in Valhalla. "Raelin, along with these brave heroes a number of police officers came through the portal. I believe that they are eager to join your ranks."
Spoiler Alert!
"Guilty McCreech, your great-grandson, Sergeant Al McCreech."
Spoiler Alert!
"And finally, for Aquilla. Flettu, there are no Lawmen in your ranks. But in that same shootout that brought these others to Valhalla was Detective James Woo -- your great-grandson, Master Woo." The detective bowed to his ancestor, whose martial arts had been handed down through the family.
Spoiler Alert!
"I am still confounded, General. How can these disparate heroes here in Valhalla all have relations with one group of lawmen in the same time? This cannot be a matter of coincidence." "No, Raelin, I think not. It is beyond my ability to explain." Flettu spoke for the first time. "Perhaps, General, it is like this. I stand here in Ostrivick and throw this stone into the Sigling Sea." She picked up a pebble and did so. "My brother Saylind stands in Ekstrom at the same time, and does the same, while my sister Raelin throws her stone in Nastralund and my sister -- er, Her Majesty throws a stone into the same sea from the shores of Laur. Each stone makes a ripple in the water. And as those ripples spread out --" "Yes, it is possible, they could converge at a single point. Well spoken. The opening of portals could cause fluctuations in the timestream. And if those fluctuations meet, the point of convergence could result in an historical aberration." Of the Lawmen new to Valhalla, it was Lt. Murphy who spoke first. "I don't pretend to know just what is going on here, and why. But now that we're here, what is to become of us? I understand from James that you all are fighting each other. And against some 'nasty critters of ill repute,' as he put it." Her great-grandfather gave a toothy grin. "But I won't let your conflict split us apart." "In other words," the sergeant cut in, "whatever beef you all got, we won't fight each other, that's for damn sure." "And we won't fight against our own kin," said Detective Woo, stepping closer to his ancestor. Maverick continued. "I'm glad that we're still on the job here in the afterlife, or wherever we are. We can keep on doing what's right. Protect and serve. "We're cops, not soldiers," said Detective Sullivan. "Maybe that difference doesn't mean much to you. But it means everything to us. We will fight if we have to, kill if we must. But it's to keep the peace, not to win any wars." "Well spoken, all. Although I have brought you all here, it is clear that you will not all serve under my banner. Blood calls to blood. And it is also clear that you will not be separated. So your question remains, Lieutenant. What will become of you?" "A solution has occurred to us, General. To the west of our palace lies Crumland, and beyond that Athenoek. There is a town, Farsund, on the western coast. It is a haven for those Kyrie who do not wish to take part in our wars, for refugees of Valhalla displaced by the fighting, and for deserters from all of the Seven Armies. It is growing fast. The Master of Farsund, Arlend, has appealed to us and to General Einar for troops to maintain law and order. But we have none to spare." "It sounds like our kind of beat, your Majesty." "We do not know what this 'beat' is of which you speak, sergeant. But if you will all accept this commission, we will send word to Master Arlend in advance of your arrival." There was a short conference among the police. "Your Majesty, we accept your offer." "Now just hold your horses!" "Shotgun" Sullivan addressed the four Kyrie. "We've served you folk faithfully, and fought hard. But we can't just meet our kin one minute and send them off into danger the next. They don't know Valhalla or what they're up against. They don't know the territory. It ain't right. If Detective Joan here is gonna wear the badge, then I'm gonna stand with her." And so it was that the Lawmen of Valhalla all elected to go and keep the peace in Farsund. Agent Carr elected to stay with Vydar's troops; Master Woo needed to assist the Shaolin Monks, but promised to make the journey to the coast of Athenoek to visit his descendant and continue his training. Saylind turned to the other Kyrie. "I can send them, but for a group of this size I shall need your assistance." And so five Kyrie grasped the Spear of Summoning. Saylind warned all present to close their eyes, and at a word the spear grew bright enough to burn off all the morning fog. When they opened their eyes, Saylind and the Lawmen were gone. Without a word the others parted ways, to face each other as enemies or fight as allies another day. Soon the tide had washed away all evidence of the meeting -- save for a single ripple that was still spreading toward the far shores of the Sigling Sea. Investigators
Spoiler Alert!
B.T. Wilson, P.I. ¤. Totally not Shaft. 90 pts.
Spoiler Alert!
B.T. Wilson, P.I. General: Aquilla Species: Human Unique Hero Class: Investigator Personality: Cunning Medium 5 Life: 4 Move: 5 Range: 7 Attack: 3 Defense: 3 Points: 90 Base: Single Planet: Earth Investigation After rolling for initiative, if there is at least one Order Marker on this card, roll the 20-sided die. If you roll a 16 or higher, you may look at one Order Marker on an opponent's Army Card, if a figure on that card is within 4 clear sight spaces of B.T. Wilson. Shotgun Blast Special Attack Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figures are also affected by the Shotgun Blast Special Attack. B.T. Wilson only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. B.T. Wilson cannot be affected by his own Shotgun Blast Special Attack. I Got Your Back When attacking an opponent's figure, if B.T. Wilson inflicts one or more wounds, you may move another Unique Human Hero you control within 6 clear sight spaces of B.T. Wilson up to 4 spaces. Figure: Bishop Soldiers
Spoiler Alert!
Cpt. Mark Yates ¤. Medic! 30 pts.
Spoiler Alert!
Capt. Mark Yates General: Jandar Species: Human Unique Hero Class: Medic Personality: Merciful Medium 5 Life: 3 Move: 5 Range: 6 Attack: 2 Defense: 2 Points: 30 Base: Single Planet: Earth Field Dressing Once per turn, if an adjacent Human Squad figure you control would receive any number of wounds, you may roll the 20-sided die. Subtract 1 for every wound that figure would receive. If you roll a 14 or higher, you may ignore all wounds. Combat Medic After revealing an Order Marker on a wounded Human Hero figure you control that is adjacent to Capt. Mark Yates, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. Add 2 to your roll if the figure is a Soldier. If you roll a 13 or higher, remove up to 2 wound markers from that Hero's Army Card. Mercy Cpt. Mark Yates never makes leaving engagement attacks on figures with only 1 Life remaining. Figure: Heroclix Easy Company Medic Helps heal wounded heroes and prevent wounds for squaddies. There are a number of customs using this figure and I think I cribbed from all of them! Combat Medic is lifted from both Ana K and Alfred P. Cpl. James Swift ¤, Scout who boosts the Airborne. 50 pts.
Spoiler Alert!
Cpl. James Swift General: Jandar Species: Human Unique Hero Class: Scout Personality: Disciplined Medium 5 Life: 3 Move: 5 Range: 6 Attack: 2 Defense: 3 Points: 50 Base: Single Planet: Earth Advance Unit 3 When rolling for The Drop, if a figure could be placed within 3 clear sight spaces of Cpl. James Swift, you may add 3 to your roll. If you roll a 13 or higher, at least one figure must be placed within 3 clear sight spaces of Cpl. Swift. Disengage Cpl. James Swift is never attacked when leaving an engagement. Lay of the Land Cpl. James Swift and any friendly Soldiers adjacent to him roll 1 additional defense die if they have any defense bonus from height or terrain. Figure: Heroclix Cosmic Justice Easy Company Soldier The figure isn't plentiful, but it's cheap. Do the AE really need help? Probably not. But I thought he could be a fun addition to a WWII army or other Soldier build. Gen. Sherman Mayne ¤, General for the Jandar soldiers, 120 points.
Spoiler Alert!
I was inspired by the really great faction list put together by Evar-Scarcarver who notes that the American Soldiers lack a General. So I made one. Last edited by IshMEL; March 21st, 2017 at 05:26 PM. Reason: Added cards for Namesakes, Gen. Mayne |
#451
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
SOULBORGS, CYBORGS, AND SPACEFARERS
Summoned from... the future! Featured unit: Be-Zak-Sa Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. Does not compute.
Spoiler Alert!
Marro Cyborgs
Spoiler Alert!
Be-Zak-Sa ¤. Cyborg leader. 120 pts.
Spoiler Alert!
Be-Zak-Sa General: Valkrill Species: Marro Unique Hero Class: Cyborg Personality: Tricky Medium 5 Life: 4 Move: 6 Range: 5 Attack: 4 Defense: 4 Points: 120 Base: Single Planet: Marr Cybernetic Hivemind When a Cyborg Squad figure you control rolls the 20-sided die for a special power on its Army Card, add 1 to the result. Secondary Targeting Systems After making an attack on an adjacent figure, Be-Zak-Sa may make an additional attack. She may target the same or a different figure, and may target a non-adjacent figure even if she is still engaged. Figure: AT-43 Assault Golem Attachment Box: Assault Golem Overseer It's a cheaper, Non-Flying Su Bak Na with Range! She's a warlord, but there's no way to have her be a Marro, Cyborg and Warlord, so I'm leaving it implicit with the name. So, no bonding with Romans. I guess they are not backwards compatible with Grok Riders. Some sort of inter-Marro conflict between Havech Cyborgs and others? Cybernetic Hivemind is clearly meant for the Havechs. She actually has a tiny second head up top, hence Secondary Targeting Systems. The idea is that she can multitask -- one head controls the claw arm and the other controls the gun. Havech Incinerators ¤. Unique Squad of Marro Cyborg flamethrowers. 60 pts.
Spoiler Alert!
Havech Incinerators General: Valkrill Species: Marro Unique Squad Class: Cyborg Personality: Merciless Medium 5 Life: 4 Move: 6 Range: 1 Attack: 2 Defense: 4 Points: 60 Figures: 2 Base: Single Planet: Marr Tricky Marro Bonding After revealing an Order Marker on this card, you may first take a turn with a Unique Marro Hero you control with a Tricky personality. Flamejet Special Attack Range Special. Attack 3 + Special. A Havech Incinerator that does not attack normally may use Flamejet Special Attack. Choose 3 spaces in a straight line from the attacking Havech Incinerator. All figures on those spaces that are in line of sight are affected by Flamejet Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If a figure is attacked twice in one turn by Flamejet Special Attack, it takes one unblockable wound. Lava Resistant figures are not affected by Flamejet Special Attack. Figure: AT-43 Assault Golem Attachment Box Tricky Marro Heroes: Kee-Mo-Shi Ne-Gok-Sa Su-Bak-Na Be-Zak-Sa Spacefarers and Soldiers from the Future
Spoiler Alert!
Captain Faraday Jones¤, Soldier with a Plasma Disruptor Rifle, 120 points.
Spoiler Alert!
His Plasma Disruptor Rifle can penetrate high-defense units, especially Soulborgs, Cyborgs and Robots (which are a thing in the Shermanverse, so I included them here.) Soldier's Fury lets him attack twice in melee, or to back up his fellow soldiers. FPC Delta Team ¤, Unique Squad of Space Marines™, 110 points.
Spoiler Alert!
FPC Delta Team Jandar Human Unique Squad Soldiers Inspiring Medium 5 (4 Figures) Life 1 Move 5 Range 6 Attack 2 Defense 4 110 Points Return Fire When a Soldier in the FPC Delta Team defends against a normal attack from a non-adjacent figure, if any excess shields are rolled the attacking figure takes one unblockable wound. Each FPC Delta Team Soldier may use Return Fire once per turn. We Band of Brothers If a Soldier in the FPC Delta Team receives any wounds from an opponent's attack, place it on the attacking figure's Army Card. When any Solider you control makes a normal attack on a figure with an FPC Delta Team Soldier on its Army Card, it rolls 1 additional attack die for each one of those Soldiers on that card. FPC = Free Planet Confederacy, an interstellar federation I just made up. The figures are: Marine Magnum Pistol 13 Marine SMG 14 Marine SMG 88 Marine Battle Rifle 15 Design Notes:
Spoiler Alert!
First, I changed the name, since "FPC Marines" sounded like a Common unit (wouldn't there be lots of them?) but this is the Delta Team. I see them as a Vanguard unit that inspires the rest of the soldiers and fights to the last man. I was looking through a list of old power ideas and came across a version of "We Band of Brothers." It seemed just right for the FPC Delta Team. First it actually makes their status as a Unique Squad work. Second, it's thematic for a "Space Marine" unit that fights harder as they face losses against the alien swarm. Third, by making the power boost the attacks of all Soldiers against the attacking unit, it gives them the leadership of the other Soldiers that I wanted (even after death!) Combined with Return Fire, your opponent has a double disincentive to attack them. 110 points is just my formula cost, I suspect they're worth more with We Band of Brothers. First Version:
Spoiler Alert!
FPC Marines Jandar Human Unique Squad Soliders Valiant Life 1 Move 5 Range 6 Attack 2 Defense 4 110 Points Plasma Weapon Concentrated Fire When a figure defends against a normal attack from an FPC Marine, it subtracts 1 from its Defense for each time it was previously attacked by another FPC Marine this turn. Figures with a Defense number of at least 1 cannot have their Defense reduced below 1 by Plasma Weapon Concentrated Fire. Return Fire When an FPC Marine defends against a normal attack from a non-adjacent figure, if any excess shields are rolled the attacking figure takes one unblockable wound. Each FPC Marine may use Return Fire once per turn. Other powers considered:
Spoiler Alert!
Ultrasonic Disruptor When a Marro figure rolls the 20-sided die for a special power on its Army Card, subtract 1 from the result for each FPC Marine within 3 spaces of that figure. Suppression Fire Tactics After attacking, for each FPC Marine that attacked a non-adjacent figure this turn, you may choose one Soldier figure you control that did not attack this turn. Move all chosen figures up to 2 spaces each. Figures moved by Suppression Fire Tactics will take any leaving engagement attacks. Attack The Wild 1 When attacking a figure who has a wild personality, an FPC Marine rolls 1 additional attack die. F.R.E.D. ¤ Fragmentation Remote Explosive Device. A rolling bomb for Sgt. Gunn. 20 pts.
Spoiler Alert!
F.R.E.D. General: Jandar Species: Device Unique Hero Class: Construct Personality: Controlled Small 2 Life: 1 Move: 6 Range: 1 Attack: 0 Defense: 3 Points: 20 Base: Single Planet: Earth Deployed Device F.R.E.D. does not start the game on the battlefield. Instead, place it on the Army Card of a figure you control with the Deploy F.R.E.D. special power. Remote Explosive Device If F.R.E.D. is destroyed, you must immediately roll the 20-sided die. When determining adjacency for this special power, you must double its height. If you roll a 1, nothing happens. If you roll a 2-15, each adjacent figure receives 1 wound. If you roll a 16-18, each adjacent figure receives 2 wounds. If you roll a 19 or higher, each adjacent figure receives 3 wounds. Evasive Maneuvering When F.R.E.D. rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. F.R.E.D. is never subject to leaving engagement attacks. Figure: Tannhauser Hound Dog The Frag Remote Explosive Device. A rolling bomb for Sgt. Gunn. Sgt. Gunn ¤. Controls F.R.E.D., and his grenade launcher. 90 pts.
Spoiler Alert!
Sgt. Gunn General: Jandar Species: Human Unique Hero Class: Soldier Personality: Determined Medium 5 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 90 Base: Single Planet: Earth Deploy F.R.E.D. After moving and instead of attacking, if Sgt. Gunn is unengaged, you may remove F.R.E.D. from this card and place it adjacent to him if possible. Remote Controller If Sgt. Gunn did not attack this turn, you may take a turn with F.R.E.D. After taking a turn with F.R.E.D., if Sgt. Gunn has clear line of sight on it, you may destroy F.R.E.D. Mk.19 Grenade Launcher Special Attack Range 6+Special Attack 2 All figures adjacent to the target figure are also affected by the Mk.19 Grenade Launcher Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. Figure: Tannhauser Ramirez Utgar's Soulborgs
Spoiler Alert!
Deathcharger 3000 ¤§. "Soulborg Brown", 60 points.
Spoiler Alert!
Deathcharger 3000 General: Utgar Species: Soulborg Unique Hero Class: Deathcharger Personality: Bold Large 7 Life: 4 Move: 5 Range: 7 Attack: 3 Defense: 3 Points: 60 Base: Single Planet: Alpha Prime Deathcharge Special Attack Range Special. Attack Special. If Deathcharger 3000 begins its turn unengaged, instead of moving normally, it may use its Fire and Rush Special Attack. Choose a figure within 5 spaces of Deathcharger 3000 to attack and roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move Deathcharger 3000 up to 5 spaces. If Deathcharger 3000 ends that move engaged, it may attack again by rolling 4 attack dice. Figure: Star Wars Dark Trooper Phase III Yes, it's a Soulborg Sam Brown. Why not? Deathcharger 6000 ¤. Rocket-Leaping Soulborg, 70 points.
Spoiler Alert!
Deathcharger 6000 General: Utgar Species: Soulborg Unique Hero Class: Deathcharger Personality: Menacing Medium 5 Life: 1 Move: 7 Range: 1 Attack: 3 Defense: 6 Points: 70 Base: Single Planet: Alpha Prime Rocket Leap 25 Instead of its normal move, Deathcharger 6000 may use Rocket Leap 25. Rocket Leap 25 has a move of 4. When counting spaces for Rocket Leap 25, ignore elevations. Deathcharger 6000 may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. It may not leap more than 25 levels up or down in a single leap. If Deathcharger 6000 is engaged when he starts his Rocket Leap, it will take any leaving engagement attacks. Accelerated Strike When making a normal attack, roll 1 additional attack die for every two spaces moved this turn, not including increases in elevation, to a maximum of +3 for Accelerated Strike. Figure: Heroclix Sasha Hammer Vydar's Soulborgs
Spoiler Alert!
Captain M37 ¤. Soulborg with Homing Missile SA. 120 points.
Spoiler Alert!
Captain M37 General: Vydar Species: Soulborg Unique Hero Class: Captain Personality: Precise Huge 8 Life: 3 Move: 5 Range: 8 Attack: 4 Defense: 5 Points: 120 Base: Single Planet: Alpha Prime Short-Range Autoload Special Attack Range 4. Attack 3. Captain M37 may use this special attack 3 times in the same turn. It may target the same figure or different figures for each attack. Homing Missile Special Attack Range 7 Attack 3 Before attacking, choose a figure within 7 spaces. All special powers on that figure's Army Card are negated until the end of the turn. You must then target that figure for Homing Missile Special Attack, if possible. If a Guard or Scout figure you control is within 3 clear sight spaces of a figure, Captain M37 does not need line of sight to target that figure with Homing Missile Special Attack. Design Notes:
Spoiler Alert!
First, the rank. Vydar's military structure never made any sense to me. How is it that all the Soulborgs are Majors? Hence, Captain. Because he's a rank down, I gave him one less life than Q10, my base for his stats, and because he's so tall, he gets 1 more move. Like Q9 and Q10, Capt M37 is all about options. He can make a single normal attack of 3 at range 8, or use the SA of 3 x 3 at range 4. Or, the Homing Missile, which takes its inspiration from Kira Jax's Exploit Weakness. Stealth Dodge? You can't dodge the Homing Missile. Hide In Darkness? You can't hide. Isamu? More like a non-ja. (FYI here's the list of Defensive powers from Kira Jax's page):
Spoiler Alert!
Disappearing Ninja / Vanish / Fleet Footed (C3V: Command Courier) Scatter Scurry Dying Swipe Shields of Valor / Shield of Valor (C3V: Ulfrid Hornwrangler) Combat Challenge Counter Strike / Arcane Riposte / Evil Eye Defense Evil Eye Protection Adjacent Tough Tough / Warforged Resolve Disciplined Army Defense Bonus / Valiant Army Defense Bonus Staff of Lerkintin Shield Wall Battle Fury Melee Defense X Evasive X Insubstantial X One Shield Defense Stealth Dodge / Defensive Agility Thorian Speed / Glacier Camouflage / Lurk in the Shadows Smoke Powder X Concealment X Hide in Darkness Sacred Band Defy Death X Stealth Armor X Expendable Rabble Exoskeleton / Redundant Systems (C3V: Vulcanmech Incendiborgs) Leaf of the Home Tree Aura Cell Divide Teleport Reinforcements Defensive Aura X / Strength of Oak Aura X Orc Defense Aura X / Heroic Defense Aura / Defensive Aura / Extended Defensive Aura Gift of the Empress Aura Chalice of Fortitude Spidey/Spider -Sense X Purple Heart (C3V: Capt. John Varan) Aegis of the Crimson Sigil (C3V: Haduc) Tribal Protection (C3V: Zogross Hardscale) Opportunity Strike 15 (C3V: Zogross Hardscale) Varkaanan Blade Defense (C3V: Varkaanan Blade Dancers) Defensive Vault (C3V: Varkaanan Blade Dancers) Unlike Kira, Captain M37 can only use his negating power on the figure he targets, which reduces the range of powers he can use it against. Figure: Death From Above #119 Thunderbolt 'Jing Smith' Last edited by IshMEL; March 21st, 2017 at 05:37 PM. Reason: New cards for the Deathchargers, MC Strikers, FPC Delta Team |
#452
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
SWORDS OF THE ALLIANCE
Royalty, Champions, and Knights united against the forces of evil! Here's their leader, and the newest card, Queen Bethesda: Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. What is your Quest?
Spoiler Alert!
Bannerman of the Alliance. A multi-faction messenger. 70 points.
Spoiler Alert!
Bannerman of the Alliance General: Jandar Species: Human Unique Hero Class: Bannerman Personality: Determined Medium 4 Life: 3 Move: 6 Range: 1 Attack: 2 Defense: 2 Points: 70 Base: Single Planet: Earth Relay Orders When revealing an Order Marker on this card and taking a turn with the Bannerman of the Alliance, if he did not attack this turn, you may choose a small or medium Unique Hero you control within 3 clear sight spaces of him who does not follow Utgar or Valkrill. Take a turn with the chosen Hero. Determined Messenger For each Order Marker on this card, add 1 to its Defense number. Through The Lines Before taking a turn with the Bannerman of the Alliance, you may reveal the X Order Marker on this card. For the rest of that turn, he may ignore all leaving engagement attacks from small or medium Squad figures. Figure: D&D Standardbearer - 03 Design Notes:
Spoiler Alert!
So I'm clearly riffing on the Command Courier here. I knocked around a "multi-General Flagbearer" concept here for quite a while (see below), and got a lot of great input on it. (I liked the extra dice on the card concept and used it for Begorn Thundershield.) But it never quite felt like a Flagbearer. There's a lot of precedent to live up to. And besides, the flag itself is small! So what if he was relaying orders instead of providing an aura? You're of course meant to dump all your OMs on him, and play a Hero-intensive strategy. Here's the original card: Jeanne du Soleil General: Aquilla Species: Human Unique Hero Class: Herald Personality: Inspiring Medium 4 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 110 Base: Single Planet: Earth Alliance of the Sun Begin the game with 12 white combat dice on this card. When a figure you control within 3 clear sight spaces of Jeanne du Soleil rolls for defense or for a normal attack, you may remove one die from this card and add it to that roll. Alliance of the Sun does not affect Jeanne du Soleil. If any friendly Army Cards follow Utgar or Valkrill, you may not use Alliance of the Sun. Glory of the Alliance If Jeanne du Soleil attacks an opponent's figure and causes enough wounds to destroy it, you may add 2 dice to this card. Fallen Flag If Jeanne du Soleil has been destroyed, place her on this card. While she is on this card, subtract 3 from your initiative roll. Figure: D&D Standardbearer - 03 With apologies to SoA's Laertan Oresun. I started working on this before I saw his, and both before and after that my design was converging on his. I thought the dice mechanic was something different for a flagbearer, a sort of resource-management aura. Glory of the Alliance is there to give you incentive to put her up front and whacking at things, while Fallen Flag gives you the disincentive for doing the same. Choices! Knights of the Vale §¤, Einar version of the KOW, with anti-evil bonus. Common Squad, 70 pts.
Spoiler Alert!
Knights of the Vale General: Einar Species: Human Common Squad Class: Knights Personality: Faithful Medium 5 Life: 1 Move: 4 Range: 1 Attack: 3 Defense: 4 Points: 70 Figures: 4 Base: Single Planet: Earth Human Champion Bonding Before taking a turn with the Knights of The Vale, you may first take a turn with any Human Champion you control. Anointed Swords Once per attack, when making a normal attack on a figure that follows Utgar or Valkrill, a Knight of The Vale may re-roll 1 attack die. Figure: Confrontation Lions Paladins Unit Box Design notes:
Spoiler Alert!
Yes, they're slightly changed Knights of Weston. I picked up several squads of them for cheap, and I'm not likely to invest in more KoWs any time soon. Anointed Swords is possibly more valuable than Coward's Reward but I'm leaving them at 70 for now. I've only made one adjustment since I first posted these -- changing their personality from Devout to Faithful (and changing the name from Holyflame Swords to Anointed Swords, OK so that's two changes). They can get a movement boost from Sir Agonn and I didn't want them to also get one from the C3V Count. Mirana Silverflame ¤. Knight-boosting Champion, 80 pts.
Spoiler Alert!
Mirana Silverflame General: Jandar Species: Human Unique Hero Class: Champion Personality: Loyal Medium 4 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 80 Base: Single Planet: Earth Knight's Shield A friendly Human Knight adjacent to Mirana Silverflame adds 1 to its Defense number. Sword of the Silverflame When making a normal attack on a Unique Hero, Mirana Silverflame rolls 2 additional attack dice if that Hero began the game with 4 or more Life. Jandar's Honor Mirana Silverflame may not attack a figure that follows Jandar. If a player controls Silverflame and a figure who follows Utgar or Valkrill, destroy Mirana Silverflame. Figure: D&D Devotee of the Silver Flame Knight's Shield is a sort-of version of Shield Wall. Sword of the Silverflame is a more useful Giant Killer or whatever Denrick's power is called. Jandar's Honor will prevent you from drafting her with evil units -- and if playing against Hawthorne or Marcu you might end up losing her! Also if she's Mind Shackled or Enslaved, she'll die rather than submit to their control. Queen Bethesda ¤. General for Knights / Champions, attack bonus against Big Bads, fellow royals. 150 pts.
Spoiler Alert!
Queen Bethesda General: Jandar Species: Human Unique Hero Class: Queen Personality: Valiant Medium 4 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 150 Base: Single Planet: Earth For The Queen After revealing an Order Marker on this card, before taking a turn with Queen Bethesda you may either take a turn with a Squad of Human Knights you control, or take a turn with up to two Human Champions you control. Sword of Cadeyrn When making a normal attack on a Unique Hero that began the game with 5 or more Life, Queen Bethesda adds 1 skull to whatever is rolled. A King, Queen, Lord, or Lady rolls 2 fewer defense dice against a normal attack from Queen Bethesda. Champion's Spirit After a figure you control is destroyed, if there are any Champions on that figure's Army Card you may place them on this card. Figure: D&D 1 - Captain of the Watch - 41 My attempt at a "General" for the Knights faction. Her attack looks weak, but the Sword of Cadeyrn (welsh for "Battle King") reserves its magic powers for the Big Bads, and fellow Royals. Note: If you use For The Queen to activate a KOW or the Knights of the Vale, you will get one Squad turn and one Champion turn, in addition to the Queen's turn. Shar Velene of House Brynn Mar ¤. Initiative-boosting Warlord, 70 pts.
Spoiler Alert!
Shar Velene of House Brynn Mar General: Aquilla Species: Human Unique Hero Class: Warlord Personality: Inspiring Medium 4 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 70 Base: Single Planet: Earth Leader's Charge If you revealed the "1" Order Marker on this card this turn, you may add 2 to its Move number. If Shar Velene was not engaged at the beginning of that move, you may roll 2 additional attack dice when making a normal attack. Glory Each time an opponent's figure is destroyed by an attack from Shar Velene, place a gold Glory marker on this card. A maximum of 3 Glory markers may be placed on this card. If you control Shar Velene, add X to your initiative roll, where X equals the number of Order Markers on this card plus the number of Glory markers on this card. Figure: D&D Inspired Lieutenant Originally I had her as another Champion, but I've made a lot of Champions recently. Time to give my Romans some help. Sir Agonn §¤. MDG for Human Knights, 100 pts.
Spoiler Alert!
Sir Agonn General: Einar Species: Human Unique Hero Class: Knight Personality: Disciplined Medium 5 Life: 6 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 100 Base: Single Planet: Earth Einar Knight Leadership All Knights you control who follow Einar move 1 additional space. Einar Knight Attack Enhancement All friendly Knights adjacent to Sir Agonn who follow Einar receive an additional attack die. Figure: Confrontation Lions Agonn Hero Box Design notes:
Spoiler Alert!
My first version of him was a copy of Sir Dupuis (since I don't own him) but it didn't really seem to fit. In a flash of either inspiration or stupidity I thought, why not make a Marcus DG who works with Knights? He's identical in all other respects. Knight Leadership with Phantom Knights and Templars may be too much? Sir Constans ¤. Devout Champion who can pray to self-heal or smite evil. 100 pts.
Spoiler Alert!
Sir Constans General: Einar Species: Human Unique Hero Class: Champion Personality: Devout Medium 4 Life: 5 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 100 Base: Single Planet: Earth Shield Bash Special Attack Range 1. Attack 2. After using Shield Bash Special Attack, Sir Constans may make a normal attack on the same figure. If Shield Bash Special Attack caused any wounds, that figure rolls 1 fewer defense die against that normal attack. Vow of Faith After Sir Constans takes a turn, you may reveal the X Order Marker on this card and take an additional turn. During that turn, if Sir Constans makes a normal attack on a figure that follows either Utgar or Valkrill and is not Human, roll 2 additional attack dice. After that turn, if Sir Constans is unengaged and did not attack, remove up to 2 wound markers from this card. Figure: Evil Human Warrior I've taken the Special + Normal idea from Mok, and the "extra X" round from Van Nessing, and made this guy! Sir Pellinore ¤, Champion with anti-evil aura and advantage vs. Terrifying figs, 90 pts.
Spoiler Alert!
Pellinore of the Vale General: Einar Species: Human Unique Hero Class: Champion Personality: Valorous Medium 5 Life: 4 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 90 Base: Single Planet: Earth Greater Protection from Evil Aura All small or medium figures you control within 3 clear sight spaces of Pellinore add 1 to their defense dice when rolling defense against an attack from a figure who follows Utgar or Valkrill. Greater Protection from Evil Aura does not affect Sir Pellinore. Valorous Advantage Sir Pellinore rolls an additional die when attacking or defending against a Terrifying figure. Figure: Herald of Arin (the one with the Halo), The Confrontation Lions Paladins Attachment Box Design notes:
Spoiler Alert!
I originally had a "kitchen sink" approach to this character. I made him a Paladin, so he had 1) a Braxas-like d20 ability to cause ranged wounds on up to 3 Undead and Demons; 2) a "Smite" healing-upon-killing-the-evilz power, and 3) the improved Ana Aura. Which would make him very useful as a counterdraft to an Undead or Demon themed army, but a pretty expensive draft otherwise. Plus, a whole lot going on power-wise. Changing him to a Champion will make him more useful, and paring down the feature list gives him more of a classic feel. I'm concerned that a bonding hero with a pretty good aura might be too much. We shall see. Standard Bearer of the Vale §¤. Half of Sir Gilbert, 50 pts.
Spoiler Alert!
Standard Bearer of the Vale General: Einar Species: Human Unique Hero Class: Champion Personality: Inspiring Medium 5 Life: 3 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 50 Base: Single Planet: Earth Attack Aura 1 All friendly figures adjacent to The Standard Bearer of The Vale with a range of 1 add 1 die to their normal attack. Figure: Standard Bearer, The Confrontation Lions Paladins Attachment Box These guys go with The Knights of the Vale. I made them Einar because they're purple! First, the flag bearer and the trumpeter. I liked Super Bogue's idea of turning these guys into a 2-man version of Sir Gilbert. Instead I made him into 2 heroes -- the trumpeter calls Einar to battle, and the flag rallies the troops. That way the Aura isn't doubled. Split in two, it's probably less useful than Sir G because you'll spend two turns moving them forward. We'll see. The Lady Drimmere ¤. Insipring Champion, 100 pts.
Spoiler Alert!
The Lady Drimmere General: Einar Species: Human Unique Hero Class: Champion Personality: Inspiring Medium 4 Life: 5 Move: 5 Range: 1 Attack: 2 Defense: 3 Points: 100 Base: Single Planet: Earth Vorpal Sword When The Lady Drimmere makes a normal attack on a figure that follows Utgar or Valkrill and is not Human, all skulls rolled count as an additional hit. Inspiration If a Squad figure you control begins its move adjacent to The Lady Drimmere, it may move 2 additional spaces. If it ends its move adjacent to her, it rolls an additional attack die when making a normal attack. Avenge Her! If The Lady Drimmere has been destroyed, place her on any Army Card you control. At the beginning of the next round, add 7 to your initiative roll. During that round, add 1 to the Move and Attack numbers on that Army Card. Remove her from the card at the end of the round. Figure: D&D Inspired Shock Trooper Trumpeter of the Vale §¤. The other half of Sir Gilbert, 55 pts.
Spoiler Alert!
Trumpeter of the Vale General: Einar Species: Human Unique Hero Class: Champion Personality: Disciplined Medium 5 Life: 3 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 55 Base: Single Planet: Earth Einar's Dispatch After you take a turn with The Trumpeter of The Vale, roll 12 Einar Valkyrie dice. You may move up to 4 squad figures you control who follow Einar up to X spaces. X equals the number of Einar symbols rolled. Any squad figures moved with Einar’s Dispatch must be within 8 clear sight spaces of The Trumpeter of The Vale prior to moving. Figure: Musician, The Confrontation Lions Paladins Attachment Box These guys go with The Knights of the Vale. I made them Einar because they're purple! First, the flag bearer and the trumpeter. I liked Super Bogue's idea of turning these guys into a 2-man version of Sir Gilbert. Instead I made him into 2 heroes -- the trumpeter calls Einar to battle, and the flag rallies the troops. That way the Aura isn't doubled. Split in two, it's probably less useful than Sir G because you'll spend two turns moving them forward. We'll see. Vahan the Stalwart ¤. Glyph grabber and defender. 60 pts.
Spoiler Alert!
Vahan the Stalwart General: Einar Species: Human Unique Hero Class: Vanguard Personality: Determined Medium 5 Life: 4 Move: 5 Range: 1 Attack: 2 Defense: 4 Points: 60 Base: Single Planet: Earth Hold Position If there are no Order Markers on this card, add 1 to Vahan's Defense. Overextend Attack After taking a turn with Vahan, you may place a wound marker on this card and take another turn with him. You may only use this power once during a round. Defender's Determination If Vahan receives enough wounds from a normal or special attack to be destroyed, he is not removed from the battlefield until the beginning of the next round, after rolling for initiative. Remove all Order Markers from this card. Figure: D&D Mercenary Sergeant - 27 Vahan does one thing well -- go out, grab a glyph, and defend it to the last. The name means "Shield" in Armenian, apparently. Last edited by IshMEL; March 21st, 2017 at 05:41 PM. Reason: Added Prince Ahmed |
#453
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
Agent Zilar
I like this one. She has powers that are both interesting and strongly thematic. Stealth Initiative is interesting since it is only relevant when losing initiative. I could imagine it being a nice added bonus when facing against armies that increase their initiative for an advantage. Being multiply engaged with her would be a pain, but I could pretty easily see backing away from an opponent and risking a leaving engagement attack in order to attack twice. I really like the theme of Intelligence Dossier, although that and her Pistol Attack will make her vulnerable to swarming commons. Glax While you are certainly nailing the theme of having a ravenous monster fight for you, this beast makes me a little apprehensive as to his function. Being Huge 9, I'm assuming he's double based but I might be mistaken. That fact plays in rather significantly for his power level. As a single base, he'd be more maneuverable and Ravenous would be easier to avoid as a downside and a little harder to set up as an upside. As a strictly worst version of double attack, it feels a little redundant alongside the theme carried by Uncontrollable Rage. While I do appreciate that it doesn't turn on until he is wounded (so you stem away from first turn blow outs in your own start zone from a bad roll), that sort of power will make him very swingy. Sometimes he'll win you the game with some consecutive turns while others your opponent will do more damage with him than you do. The fact that they are equally likely to happen fuels this variance even more. I still think he's interesting, I just think these downsides are likely pushed more than his upsides to make playing with him a potentially fun liability. He won't be competitive, but I am sure some will love the gambling nature of playing him. Queen Bethesda I had commented on her before and she is still interesting. For the queen seems like it would be dominated by taking turns with the Knights of Weston who can in turn bond with a champion, making the option for two Human Champions dwarfed in comparison. Sword of Cadeyrin is a nice upside and seems like a fine way to smash a dragon or Cyprien, although she'll likely be enough of an order marker sink that I wouldn't go out of my way to do so. I really like the Champion's Spirit card and how that encourages using more of them together. |
#454
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
Thanks
@Ixe
for your feedback! Glad you like my newest Agent of Jandar... I'm going to have to get that army on the table some time soon.
Glax is indeed double-based. He's a Wild and Crazy guy! We have yet to test him out, I think he will end up being the "fun liability" as you put it. You're probably right that Queen B will usually activate the Knights, instead of 2 Champions, but I wanted the option of a viable "Champions of the Round Table" army. 3 Heroes a turn is pretty good. Taking a break from my reposting of units into thematic groups to present another in my "waiting for the VC release" releases: Grortu. Props to Doc Savage for Towering Presence, which I have tweaked to not trigger against other huge figures. I think that despite his Achilles Heel he is probably undercosted here considering he has a bonding squad and a major disincentive to swarming tactics. Grortu Utgar Cyclops Warlord Terrifying Huge Life 9 Move 6 Range 1 Attack 5 Defense 4 240 points Towering Presence When determining height advantage against a figure that is not huge, add 4 to the height of Grortu's base. Double Attack After attacking, Grortu may attack one additional time. Trampling Disengage If a small or medium figure makes a leaving engagement attack on Grortu, if Grortu does not take any wounds, that figure receives one unblockable wound. One-Eyed Target Grortu rolls 3 fewer defense dice against a normal attack from a Precise figure with a Range of 4 or greater. The attacker must have line of sight on Grortu's target point. Figure: Doom Blade Orc Cyclops. Last edited by IshMEL; March 21st, 2015 at 05:16 PM. Reason: Added Range requirement to Precise, there's no reason why the Elite Onyx Vipers should be able to hit that eye! |
#455
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
Grortu
This is an interesting build. That really is a massive figure. While everything is better with bonding, I don't think this guy really needs it, or at least not such a strong bonding option. With it, I would say he is undercosted. Towering presence means that more often than not he has 6 attack and 5 defense with the opponent unable to gain height on him. Double attack with those stats will carve through squads and flay heroes all on its own. Trampling Disengage is an interesting power that makes him more maneuverable. With squad figures I don't think it is worth it most of the time. One-eyed target is a very interesting and thematic downside that can lead to some counterdraft potential (giving him 2 instead of 5 defense is a big change), but it really depends on the match for how much that will matter. Very cool figure overall with some good ideas baked in. |
#456
|
||||
|
||||
Re: IshMEL's Customs: Update 11/6/14.
Awesome cards, I may need to steal a few for some figures that have been sitting on my shelves without cards for years waiting,wanting, and in need of an Identity. Keep up the good work.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
|
Display Modes |
Linear Mode |
Switch to Hybrid Mode |
Switch to Threaded Mode |
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
The Book of Migol Ironwill | spiteofthedice | Official Units | 23 | January 27th, 2014 12:44 AM |
custom figures, ok! whats the best way to create custom unit | Helldust | Custom Units & Army Cards | 9 | October 15th, 2009 02:08 PM |
Unit Debate #4 -- Brave Arrow Vs. Migol Ironwill | MegaSilver | Official Units | 65 | July 16th, 2009 10:50 AM |
Migol Ironwill - what's your army idea? | Aldin | Competitive Armies Discussion | 49 | July 1st, 2009 03:30 PM |
Custom marvel card help, and my custom ideas.... | capamerica1980 | Comic Hero Custom Creations | 1 | February 5th, 2008 05:39 AM |